Warhammer: Vermintide 2 - [Fatshark] Trelly
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.

FRANZ LOHNER’S CHRONICLE – THE WOLVES OF WINTER
Well, if the icy wind and brooding skies weren’t enough of a clue, Mondstille’s upon us, and the end of the year close behind. Of course, some say the end of the world’s looming as well, but they always do around this time. Something about being forced to spend more time with their families, I reckon. Never understood it myself.

We’ve had a sizeable pack of wolves take up residence on the mountainside south of the keep. I tell you, I’ve heard a lot and seen more, but their howls still send a shiver along my spine. Right nasty bunch these wolves are too, with a scar-faced leader who looks like he’s got a nasty bit of cleverness hiding in his noggin. One of Ulric’s own, I shouldn’t imagine. If ever there was a god who liked reminding everyone that he’s the big cheese, it’s Ulric, and he probably reckons we’ve been getting a bit uppity of late.

After the lurking lupines (as distinct to lupins, which are no bother to anyone, really) ate that messenger boy … poor lad … our old Kruber decided to resurrect an old Mondstille tradition. He’s been hunting ‘em down, skinning ‘em and nailing their pelts to fence, beam and signpost to warn off the survivors, and to let old Ulric know that we’re not about to let his furry children take liberties around Taal’s Horn Keep, thank you very much.

Never seen Kruber so happy, if I’m honest. I think it’s something to do with the fact that, for once, he’s not engaged in a life or death struggle with something unbelievably ghastly. It’s just man versus nature, and man’s bloody to the elbows. Then again, I’d be a bit cheerier myself if Kruber hadn’t taken to wearing the spare pelts and living out in the wilds. Worse, he keeps giving the wolf meat to Bardin, and we all remember ‘Stewed Fox Surprise’ well enough to know how that’s going to play out.

Still, I think the end’s in sight. Scar-Face is about the only wolf left now, and Kerillian’s insisted on joining the hunt to – and I quote – ‘put the lumbering brute out of his misery once and for all’.

I don’t think she means Kruber, but I’ve learned it’s best not to make assumptions where our elf is concerned. I might ask Sienna to tag along, just for safety.
Warhammer: Vermintide 2 - [Fatshark] Trelly
Hello,
My name is Alina, and I am a Visual Special Effects (VFX) artist at Fatshark.

I have been working at Fatshark for just over a year, and I help create the VFX for Warhammer: Vermintide 2.

What is VFX? It is all of the explosions, sparks, fire, gas clouds... I could go on forever.

When I am not working, I like to cuddle with my dog 'Buffy' and play DnD and video games. Some of my current favorite games are Hollow Knight, Hades, and Psychonauts.

Today I want to talk about the VFX I created for our newest career: the Outcast Engineer. If you don't know about the new career for Bardin Goreksson, I suggest you read more about it here.

The Idea.
Before my job started with the VFX, we began talking about the idea that it could be interesting to have a ranged only career, and the new weapons and gameplay mechanics we might use for this career. Now we know that the Outcast Engineer is not a fully ranged career, but that is where we started.

The concept was an Engineer who essentially made his own weapons. One of the challenges for me was in differentiating the engineer weapons from the Skaven ones. The key was having just enough sparks to hint at a weapon built with cogs and machinations without confusing the player with the haphazardly constructed Skaven weapons.

The Search for the Perfect Effect.
To create the perfect effects, I have researched how bullets travel through the air by watching videos, gifs, and any interesting bullet trail images I could find. Some of my favorite resources for this were slow-motion videos of bullets shot from various weapons. Another element I was interested in for this career were sparks, mainly from the friction of gears and metal on metal.

One of the effects I was focusing on was the bullet trail for the Steam-Assisted Crank Gun (Mk II), as it is the star of Bardin's new career. Something I found particularly challenging about making this effect come to life was the fact that while it has the physics or the general idea of a bullet-weapon, the weapon itself is steam-operated rather than dependent on gunpowder. In other words, the bullet trail needed to show that air is pushing the bullet as it is fired and leaves the barrel. This was important because it is not a gunpowder weapon or an electrical weapon that e.g. could create a beam. This took a lot of experimentation and continuously looking back to the reference material of how air moves around a fired bullet. If the trail was too shiny there was a risk of it looking far too sci-fi for Vermintide 2.

Teapots, Irons, Steam cleaners & Humidifiers
Another fun effect I got to work on was the Steam-Assisted Crank Gun (Mk II)'s venting mechanism that happens when the ability bar is fully charged. We had to create a way of telling players that it was time to stop cranking. Here we thought more in-depth about the functionality of the weapon and how it would work in battle. It had to clearly show that the weapon was ready to be used again, fit with the Outcast Engineer's theme, and ensure that it helps with the pacing of using, recharging, and resting the MK II. There were several options we considered: would it overheat? A cog stuck in the mechanism? Pressure building?

We agreed that the steam-operated weapons’ pressure builds up and will need to be released in some way.

I looked into different items that produce steam in daily life. Some things I studied were teapots, irons, steam cleaners, and humidifiers. Sadly, those items are not steam-operated, but they helped me to better grasp how the effect would look when the steam vents more aggressively, how fast it would be, how far it reaches, and at what point it would dissipate into the air.



We eventually went for the concept of the pressure from the steam being too great and requiring venting. The overheating/venting mechanism also appears when a player has cranked for too long. Build up too much pressure in a machine, and it will eventually not be able to build any more pressure. This helped us create a mechanism where we force a break and limit how much a player can crank and, ultimately, for how long Bardin can use the gun.

Working on this career was so exciting and engaging, I hope you all have a lot of fun playing it as it was for me taking part in creating it.
Warhammer: Vermintide 2 - [Fatshark] Trelly
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.

THE OLD BARON OF BLUCHENDORF
Well, the nights are drawing in, and the days are sure as stone getting colder. Why, I’ve had to send some of the lads down the mountain to gather more timber for the watchfires to save them icing right to the ground. Much to my surprise, Saltzpyre went with ‘em. Then again, I suppose if anyone has an eye for good kindling, it’s a witch hunter.

Puts me in mind of a time from my mercenary days, back over in Bluchendorf. Coldest winter on record. Priest froze to his pulpit, and if there was an hour’s worth of light in the sky before the storms closed in, you were doing well. On top of that, we started getting reports of ghastly spirits on the road, attacking those few travellers who dared brave the weather. No laughing matter, because food was running short and the village was reliant on caravans from outside.

Luckily for them, me and some of the lads were up for a bit of ghost hunting. Not gladly, mind. I know plenty of folk think otherworldly spirits are just stuff and nonsense, but when you see the state of Sylvania you look at things a bit different. Some of the stories came complete with reports of bodies drained of blood and left hanging in the trees – one survivor even came raving a tale about the ‘Old Baron of Bluchendorf’ and his terrible, bloody fangs. So it seemed we had the choice of starving to death or becoming something else’s lunch.

So me and Schepke, we took a group of folks went looking for whatever it was causing the mischief. Unfortunately, between the blizzard, the trees and what I can only describe as a really bloody poor sense of direction, we wandered in circles for six days, never once catching sight of our quarry.

Pretty soon we were all jumpy and foul-tempered, and that only got worse when young Hans froze to death. Couple of the lads wanted to eat him – not like something else wasn’t gonna, I guess – but that sort of thing’s never sat well with me, so I gave ‘em a clout to knock some sense back into their heads.

Then, on the seventh day, we woke shivering and starving to find ourselves surrounded by what, at first, seemed to be the same ghastly apparitions we’d been seeking. And so they were, sort of. You see, our mystery assailants were nothing more than a bunch of deserters, dressed in pale rags coated with glowing shellfish juices to really sell the idea. The so-called ‘Old Baron’ was the exception. Dressed up in what he probably thought was the spitting image of a Sylvanian Count, though what self-respecting bloodsucker hangs about in a Hochland forest in a velvet suit – complete with flowing cape – I’ve no idea. Snags something terrible, it does. And did.

Seems this lot had come marching down out of Ostland, where they’d played this particular game to great effect on the Wolfenburg-Levudaldorf road. If folk think there’s a bunch of cut-throats on the prowl, well they send out the militia, don’t they? But if they think there’s something supernatural at work, they’re a bit less keen to take action, ain’t they? All that ‘blood-drained corpses’ bit was just another way to sell the myth, though I don’t imagine it mattered to the corpses themselves.

Anyway, we’d come out looking for ghosts, and found a bunch of aspirational ne’er do wells. Not normally a problem – though I didn’t have my magic sword in those days, we were still a capable bunch. When warm. And fed.

As it was, we were lucky to get away. Plenty of us didn’t. The rest crawled back into Bluchendorf half-dead, and smarting for revenge. Happily, by the time I could hold a sword, a company of Hochlander huntsmen had arrived in the village. During the next lull in the storm, we went back out mob-handed with murder in our hearts.

Only … we never found the deserters. Or rather, we did, but not quite how we wanted. As night fell, we found a whole mess of blood-drained bodies, hanging from the trees. Horrid little upside-down forest beneath the forest, the branches hung heavy with flesh too cold to rot. Our ‘ghosts’ done unto by unknown hands as they’d been doing unto others themselves.

The so-called ‘Old Baron’ was with them. Right at the heart of the carnage, in fact, hanging from the branches of a twisted old yew, throat ripped open and that ridiculous cloak gone. Had a scrap of paper in his breast pocket, and on it a message written in a beautiful copperplate hand. I can still see it, clear as day.

‘There are enough horrors in this world, without pretenders.’

I don’t know why I looked behind me at that moment, but I did. And there she was, standing framed against the trees, the Baron’s cloak wrapped tight about white dress, and a mocking finger pressed to bloody lips, urging me to silence. And then she was gone, leaving me croaking for help. No one else had caught a glimpse, or so they said.

Felt her eyes on me all the way back to Bluchendorf, I did.

I wonder how Saltzpyre’s getting on?
Dec 14, 2020
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

Patch 4.0.1 & 4.0.2 are live which fix mostly crashes. For players who experienced a higher ping than usual since 3.4 are encouraged to try out the Steam BETA app as Valve have pushed some changes there which may alleviate the issue - do feedback if this helped (or not) so we can adjust accordingly going forward.

Patch 4.0.2
  • Fixed a crash when Kruber's handgun appears in a chest/inventory/the athanor.

Patch 4.0.1
  • Fixed a crash when finishing a game with some mutators activated.
  • Fixed an instance of the UI not showing which players are inside the bridge of shadows when hot-joining.
  • Fixed a crash when someone applies illusion on a melee item that is equipped in ranged slot (Grail Knight, Slayer).
  • Fixed a UI crash that happened when the game restarted while a popup was open.
  • Fixed a crash when leaving game as Twitch darkness mutator is being turned on.
  • Fixed a crash that can happen during host migration or quitting the game while level is loading.
  • Fixed various unspecified crashes.
Warhammer: Vermintide 2 - [Fatshark] Trelly


Last time we had a bit of a natter, you were asking me about the refurbishment of this here keep, I believe?

How do you feel about it now it’s bedding in, by the way? I reckon it’s practical to put the armoury and the forge next to one another. Although now I come to think of it, maybe storing black powder bombs next to open flames wasn’t the best idea I’ve ever had. Still, it’ll be a night to remember, if nothing else. And it’s not like any of us are clumsy old sods, is it?

Well, it’s not like all of us are clumsy old sods, anyway. Maybe we ought to lock that bomb cabinet up? And keep the key well hidden.

Anyhow, about the closed-off sections of the keep. That’s a bit of a necessity, I’m afraid. My mate Rosalinde – who as I’m sure you’ll recall, what with you all taking eager notes and trying to second guess my motivations, is a Light Wizard specialising in architecture – prefers to complete these little projects of hers stage by stage. Likes to keep everything in her head so as to reduce the chances of accidentally leaving out the odd buttress here or there.

It’s not perfect: her memory has limits, and there are holes everywhere. Those warning signs aren’t just for show. I’ve got a couple of my lads lending a hand as well, just to be sure. Personally, I reckon that’s just good sense when you’re as far up a mountain as we are. No sense us helping out the Pactsworn with a bit of shoddy stonework over a sheer drop, now is there?

As to what Rosalinde’s working on? Well, that’s secret, for now.

Oh, don’t look at me like that. What’s life without one or two surprises, eh? And this’ll be the good kind of surprise, not the ‘Kerillian’s been putting funny herbs in the ale barrels’ kind of surprise. I’m all for new experiences, but seeing through time and space ain’t one of them. Had a splitting headache for days after, but I got off light.

Three days, someone thought they were a sheep, didn’t they? We’ll say no more about it.
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes,

Welcome to Season 4 for Winds of Magic on PC. Together with Winds of Magic Season 4 we are also bringing some fixes to Vermintide 2 on PC. Full patch notes can be found below.

Winds of Magic - Season 4 on PC

The new Season for Winds of Magic is now live. The leaderboards have been reset, and new portrait frames can be unlocked by clearing Weave 40, 80, 120 and 160. Good luck!

If you finish a quick play Weave you will also be rewarded with a new portrait frame. The Weaves have of course been reshuffled in a new order.

  • Fixed various unspecified crashes.
  • Fixed a sound issue on jumping/landing with the Masterwork Pistol and Kerillian's Spear & Shield.
  • Fixed engineer Bombardment challenge being rewarded randomly to players.
  • Fixed all players in the lobby gaining progress towards "Where's the Kaboom?" Engineer challenge when the Engineer killed enemies with bombs.
  • Fixed players not reciving essence from quickplay.
  • Fixed a rare crash that can happen when grabbed by a Packmaster.
  • Fixed a Weaves exploit where players could force a despawn of enemies.
  • Moved the mission timer to the TAB screen.
  • Fixed a crash related to upgrading the Coghammer.
  • Fixed a crash related to using the Coghammer in the Athanor.
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.

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