Warhammer: Vermintide 2 - [Fatshark] Hedge
Taal’s Horn Keep has recently seen a bit of a change. Seems we have to once more turn to Lohner to get the full story… Or parts of it.

So, you’ve probably noticed that I’ve made a few changes around the keep.

Why? Well, leaving aside the fact that variety’s the spice of life, this place was never meant for long-term habitation (that’s ‘living’ to you and me, Kruber), let alone being any kind of military outpost … which the way things are going, we’ll end up being sooner rather than later. And then there’s the fact that Olesya keeps taking up ever more room, Catrinne needs more space to store her works of art. It’s getting a mite crowded.

Then there’s this other business Saltzpyre keeps muttering about. Might need some extra space for that and all. ​And ​ there’s my stockroom to consider. The pumpkin collection. It all takes up space, you know.

Anyway, where was I? Oh yes.

I had a bit of a chat with an old mate of mine, name of Rosalinde. She’s an architect by trade, with a side-line in Light Magic, which is very handy when it comes to moving masses of stone very quickly. Something about stone remembering when it was part of the hills, or something. It’s all above my head, if I’m honest, but I’m sure she knows what she’s about.

Best bit is, Rosalinde owes me the odd favour. So we’ve had a conflab and she’s done a bit of rearranging. Clever lass. Came up with all kinds of space-saving suggestions, and I took the liberty of getting the first wave organised while you were last out indulging in a bit of the old ‘derring do’.

Had to veto a couple of ideas along the way, of course. She wanted an entire room just for stray cats. I warned her off that one. You invite stray cats in here, I said, and Bardin’ll put them in a stew. Or Saltzpyre will give ‘em a terminal fright by practising his smile on ‘em. So … No cats. Probably for the best. And the jury’s still out on the roof garden – I’ll have to think about that. As to the rest, maybe I’ll tell you about it next time.
Nov 26, 2020
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Welcome to patch 3.4.2 on PC.

This update brings you some fixes to issues that were introduced in patch 3.4 as well as some additional tweaks.
  • Bots should now step out of the line of fire when Outcast Engineer readies his Crank Gun.
  • Bots should now drop Grimoires if instructed to.
  • It should once again be possible to pass off an incendiary bomb with 'E'.
  • When using console HUD and swapping between KBM and controller, weapon prompts should no longer be visible.
  • Tweaked the size of the ability bar fill texture a bit for the gamepad HUD.
  • Fix the "spark" VFX getting stuck in view if swapping weapon from the Crank Gun whilst cranking it.
  • Bardin's wonderful beard should no longer freak out at sub 30 FPS.
  • Fixed for Weaves with multiple objectives not activating next objective once the first one is completed.
  • Fixed a softlock on Weave 7.
  • "Stout Heart, Steady Aim" challenge can now be completed if Bardin uses the Alt-Fire to fulfill the criteria.
  • Masterwork Pistol reload is now finished when the magazine is inserted into the weapon, and the animation will also scale properly with buffs.
  • Sound when inspecting the Masterwork Pistol now stops when you abort inspection.
  • Slayer Bardin's pose with the Coghammer now more... characteristic.
  • Fixed an issue where Kerillian's notched arrows could wig out when jumping about.
  • Fixed Outcast Engineer gloves in 1st person not matching the correct colours shown for the skin in inventory screen.
  • Fixed Outcast Engineer portrait frames disappearing after obtaining them and reloading the game.
  • Fixed double "player is joining the game" message in chat.
  • Various misc. crash fixes.
Nov 20, 2020
Warhammer: Vermintide 2 - [Fatshark] Julia
Heroes,

We've put live a hotfix to resolve the issues listed below:

  • Fixed 2 of the most common crashes
  • Fixed an issue where the Outcast Engineer would be wearing the wrong helmet on the hero selection screen if the DLC was not owned
  • Fixed the 'Fundemental Force' Okri's Challenge being completed for host when completed by client
  • Fixed Packmasters doing a 180 spin when hooking clients
  • Added subtitles for the Outcast Engineer's introductory trailer
  • Fixed an issue where pressure stacks would be lost when the ability bar reached maximum with the 'Experimental Steam Capacitors' talent
Warhammer: Vermintide 2 - [Fatshark] Hedge



Heroes,

Today we are excited to announce that the new advanced career for Bardin Goreksson, The Outcast Engineer, is available on Steam and Lohner’s Emporium of Wonders on PC! Similar to the previously released Grail Knight, the Outcast Engineer is available with or without the Cosmetic Upgrade.

https://store.steampowered.com/app/1443780/

https://store.steampowered.com/bundle/16466/

Together with the release of the new career we are also releasing update 3.4 for PC. An FAQ and a full list of Patch Notes can be found below.

