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Geheimnisnacht arrives in Vermintide 2



The Night of Mystery

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's the perfect time to visit the Gardens of Morr to pay homage to the ancestors.

Geheimnisnacht will be live between October 28th until November 5th.

Geheimnisnacht Event
  • Night Mode
    Once again during the seasonal event of Geheimnisnacht, all of the outdoor adventure levels will be bathed in darkness, with only the light cast by Mannslieb and Morrslieb to guide your steps. Players on both PC and Console will be able to experience the Geheimnisnacht night mode.

  • Geheimnisnacht Keep Theme
    Lohner has once more been inspired by the Cult of Morr and decorated the entire keep with hundreds of candles. Or he has something untold with a ghost or two.

  • A Fanged Infection
    Last year during Geheimnisnacht a mysterious Vampire portrait frame appeared and spread between the players. Rumors circling that the same infection lives up once more during Geheimnisnacht. Display your fangs proudly.

  • Thematic Challenges
    Only those brave enough venture out into the night during Geheimnisnacht. If you are successful you will be rewarded accordingly with a new portrait frame and painting. During Geheimnisnacht you never know what is out to kill you.

  • Wraith's Revenge - Weekly Event
    A vengeful revenant stalks your party. Look straight at it to make it slow down. The catch? It's invincible.


Patch 2.0.14
  • Fixed a game crash observed when oil barrel blows up in client players hands.
  • Fixed a crash when using game-pad in the lobby browser.
  • Slayer Leap - Leap will no longer be cancelled by taking damage.
  • Shield Weapons - Shield Weapons now have a larger angle of blocking ranged enemies and boss attacks that deals damage through block (Rat Ogre smash, for example). Uses the same angle as effective block radius. Damage is still dealt if you are attacked outside of your effective block radius.
  • Fixed an issue that caused Sienna's Flaming Sword's first heavy to not trigger the Battle Wizard talent "Immersive Immolation".
  • Fixed buffs not being applied to healing.
  • Stopped traits and buffs triggering reload on ammo gain to stop animation cancelling itself.
  • Fixed various miscellaneous crashes.

Vermintide 2 - Patch 2.0.13



2.0.13.1:
  • Fixes an issue where the game would crash if all players died at the same time, and the spectator camera didn't know who to look at


Heroes!

Welcome to patch 2.0.13. This patch includes a batch of fixes and tweaks, ahead of Geheimnisnacht which arrives in Vermintide 2 next week.

Be sure to stop by our Fatshark Stream this coming Friday the 25th of October for details on this year's Geheimnisnacht celebration, the end of which marks the end of Season 1.

Fixes:
  • Removed weapon forging tutorial text that is placed on the amulet if amulet is already introduced.
  • Fixed an issue where the icon for a thrown bomb wasn't visible when playing the prologue.
  • Fixed Kerillian's career skill weapon not cloning the material settings of the original ranged weapon.
  • Fixed shielded rats having no set armor category which caused some players dealing inconsistent damage to them.
  • Fixed Throwing Axes not playing reload animation in certain conditions.
  • Fixed unlocalized strings in Athanor weapons menu.
  • Drakefire Pistols - Fixed an issue that caused a brief double venting when venting shortly after using an attack.
  • Fixed so sun flare is not visible through the first person unit ( weapons/shields)
  • Solved an instability caused when too many sound sources are created.
  • Fixed debug string seen in Weave lobby browser.
  • Fixed some cases where the "all players must be present" hints (such as elevator levers) wouldn't show for clients.
  • Game clients should now see correct Weave level names in the UI.
  • Weaves objective markers (with the blue outline) should now be unique on weave levels and not seen during regular campaign missions.
  • Tweaked audio within the 'Azyr' Weaves for stability and performance purposes.
  • Fixed crash that could occour on all Azyr winds levels.
  • Fixed issue with incorrect sound playing when selecting a talent on last talent row for the first time.
  • Fixed clipping in the Repeater Pistol's startup animation for its secondary fire.
  • Fixes issue where the player would get the wrong hero.
  • Fixed bug which could result in Sienna becoming permanently invisible.
  • Fixes an exploit that lets the players instantly complete a map.
  • If an error is experienced retreiving leaderboard data, this error should no longer force the player to close the game.
  • Added missing materials on the Weave version of the Doomwheel prop.
  • Bots no longer need to be in the Bridge of Shadows to be considered alive at the end of the level.
  • Fixed an issue where Zealot would gain large amounts of temporary health when triggering Heart of Iron while having the talent Holy Fortitude.
  • Fixed the Gutter Runner dealing damage to wrong target when Ironbreaker taunts the unit before it jumps.
  • Enemies falling off edges now properly award Weave progress.
  • Fixed Weave weapons sometimes not having correct traits and properties if the same weapon type is used in multiple careers.
  • Fixed Huntsman passive and ammo on headshot traits reloading the weapon if you had 0 ammo in reserves instead of 0 ammo in the clip.
  • Fix to prevent players teleporting a short distance after being dragged by the Packmaster.
  • Fixed 1h flaming flail 2nd heavy attack charge animation sometimes not playing.
  • Fixed volcanic force not triggering on time with some of the charge spells, the fully charged timer didn't scale correctly with the attack speed and other buffs.
  • