Vermintide 2

Muurloen

Pronouns: zie/zhem/zer
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Warhammer: Vermintide 2 :: Vermintide 2 - Patch 1.2.1 now LIVE!

Heroes!

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

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

Bot changes are pretty big to me. Can start doing legend solo runs with well equip'd bots and get the to carry grims and tomes with out manipulating them.
 

Kriptini

Vyemm Raider
3,638
3,535
Beam Staff nerf, Bounty Hunter nerf, Scrounger nerf, no more temp health on ranged kills... I understand that ranged meta was a problem but this seems like overkill.
 

Pyros

<Silver Donator>
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The night time maps look pretty cool. I'll probably wait until sometimes next year to pick this up again though, buy the DLC and play on my new PC and shit.
 
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Pyros

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There was a datamine post on reddit a week ago or so with all the new weapons iirc. It looks kinda boring, Saltz is dual axe, Krube was also dual wielding iirc like hammer+sword or some shit.

Googled it back:
 

Nirgon

YOU HAVE NO POWER HERE
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19,510
Is that Zealot still junk? The 2h sword or flail on him?

That's what I WANTED to play but BH was waaaayyyy too much more powerful at the time
 

Pyros

<Silver Donator>
11,053
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Is that Zealot still junk? The 2h sword or flail on him?

That's what I WANTED to play but BH was waaaayyyy too much more powerful at the time
They nerfed ranged into the ground last patch I think and melee got buffed over time. I don't play anymore only barely check shit but pretty sure zealot is fine.
 

Muurloen

Pronouns: zie/zhem/zer
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Vermintide 2 - Back to Ubersreik DLC Out Now - Vermintide 2


Known Issue(s)

  • We found a crash with some of the skins for Bardin's Drakefire pistols and a fix is in the works
Levels

  • Added three new levels, remastered classics from Vermintide 1 - Horn of Magnus, Gardens of Morr, and Engines of War. These have all been brought up to the level of polish and quality of Vermintide 2, and are available to all players who own the Back to Ubersreik DLC.
  • Fixed an issue with the ladder at the start of Hunger in the Dark, which was hard to climb down.
  • Resolved some cases where Ratling Gunners would be able to shoot through rock walls.
  • Fixed an issue where players could respawn behind a boss wall on Against the Grain, and on Skittergate.
  • Fixed an issue where the farm key on Against the Grain would not be visible for hotjoined clients.
  • Fixed an issue where players could receive fall damage during an elevator ride.
  • The location around the first Grimoire on Righteous Stand has been modified to improve a performance issue. Players could previously reach the Grimoire through a shortcut, but will now have to get to it properly.
Weapons

  • Each hero receives a new weapon, which is available through Okri's Challenges, for owners of Back to Übersreik. Kruber receives a Mace and Sword. Bardin gets new Dual Hammers. Kerillian's been good this year, and get a one-handed Elven Axe. Saltzpyre gets an Axe and Falchion. And Sienna receives a flaming Crowbill. Each of these weapons can be used by all careers of their hero, and each weapon has two additional weapon illusions. These illusions become available by completing specific Okri's Challenges using that weapon.
  • Fixed an issue on Kerillian's Edrael’s Will and Dire-Weave bows where their bowstrings were not visible.
  • Tweaked animation timing on Bardin's War Pick to more closely match its actual swings.
  • Fixed an issue on Bardin's War Picks where, after a push followup attack, it would ignore attack inputs for a short time.
  • Saltzpyre's Brace of Pistols has been changed to use a reloading timing. They now have ammunition like most other ranged weapons, and will reload two guns at a time. We're continuing to tweak this weapon, as we're not entirely happy with how it performs. So try them out, and don't be shy to send feedback our way.
  • Fixed an issue where the fast shot mode of Brace of Pistols would get a smaller crosshair after shooting one bullet, or when starting to move.
Quickplay

  • We've changed how random missions are selected for Quickplay. Our previous implementation led to some unfortunate situations, such as getting the same mission twice in a row. Our new mission selection algorithm is much more random, but will make sure you will probably not see the same mission come up twice in a row, as recently played mission are heavily discouraged by the algorithm.
  • We're also changing how DLC missions works in Quickplay. Previously, it was possible to join a DLC mission through Quickplay, even if you didn't own the DLC for that mission. We're changing the way this works. From now on, in order to host a Custom game with a DLC mission, or have that mission be selected for Quickplay - you, or another player in your Keep, will have to own that DLC. This change also affects the missions from Shadows over Bögenhafen.
Tweaks & Bugfixes

  • The way the game calculates latency between clients and hosts has been changed. Previously, the game displayed latency as the time for network packets to travel between clients and host - it didn't take into account the performance of the host, or the client. The new latency display will include processing time for both the host and client. This means that an underperforming host will show a larger latency than the "ping" you might be used to from other games. As this is can be a contentious issue, we've added an option to display latency from the Network Options menu - which includes an explanation of how this metric is calculated. By default, this option is set to Off.
  • Fixed a series of cases which could trigger a flood of network requests which could lead to clients disconnecting. These network optimizations will resolve many issues which could lead to disconnects, but the most notable cases where this could happen was when hordes would spawn, or when players stepped into the Bridge of Shadows at the end of a level.
  • We have taken actions to improve the experience for new players, just starting out playing the game. This specifically targets the Recruit difficulty, where we tweaked enemies and spawning to make it a bit more forgiving.
  • Fixed an issue where the sounds from bots' Career Skills being activated could override certain other sounds, leading to issue where for instance enemies would spawn silently.
  • Reduced memory usage by removing redundant mesh data.
  • Fixed a crash that could occur when Rasknitt casts one of his warp lightning spells.
  • Fixed a crash that could occur when the cannonball on Fort Brachsenbrücke exploded.
  • Fixed a crash that could occur if a player left the game while being revived.
  • Fixed cases where the first person camera sway would remain if the player performed an interaction, or died, while moving.
  • Fixed an issue where Tobii CleanUI did not work.
  • Fixed an issue where if the Scrounger Talent procs for 1 bonus ammo on your last shot, you would be unable to shoot until you swap weapon.
  • Bots with Natural Bond will now only heal themselves if wounded and there is an excess of healing supplies nearby.
  • Fixed an issue where the revive speed buff of Bounty Hunter Saltzpyre was not network synced properly.
  • Pyromancer Sienna's Career Skill "The Burning Head" is now actually a burning head.
  • Fixed an issue where the heal over time effects, e.g. Natural Bond, would stop working when at 100% health, with temporary health included.
  • Fixed an issue where, if you healed another player with the heal share talent equipped using a first aid kit, the healing player would not benefit from the shared healing.
  • Fixed an issue where using Ranger Veteran Bardin's Career Skill while being downed could get you stuck with an grenade in your hand after being revived.
  • Fixed an issue where the game could crash if a Packmaster dragged a player with the talent Ellinill's Venom through a patch of warpfire or troll vomit.
Enemies

  • Fixed an issue where the target switching animations for Bosses would sometimes be skipped, leading to instant target switching.
  • Shortened the range for Raider's running attacks and sweep attacks. Down to 2.5 from 3.0 and 2.8 respectively.
  • Fixed an issue where Savages and Plague Monks exited their stagger animation earlier than intended.
  • Fixed an issue where enemies would continue to follow an invisible player.
Stormfiend's fire attacks have been tweaked.

  • Added a small movement speed slowdown on ground fire damage.
  • Increased initial damage tick from ground fire. Players should no longer be able to run through the Stormfiend's flame without taking any damage.
  • Increased the damage that players and enemies take from the ground fire.
  • Increased the duration of the ground flames from 6 seconds to 8 seconds.
  • Decreased the duration of the damage over time effect from the flame thrower from 5 seconds to 3 seconds.
  • Decreased damage from flamethrower damage over time by about 50%
Life leeches have been tweaked to make them a bit harder to kill when they get interrupted or fails to grab a player.

  • Increased the animation speed of the start teleport animation by 20%
  • Increased the animation speed of the end teleport animation by 10%
Audio

  • Lohner will now only ask the player to hurry up whilst the Bridge of Shadow is activated.
  • Added character specific "hurry up" voice lines for Lohner.
  • Fixed an issue where the sound from the last ammunition being spent for certain Repeating Handguns would be heard for the host if a bot was equipped with that weapon.
  • Fixed an issue where the "slash-crunch" sound from a headshot with an Executioner Sword did not play.
  • Changed the hit sound for daggers to differentiate them from swords. This affects Dual Wield Daggers, Dual Wield Sword and Dagger, and Daggers (both Kerillian's and Sienna's).
  • Fixed so that the correct sound plays on clients, when Bosses and Chaos Warriors switch targets.
  • Added a target switch sound to Blueberry Hubbleburgh.
  • Fixed an issue where Plague Monks and running Savages wouldn't play their sounds.

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Is that Zealot still junk? The 2h sword or flail on him?

That's what I WANTED to play but BH was waaaayyyy too much more powerful at the time

Even though I love Kruber Merc & Foot Knight as 1a and 1b, Zealot is right up there. I use the flail across the board for all Saltzpyres professions.

They nerfed ranged into the ground last patch I think and melee got buffed over time. I don't play anymore only barely check shit but pretty sure zealot is fine.

Range just doesnt give temp health anymore so that forces more melee play to get that temp health.
 
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Muurloen

Pronouns: zie/zhem/zer
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1548176007241.png
 
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Nija

<Silver Donator>
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I love this game in and the first one. The thing that has impressed me the most is that they rolled in all of the late-game quality of life changes from Vermintide 1 and those were immediately available in Vermintide 2. It wasn't a situation like Destiny and Destiny 2 where Destiny 2 launched missing most if not all of the QOL changes that were added during live in Destiny 1.

Then again I have been approaching Vermintide, both 1 & 2 from a console perspective. It's a totally different game on PC. PC gamers get the features fast and broken, and by the time I saw them it was mostly fixed. Completely changes my view of the game. Love 'em.
 

Gavinmad

Mr. Poopybutthole
42,341
50,359
I had racked up 450 hours on VT 1 when I finally uninstalled it. 166 hours on VT 2 and no real inclination to reinstall even though I uninstalled back in July.