The Outcast Engineer might not be an Engineers Guild graduate, but no less lethal - armed as he is with an array of experimental weaponry. His unmatched use of heavy machinery together with his assorted gadgets makes him a master of utility, blasting down anything, or anyone, in his path.



If you want to find out more about how, and why, Bardin Goreksson ended up as an Outcast Engineer, you can read the full story by clicking here.

FAQ

Q: How do I get the Outcast Engineer?A: The Outcast Engineer is available in the in-game store called Lohner's Emporium of Wonders or can be found on Steam.

Q: How much does the Outcast Engineer cost?A: The Outcast Engineer Career costs $3.99

The Outcast Engineer Cosmetic Upgrade is available in the Outcast Engineer Bundle for $9.99. If you already own the Outcast Engineer DLC it will be deducted from the bundle price.

Q: Why cannot I not select the Outcast Engineer in my Hero Selection screen?A: The Outcast Engineer is a premium feature and can only be attained by purchasing it.

Q: Can I play the Outcast Engineer directly, or do I need to be a certain level?A: You can start playing the Outcast Engineer directly after purchase.

Q: Why did you make the Cosmetic Upgrade?A: We wanted as many players as possible to have the option of the Outcast Engineer in their roster of hero careers. Offering a much cheaper 'gameplay' option, and a very much optional Cosmetic version allows for the gameplay portion to be as accessible as possible, whilst providing Cosmetic options via the upgrade to those who really dig a new hat !

Q: Are there challenges in the Outcast Engineer DLC?A: Yes. There will be challenges available in the Outcast Engineer. The Outcast Engineer Cosmetic Upgrade includes extra challenges to unlock exclusive cosmetics. If you do not own the Cosmetic Upgrade your progression to complete the challenges is still accounted for. This means that if you decide to purchase the Cosmetic Upgrade later you will be able to claim your rewards for challenges that have already been completed.

Q: Where can I purchase the Outcast Engineer?A: You can purchase the Outcast Engineer here or through Lohner's Emporium of Wonders.

Q: Does the cosmetics in the Cosmetic Upgrade only work for the Outcast Engineer?A: The helmets, character skins and the weapon illusions are exclusive to the Outcast Engineer.

Q: Can I use the Cog hammer and the Masterwork Pistol on other Bardin careers?A: The Cog Hammer can be used by any of Bardin's careers, however the Masterwork Pistol can only be used by the Outcast Engineer, Ranger Veteran and Ironbreaker careers.

Q: Can the Outcast Engineer use other weapons?A: The Outcast Engineer can use all of Bardin Goreksson's weapons other than the Dual Axes, Crossbow and Throwing Axes.

Q: How does the Outcast Engineer special attack work?A: The Steam Assisted Crank Gun (MK II) is the Outcast Engineer's Career Skill (otherwise known as the 'special', 'ultimate' or 'activated') ability and can be activated by pressing F.

Bardin will subsequently equip a customised Gatling Gun with high rate of fire. It can only be shot if the ability bar is available, and shots will consume the ability bar. It must be spun up briefly before it can be shot and will start to shoot at a steady pace before increasing in momentum. Holding the right mouse button will allow you to keep spinning without shooting. To regain ability bar you must press and hold the reload (otherwise known as 'cranking') button to build pressure. As pressure (visualised as a stacking buff) builds, the ability bar will replenish over time. Bardin will continue to replenish the ability bar as long as stacks of pressure have been built-up, and is able to use other weapons. Firing the Crank Gun will result in it losing all of its built-up pressure.

Q: Where are the Outcast Engineer cosmetics?A: The Outcast Engineer cosmetics can be unlocked after purchasing the Outcast Cosmetic Upgrade. A selection of cosmetics will be available from just owning the bundle, while the rest can be access by completing Outcast specific Okri's Challenges.

Patch 3.4
Outcast Engineer
  • Blast your way through waves of enemies with the grenades from your Utility Belt and the Steam-Assisted Crank Gun (Mk II).
  • Embrace your heritage with an exclusive character skin & voice lines.
  • Wield personalized, all-new weapons: Masterwork Pistol and Cog Hammer.
  • Enhance your bombs through the Outcast Engineers’ unique talent tree.
  • Show your true vocation through the purchasable Outcast Engineer Cosmetic Upgrade DLC.
  • When purchasing Warhammer: Vermintide 2 - Outcast Engineer Career, you will receive 100 Shillings (in-game currency) to spend in the in-game store.
Outcast Engineer Cosmetic Upgrade
Only available in the Outcast Engineer bundle*

With the Cosmetic Upgrade, you receive a new Hero Skin Color Variation, a new Masterwork Pistol Illusion, a new Cog Hammer Illusion from the start, and access to unlockable cosmetics for your Outcast Engineer.

Cosmetics unlockable through Okri’s Challenges:
  • 3 New Masterwork Pistol Illusions
  • 3 New Cog Hammer Illusions
  • 3 New Hero Skin Color Variations
  • 2 New Helmets
  • 3 New Portrait Frames
  • 6 Exclusive Keep Paintings
When purchasing Warhammer: Vermintide 2 - Outcast Engineer Content Update, you will receive 225 Shillings (in-game currency) to spend in the in-game store.

*The Outcast Engineer bundle contains the Outcast Engineer Career and the Outcast Engineer Cosmetic Upgrade. If you already own the Outcast Engineer Career the cost will be deducted from the bundle price

Animation Changes:
New features:
  • All weapons and items have received new Interactive Inspects (except the Grail Knight ones, which already had it).
  • All weapon and items now have a subtle weapon sway to make them feel less static on the screen.
Misc changes:
  • Bardin's War Pick idle & movement animations tweaked to take up less screen space.
  • Grudge-Raker, Handgun, Blunderbluss have gotten a minor overhaul in animations.
  • Repeater Handgun has gotten an animation overhaul. The weapon now also doesn't force you to shoot all 8 shots while holding aim.
  • Dual Swords & Elven spear's block animation slightly lowered to show the center of the screen.
  • Some Shield skins now have adjusted block-animations to not block the center of the screen.
  • Sienna's left hand is now slightly moved so it doesn't block the Conflagration Staff's charged attack area.
Minor animation bugs fixed:
  • Kerillian's Greatsword sometimes animating oddly after attacks now fixed.
  • Throwing Axe Animation Bug.
  • Kruber's hands occasionally do not wrap around the Bretonnian longsword.
  • Fixed an animation bug with the Executioners light-attack chain.
  • Bardins shield strap positioned incorrectly in 3rd person now fixed.

Levels:
  • Athel Yenlui - Fixed a broken boss spawn.
  • Blightreaper - Fixed an out of bounds exploit.
  • Blood in the Darkness - Fixed a bad respawn point.
  • Convocation of Decay - End event area now switches environments correctly and resolved issues with event missing sorcerers on the pillars.
  • Convocation of Decay - Fixed a hole in the map.
  • Convocation of Decay - Fixed an issue where bots did not path down the hole leading to the 2nd Grimoire location.
  • Convocation of Decay - Opened up inaccesible area to prevent bosses being unreachable there.
  • Dark Omens - End event can now be completed if Wargor is killed prior to raising it's banner (added 45s timers to spawn another carrier if a flag has not been raised for flag 2 and 3).
  • Dark Omens - Darkness environment fixed.
  • Empire in Flames - Fixed a spot where enemies would climb through a wall.
  • Empire in Flames - Fixed a spot wherre Sienna could get Out of Bounds.
  • Empire in Flames - Added mover blockers to house roofs, improved shape on outer mover blocker, to resolve a location where players could exploit enemy inaction.
  • Empire in Flames - Moved location of a ladder a tiny bit so bots don't get stuck.
  • Enchanter's Lair - Fixed a location where players could get stuck.
  • Enchanter's Lair - Fixed an issue with exposure when using the Flamewave Staff in the catacombs environment.
  • Enchanter's Lair - Fixed darkness & twitch darkness setup.
  • Enchanter's Lair - Fixed players who joined mid-battle being subsequently blocked behind secret door.
  • Enchanter's Lair - Players can no longer use Sienna's firewalk to exploit and kill Nurgloth.
  • Festering Ground - Fixed a patrol that could cause a crash.
  • Festering Ground - Replaced newly added interactable crate with a non-interactable one.
  • Festering Ground - Tweaked jump over to the first tome (so bots should be able to reach it better now).
  • Fortunes of War - Fixed an Out of Bounds exploit.
  • Garden of Morr - Cauldron light should no longer be left visible after destruction.
  • Garden of Morr - Fixed a spot where players can get stuck.
  • Halescourge - Fixed some spots where bots got stuck.
  • Horn of Magnus - Bosses could become stuck in inaccessible house. Added 2nd layer of default collision to prevent boss from being pushed into building.
  • Hunger in the Dark - Fixed issues related to colour banding in start area. Environment tweaked, large fog volume at the start scaled down, light sources in start area tweaked.
  • Into the Nest - Respawn camera moved from inside a rock.
  • Into the Nest - Fixed a hole in map near 3rd Tome.
  • Into the Nest - Fixed an awkward Globadier spawn.
  • Old Haunts - Fixed an issue where bots could enter a hanging state when navigating a specific narrow pathway.
  • Old Haunts - Fixed an issue where bots may not follow the player down the hole after placing the gargoyle heads.
  • Old Haunts - Fixed an location where occlusion failed.
  • Old Haunts - Sometimes the door would not be broken to the church initiating the escape. This has now been solved.
  • Righteous Stand - Fixed a spot where enemies could pass through a wall.
  • Righteous Stand - Fixed some wonky respawn points.
  • Righteous Stand - Fixed network syncing so hotjoined players could use the cannon.
  • Righteous Stand - Fixed an issue with AI pathing going awry whilst the canon was in motion.
  • Screaming Bell - Fixed a location where occlusion failed.
  • Screaming Bell - Fixed location where Sienna could get stuck.
  • Screaming Bell - Fixed some outlandish bot behaviours, such as them tight-rope walking bell chains and getting stuck in whack places.
  • Screaming Bell - Improved navigation on meshes and rebuilt navmesh to improve bot pathing in specific areas.
  • Skippergate - Fixed an out of bounds issue.
  • The Pit - Fixed a hole in the map.
  • The Pit - Fixed a host crash in the first town area with the 1st grim.
  • The Pit - Fixed facespawning boss spawn spot.
  • The War Camp - Fixed a location where players could get stuck.
  • The War Camp - Fixed a spot where it was possible to get out of bounds.
  • The War Camp - Fixed an issue where players could get stuck outside the Arena.
  • Weaves - Essence on Weave 27, 67, 107 and 147 was too low to complete without trickle enemies, so we upped it.
  • Weaves (Life) - Fixed light leaking through speficic walls.

Fixes and Tweaks
  • Push to Talk keybinding has been reset. Sorry about that. This was part of a fix to the PTT button not working on Mission end screens.
  • A challenge (Iconic Presence) could trigger completion and not be rewarded. This challenge was cut in production and has been stripped from the game now.
  • Adjusted opacity on Sienna's eye lashes and switched to a double sided shader.
  • Barrels can now spawn in Deprivation deeds.
  • Bloodfletcher - Fixed an issue where new behaviour was not represented in the tooltip.
  • Disabled a debug feature that could be opened by pressing 'Insert'.
  • Fix for Sword/Dagger's Block loop not looping properly.
  • Fixed a crash caused by the Billhook.
  • Fixed a crash when a slot item changes while loadout is syncing the same slot type.
  • Fixed a UI crash.
  • Fixed a very uncommon softlock if a mission vote was started at the exact same time a player opened the change hero view.
  • Fixed an issue where subtitle size and background would reset after restart.
  • Fixed charged sweep generating more overcharge than it should when hitting mix of dead and alive enemies.
  • Fixed crash when controller gets (de)activated during loading while loading tip is present.
  • Fixed persistent scrolling audio in the lobby browser.
  • Fixed recoil jerking camera sideways if recoil is applied while dodging or any other animation that rotates camera.
  • Fixed skinning issue on Kruber's neck.
  • Fixed skinning issues on Huntsman face.
  • Fixed the icons of Power vs Infantry and Power vs Armoured in Weaves being mixed up. (Thanks Fracticality for the heads up.)
  • Fixed various other, more miscellaneous crashes.
  • Heleborgs Tutelage - No longer gains multiple stacks when shield/blunderbuss bashing into a horde.
  • If a ammo-less player replaces a bot that had no ammo, the out of ammo icon won't be removed. This fixes that. Hopefully.
  • Kruber's (Grail Knight) 'Virtue of Audacity' Talent 2nd hit could be interrupted/cancelled by potion expiry. We now save weapon action speed at the start of the action, so any attack speed changed mid way through would not change attack chain timings.
  • Made a minor tweak to Sienna's fireball charge animation.
  • Made bots default to tap attack to prevent crash when they are trying to destroy door barricades.
  • Swiftbow - Fixed an issue where the crosshair would drift if shooting continuously for an extended time.
  • The 'shortcut' to Athanor and back to the keep is now activated once you complete part 3 of the WOM tutorial, to avoid breaking the onboarding process.
  • The Grail Knight careerskill VFX should no longer light up the character after the VFX goes away.
  • When a player is being revived, the prompt would still appear for additional players attempting the revival. This prompt is now suppressed where a player is already reviving.

Nov 19, 2020
Warhammer: Vermintide 2 - [Fatshark] Hedge
Something’s going on with Bardin. He’s not saying what. In fact, he’s not saying anything at all, which is unusual. Looks like we’ll have to turn to Lohner to find out what’s going on.

I bet you’ve all noticed that our stout, comradely dwarf – while stout as ever – ain’t exactly been as comradely of late. Locked himself up in his room. All kinds of weird banging and the like coming from within. Also been a bit, well, short with everyone, hasn’t he? And Olesya says he’s even stopped eating her candles. Not exactly the Bardin Gorreksson we’ve come to know and love. Well, I’ve done a bit of asking around, and I think I know why.

I don’t have to remind any of you that our recent trip to Castle Drachenfels, while a roaring success – and thanks for that – stirred the pot, shall we say? Old memories dredged up, and all that. Never mind how I know, I just know, all right? Let’s just say that Cousin Okri told me.

…you can put that sneer away, Kerillian. Okri’s real enough…

Anyway, you’ve all been a bit off since you got back, and Bardin more than most. It’s all to do with family, as it happens. Turns out that Bardin’s uncle – one Drakki Dagsson – was something of an iconoclast back in Karak Norn. Obsessed with new-fangled inventions and mechanisms more than runes and good stonework, that sort of thing. Simple enough, you might think. Dwarfs are cunning buggers, we all know it. I marvel at their technology, truth be told.

But dwarfs are also traditionalists, and some don’t take well to change.

Bardin’s old dad – Gorrek Dagsson – was as traditional as they come. Steam power? What’s wrong with a bit of good old dawi muscle? Cogwork? Use a block and tackle! Black powder? That’s just filthy muck, used by lazy beardlings in a hurry. In other words, the brothers Dagsson didn’t see eye to eye on much… Which was a pity, because Bardin worshipped his Uncle Drakki, and spent every hour he could learning everything the crazy old dwarf had to teach.

Can’t imagine Gorrek was too pleased when he found out. Much less when Bardin declared he was seeking an apprenticeship in the Engineer’s Guild instead of following his old dad into the clan throngs.


… Steam power? What’s wrong with a bit of good old dawi muscle? Cogwork? Use a block and tackle! Black powder? That’s just filthy muck, used by lazy beardlings in a hurry …
Now, I don’t know what happened exactly. Getting secrets out of a dwarf hold ain’t exactly easy at the best of times, and there’s a whiff of dishonour floating around the whole business.

Turns out that at about the same time our Bardin was about to be apprenticed to Karak Norn’s Engineer’s Guild there was some kind of mining accident. Hundreds dead, and old man Gorrek among them. Drakki departed the hold the next day, head shaved and Slayer Oath on his lips – not a life he was cut out for, from what I hear. Certainly proved that way. According to the annals of Karak Norn, Drakki’s bones – and his steam-axe – lie mouldering in a troll lair somewhere on the slopes of Zarak Karn.

As we know, Bardin never made it to the Engineer’s Guild. Instead, he took up his father’s axe and served with distinction in the clan throngs, eventually earning a place among King Brokk’s ironbreakers. Even became a father himself, though I hear that young Mordin Bardinsson met a tragic end – don’t ask, because it’s not my story to tell – and soon after Hedda Bardinsdottir left Karak Norn for the salt air and steamships of Barak Varr. Took after the great uncle she never knew, it seems.

…as for his wife, for those who were wondering, the name Grelda Thrangsdottir strikes terror into the hearts of every greenskin who approaches the Karak Norn-Grimhold road. No idea if she and Bardin parted on good terms, exactly. Some matters are best left private…

Anyway, what does this have to do with Bardin locking himself up, I hear you ask? Well, you’ve all had regrets stirred up by old Drachenfels, ain’t you? Bardin’s, I reckon, lie squarely on the road not taken – about how life might have worked out different had he stuck to his passions instead of honouring his father’s dry traditions. Might still have a family, instead of memories of the same.


… Past few weeks, Bardin’s had me running ragged, chasing down all manner of alloys and ores. Trading shillings we ain’t got with those penny-pinchers at Karak Ziflin …
Past few weeks, Bardin’s had me running ragged, chasing down all manner of alloys and ores. Trading shillings we ain’t got with those penny-pinchers at Karak Ziflin. Fifty-two different types of cogs and gears, would you believe? High grade black powder that the Imperial Engineer’s School would kill to get a look at, much less get their charred and mangled hands on. Precision lenses. Tools whose names I didn’t know, and couldn’t begin to pronounce.

For my money, all this toil is Bardin’s way of honouring his uncle Drakki, and maybe making some sort of amends with young Hedda. A confession, of sorts.

…so that should please you, eh Victor? You’ve always been a big admirer of confessions…

Either way, I reckon we’re in for a sight when he finally emerges from that room of his. In the meantime, I wouldn’t let on that I’ve told you even a speck of this. Shame’s a private matter for dwarfs. Drengbarazi you may be, but you’re still nardawi, and that matters more than it should. And certainly don’t tell Catrinne – she’ll want to immortalise the whole sorry saga in oils, and I can’t imagine Bardin taking kindly to that.

As to the rest? Bardin Gorreksson will come out when he’s good and ready, and I reckon we’ll be in for a treat when he does…
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Greetings from Stockholm, winter is coming as the days get shorter and the weather shifts. Most Sharks are still working from home with the comfort of their pets, partners and PCs/laptops.

Hopefully you all got your hands on the Anniversary Hat last week and enjoyed a merry jaunt around the streets of Helmgart in search of a good brew! Geheimnisnacht will be coming to an end this coming weekend so it’s the last chance to catch the city under the influence of Mannslieb and Morrslieb at their fattest.

Community Challenge: 555,555,555

It was a stunning, messy display! But you actually did it. The tally at the time the counter was switched off was a glorious 596,242,712, earning everyone two weekends of Triple XP!

We discussed this internally and have decided we’ll attach these two bonus weekends into a 10 day Triple XP Event bonanza, starting right now!

Winds of Magic: Season 4

Season 3 is drawing to a close, and with it comes the leaderboard freeze. On November 8th the leaderboards will be frozen and the Season will end. Season 4 will begin on December 8th. Frames will be available for earning until the start of the new Season.

Heads up: we’re clarifying the definition of a Season.

Previously, a Season was expected to come with a larger release of content and game changes. Upon reflection, we never really defined what a season was. The only consistent feature of a Season was the reset of Winds of Magic leaderboards, a reshuffle of the Weaves and fresh Portrait Frames for Weave challenges. Going forward, this will be the definition of a Season.

What this means is that is not all Seasons will come with a larger content drop. This isn’t a bad thing. What it does afford us is the ability to be more flexible with content releases whilst not disturbing the rolling of the Seasons. It allows us to release content when it’s ready - which works both ways. We don’t need to hold ready content for an upcoming Season, and we don’t need to rush/cut down unfinished content to make it in time for a Season.

In the Community

Over on Vermintide subreddit, the admins and moderators have been hosting an Umgak Cosplay Contest! The entries for this come to a close tomorrow, so if you’ve got some umgak around your home to throw on and best represent something from Vermintide, be sure to get in there quick and be in with a chance at a pretty unique prize!

https://www.reddit.com/r/Vermintide/comments/jljsp7/deadline_extended_umgak_cosplay_content_now_until/

Also on reddit, over the past few months, we’ve seen some absolutely amazing screenshots put together by user ‘Just-a-turtle’.

"The shadows hide me."

"A Grail Knight... A saint amongst men, a warrior beyond compare who had slain great monsters, fought in wars beyond number, vanquished the most dreaded of foes and who had been granted powers beyond the ken of mere mortals."

"Come! Despoilers! I shall end thee!"

