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Vermintide 2 - Patch 3.3

Heroes!


Welcome to Patch 3.3. Whilst not gargantuan in size or number of fixes, it is a precursor to some fun stuff coming very soon! No more waffle, on to the notes.

Patch 3.3
  • Added quick salvage button to gamepad UI.
  • Fixed 2 of the most common crashes.
  • Bots should now replenish ammo from Ammo Boxes with much more consistency.
  • Healing Potions should no longer be wasted if you're hit right at the moment the potion is consumed.
  • Bots now heal when they have Natural Bond if they are safe and wounded.
  • Patrols will now aggro in Lamp Oil Fire.
  • Blightstormers should be less prone to casting without Line of Sight. This wont stop them from casting and teleporting away, giving the appearance of a LOSless cast.
  • Fort Bongobadgers - moved two respawns slightly to fix issue where they connected to the wrong path.
  • Fort Brunchymunchies - Fixed a bunch of navigation issues experienced by Bot AI counterparts.
  • Fort Brandybutter - Fixed a conflict between Night Mod & Twitch Darkness event.
  • Fort Bringyourownbottle - Fixed a specific location where bots wouldn't revive the player.
  • Righteous Stand - Bots should no longer get stuck on the ladder leading to 2nd Grimoire.
  • Righteous Stand - The wall shot out by a canon should be network synchronised now, so players who hot join at that location will be able to continue.

The best rat games on PC: chewing through bins and into our hearts

Taking on the overwhelming and vital task of assembling a list of the best rat games on PC naturally raises a lot of questions. "Why?", for example. Also, "how?" Also, "no", which is not only not a question, it's pure cowardice, and shows a complete lack of faith in all the wonderful things that rats can offer videogames.


Really though, none of these questions matter as much as the burning issue here, which is this: with so many excellent vermin-based games to choose from, how could we possibly narrow it down to just one, SEO-friendly list of the best rat games on PC?


Rats have fought and died for their place on this list. They've overcome danger, adversity, prejudice, suspiciously-placed custard creams filled with poison, derision, complete lack of search interest, and many other trials to finally make their way here. You asked for it, so we delivered. Then you asked us to stop, and we said, no, that would be unfair to the rats. Here are the best rat games on PC.


Read the rest of the story...


RELATED LINKS:

Every Vermintide 2 hero has gotten a big rework

Vermintide 2's player count is now the same size as NZ's population

Vermintide 2 gets a new career - meet Grail Knight Markus Kruber


Patch 3.2.0.1 - Quality of Life Update

Hotfix 3.2.0.1
  • Quick Salvage buttons pulls from other characters inventories as well.
  • Changing weapon illusion no longer requires unequipping it from all of the careers.
  • Fixed the missing localization for tooltips.


Heroes,


Welcome to Patch 3.2 on PC, bringing you fixes & tweaks and… *Drumroll*, Quality of Life updates! These QoL updates are specially focused on end-of-round, Spoils of War and Crafting. We truly hope you will enjoy these updates, and as always, you can find the full list of all updates and patch notes below.

For Sigmar!

[h2]Quality of Life[/h2]
[h3]End of Round[/h3]
  • Added ability to speed up rewards popup by pressing [space]/[esc] on KB/M or on Xbox Pad or [circle] on PS4 Pad while the popup is present.
  • Sped up results screen summery and chest upgrade animations by 3x while holding space or "confirm" on controllers.

[h3]Spoils of War[/h3]
  • [space] now is same as pressing "open" button to open chest in spoils of war screen.
  • [space] now reveals all of the loot from the chest.
  • [space] now closes the loot preview screen if all of the loot is open.
  • Chest selection is now preserved when going back to item grid, unless there are no more instances of the selected type of chest, then it goes back to usual behavior of selecting first chest in current active page.

[h3]Crafting[/h3]
  • Sped up crafting animations.
  • Added quick fill salvage grid with specified rarity.
  • Added button to clear salvage grid.
  • You no longer need to re-add the item to the upgrade window to continue upgrading the item.

[h3]Gameplay[/h3]
  • Implemented automatic blocking while typing to the in-game text chat, opening the game menu, or while tabbed out of the game.

[h3]Flavour[/h3]
  • While waiting players can now read interesting Lore-Tips that are visible at the bottom of the loading screen.
Known issues: Salvaging QoL only works for PC UI so far, looking into adding it to gamepad UI.

[h2]General Fixes/tweaks[/h2]
  • Fixed several localization issues.
  • Fixed a sound issue with 'Curse of Comradeship' occuring if a player would leaved the lobby while standing too far from its allies.

[h3]Skittergate[/h3]
  • Filled up a hole in the ground by the Helmgart Skittergate control panel.
  • Rasknitt's arena should now spawn less enemies below ground.
  • Sienna cannot Firewalk where there's not enough space anymore.
  • Morrslieb has been told not do create overlapping moons during some weather variations.
  • Bots should now navigate a particularly frustrating area with far less frustration.

[h3]Festering Ground[/h3]
  • The Darkness of Heresy is now moon-less.
  • The Ubersreik 5 will no longer get stuck between a pair of rocks.

[h3]Against the Grain[/h3]
  • A ladder inside the barn has been adjusted to make Bot movement smoother.

[h3]Weaves[/h3]
  • Fixed a VFX issue in the Metal Weave.

[h3]Kruber[/h3]
  • Longbows with DoT Talent(s) now only apply DoTs when expected.
  • Fixed an animation bug with the Executioners light-attack chain (specifically the transition between an interrupted light 1 and light 2).
  • Foot Knight - Rock of the Reikland - No longer removes the damage reduction of the aura.
  • Grail Knight - Fixed so the Grail Knight health regen buff no longer massively slows or entirely stops temp hp decay.

[h3]Sienna[/h3]
  • Battle Wizard - 'Soot Shield' - No longer applies when attacking a party member.

[h3]Bardin[/h3]
  • Ironbreaker - Rising Pressure - Updated talent tooltip to be more descriptive.
  • Ranger - Exuberance - Fixed an issue with talent tooltip displaying incorrect duration timer.

[h3]Kerillian[/h3]
  • Longbows with DoT Talent(s) now only apply DoTs when expected.
  • Handmaiden - Power from Pain - Fixed an issue where the talent didn't apply the proper critical strike chance bonus as intended.
  • 1h Axe - Reverted push attack critical strike chance back to 20%, was reduced to 10% after beta.

Dev blog - Animating the Grail Knight

Hello!


My name is Morris, and I am the Lead Animator on Vermintide 2. I have been at Fatshark for a little over half a year now, with the first thing I worked on being the Drachenfels Lord.

When I am not working, I like to read (my latest read was Exhalation by Ted Chiang), participate in GameJams, drink copious amounts of tea, meditate and play any co-op game I can trick my friends into playing with me. Today, however, I hope to share some insight into the animation workflows at Fatshark and how we made some of the Grail Knight features.

[h2]Where we started out.[/h2]
In my previous experience as an animator, I have mainly worked on games with ranged modern weapons, and the melee-weapon range in Vermintide 2 was new to me. When we first started discussing the new career and the weapons it would have, our Lead Gameplay Designer Kasper told me that he is playing around with the idea of giving the Grail Knight a Hand-and-a-Half Sword. At this point, I did not know what a Hand-and-a-Half Sword (or a Bastard Sword as I have now learned) was, but I found the idea interesting to work with. Kasper also told me that he wanted it to have a unique feature where it blocks while charging heavy attacks. This made things a bit trickier. How do you charge a strong attack in a first-person view while also showing that it will block incoming attacks? After experimenting with different animation poses for a while and not satisfied, I decided that I needed to do some more thorough research on the weapon.

[h2]Enter research, HEMA and Joachim Meyer.[/h2]
When I began researching the weapon, the first thing I learned is the remarkable technique of half-swording; the maneuver where you flip the sword, grab the blade and hit with the pommel. Maybe this would be the solution to the charging block stance ? (Spoiler: it was not). As much as I wanted to include the maneuver, it simply would not work without changing the weapons’ behavioral design. The only remaining trace of this research is the small part where the Grail Knight holds the blade in the second stab with Blessed Blade if you have the Virtue of Audacity talent. But not to fret, through this research, I found out about Historical European Martial Arts (HEMA).

Did you know that there is a thriving community committed to studying and practicing historical fighting techniques based on old manuals? I did not, though had I asked anyone at the office they would have, of course, be able to tell me about all of this and more.

One of the most comprehensive and complete sources on how people fought with the bastard sword is a 16th-century book written by Joachim Meyer. While looking through many of his documented guards, I found the Ox guard, which looks like it could fit in to be the charge-up of a heavy attack from a purely visual standpoint. This guard, together with some instructional videos (Big thanks to Blood and Iron HEMA on YouTube), gave me a pretty good idea of where to start.

The Ox guard can be used on both the right and left sides of the body, which is excellent as it makes for a more dynamic looking combo-chain. It is also not too far-fetched that it could block attacks.

In reality, it was used to deflect the incoming attack and then launch a counter-attack, but for many reasons, we would not want that in the game. Mainly, it would remove the control from the players, and we do not want that. We decided to stay on course for the blocking behavior, which we later named 'Riposte.’ While finding this reference for the heavy attacks, I also found out about the High Guard (Tag) and Wrath Guard (Zornhut). Both guards were a perfect fit for the design of the special ability. One is a vertical cut and one a horizontal cut (Disclaimer that the Wrath Guard was most often in a vertical cut, but I doubt Joachim Meyer had the Skaven in consideration when he documented these techniques).

Ox Guard

Wrath Guard

High Guard

[h2]Working on the animations.[/h2]
Before we dig into the animations, let me explain what I mean when I say “animation chain.” An animation chain is when one animation transitions into another animation smoothly, creating a chain of animations. In this case, the first heavy attack should chain seamlessly into the second heavy attack, or into the second light attack, which is also a possibility.

Having all the references I needed, all that was left was to create the weapon’s animations. The main bulk of the effort was put into making the first-person animations look smooth and believable. To give the chain a bit of variation, I learned that the Ox Guard could be held with the blade either horizontally or vertically (with the thumb on the blade) depending on the cut you block. I added this detail to the third chained charge. After completing the charges, I began working on the attack animations.

Instead of setting the attack pattern this early in production, we create a library of attack-animations for our Game Designers to make their vision of the weapons behavior come true. This way, they can pick and choose from all the animations and easily try them to find the best chain.

Heavy Attack Chain (too big to embed, so click!)

https://youtu.be/MQXsF56GDQo

Here you see Autodesk Motionbuilder, the tool we use to make all of our animations. To the left, we have an approximate view of how the animations will look in the game. The right side is how my viewport looks when I animate the characters. Getting the first person to look good while working from a third-person view is probably the trickiest part of animating. The list to the far right is all the different animations we have for this weapon type, many of them remain unused - but can always be picked up by another weapon that shares similar properties. One example would be that the light attacks swings with the one-handed sword on this weapon are borrowed and modified from another weapon.

After our designer chooses the weapons animations, I add a couple of final touches to the weapon. I make sure that the attacks transition smoothly into each other and give it that little extra flair. Here is an example of a transition/flair: when holding block and walking, the weapon does a custom walking-block animation instead of just remaining static (this one is mainly for all of us who turn off the head-bob-setting). Another detail was the charge sway - have you noticed that while you are holding the heavy charge attacks and moving your aim quickly, the weapon will lead the motion instead of just being static on the screen? For this final polish effect, I got the weapon to react to camera movement, a feature inspired by another project.

As a final note, as I did not mention anything about working with the third person animations, let me tell you this: you feel ridiculous in a motion capture suit, pretending to be a noble knight with a foam sword, a kickboxing pad on one arm, in a room all by yourself. But as ridiculous as you feel, it is always worth it. If you are interested in the third-person animations, I would gladly make another Developer Blog about that. All in all, this was an enjoyable feature to work with - and I hope you found this look at the making of the Grail Knight features interesting!

For the Lady!

/Morris



Every Vermintide 2 hero has gotten a big rework

It's a big day in Helmgart: Vermintide 2 has rolled out a patch that reworks elements of all its heroes. Their weapons and talents in the brutal co-op game have undergone extensive tweaks and changes, and in some cases have been completely replaced. The general thrust of the update is to make the Heroes of Ubershreik feel more powerful and effective to play.


Warhammer: Vermintide 2 Patch 3.1 moves changes that have been active in Vermintide 2's Big Balance Beta into the main branch of the game, so if you've been playing the beta you'll already be familiar with the latest round of changes. If not, read on - because there are a lot of them.


The hero rework has something for just about everyone. Kruber, for example, has new attack combo chains for his halberd and a several reworked talents for the Foot Knight and Huntsman careers. Kerillan has received several weapon damage buffs and new talents for the Handmaiden career. Again, there's hardly anything that's been untouched by this patch, and with few exceptions, they all serve to make the heroes stronger, faster, and more effective against hordes of skaven and their beastly Chaos friends.


Read the rest of the story...


RELATED LINKS:

Vermintide 2's player count is now the same size as NZ's population

Vermintide 2 gets a new career - meet Grail Knight Markus Kruber

Vermintide 2 won't get named Warhammer characters as they're too epic