It’s hard to pick and highlight a selection as they’re all great, so basically check out their submissions at the link below to feast your eyes on the beautiful compositions they’ve been hard creating!

https://www.reddit.com/user/just-a-turtle/submitted/

Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes!

Geheimnisnacht is the most ill-omened night of the year and with both Mannslieb and Morrslieb full in the sky only the strong and brave dare venture into the dark. During Geheimnisnacht it's said that the veil between the living and the dead is thinner, and it is the perfect time to visit the Gardens of Morr to pay homage to the ancestors.

From now until November 7th, your time in-game will be a little more sullen. Taal's Horn Keep will be all the Morr creepy, and adventure mode maps have been re-lit to mark the occasion.

See you in the lobbies!
Warhammer: Vermintide 2 - [Fatshark] Trelly


Heroes,
Warhammer: Vermintide 2 is free-to-play between October 26 - November 1 on Steam during the week-long Free Weekend. Grab a friend, or two, or three, and jump into Vermintide 2 to clear out some Skaven, Norsca, and Beastmen. Praise Sigmar!

*DLCs are not included in the Free Weekend.

Together with the weeklong Free Weekend, we are also extending the 5-Year Anniversary events on all platforms to run until November 1st.




YOU’VE GOT US HOOKED
The Obese Megalodon hat is available on all platforms until November 1. Jump into Vermintide 2 and complete one mission in order to catch this smashing look for all heroes.




SLAY RATS, BE REWARDED
The Community Challenge is still ongoing. Play Vermintide 2 during the Free Weekend and all of your kills will fill up the counter. Reach the milestones and all players will be rewarded!

Read more here!




PLAY A QUIET DRINK
Follow the heroes out on town! The special anniversary mission ‘A Quiet Drink’ will be available on all platforms up until November 1.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Join us over on Twitch at 14:00 UTC (15 BST/16 CEST/07 PT/09 CT) as we celebrate the 5-Year anniversary of 'Vermintide', speak with Martin and Marten about this journey and maybe we'll get loose lipped, who knows. Tim and Tom return to play with YOU, so we hope to see you there!

twitch.tv/fatsharkgames
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes,

Welcome to the 5-Year Anniversary of Vermintide. 5 years ago we were nervously staring at the button to get the first game in this amazing series live. The moments directly after pressing the button were filled with joy, pride, nervousness, excitement and with a slight aftertaste of panic. What if you did not like our little rat-smashing simulator? We were in for a surprise, you loved it! Together we ventured through Stormdorf, slayed rats in Karak Azgaraz, and fell through the floor in Drachenfels.

Warhammer: Vermintide 2 was our next adventure, and we would be lying if we said that we were not equally nervous about releasing Vermintide 2 as back when we first released Warhammer: End Times - Vermintide. The development team back then was smaller, but all emotions were there once more.

The years have flown by. We are humbled, grateful, overjoyed and thankful to each and everyone of our players. Thank you for everything, and here’s to the coming years!

In order to celebrate 5-Years of the Ubersreik 5’s rat extermination we are inviting you to 5 days filled with activities. Between October 21 - 25 you can join the celebrations inside and outside of the Vermintide universe, on all platforms!

You’ve got us hooked
The Obese Megalodon hat is available on all platforms between October 21 - 25. Jump into Vermintide 2 and complete one mission in order to catch this smashing look for all heroes.



Slay Rats, Be rewarded
Play Vermintide 2 during the 5-Year Anniversary and all of your kills will fill up the counter. Reach the milestones and all players will be rewarded!

https://www.vermintide.com/counter


A Quiet Drink returns
Follow the heroes out on town! The special anniversary mission ‘A Quiet Drink’ will be available on all platforms during the 5-Year Anniversary.



Join the Anniversary Stream
On October 23 at roughly 4pm CET you can tune in to the Fatshark Stream where CEO Martin and Narrative Director Mårten will look down memory lane - and possibly share something new!

www.twitch.tv/fatsharkgames


5-Year Anniversary Discounts
The anniversary would not be complete without some extra special discounts during this week of celebrations. The Unhinged Heroes, Hearth & Home, and Wanderlust Anniversary Hat Bundles will be available for PC players to purchase for a special price only during the Anniversary.

https://store.steampowered.com/bundle/16602/

https://store.steampowered.com/bundle/16603/

https://store.steampowered.com/bundle/16604/

https://store.steampowered.com/bundle/16607/
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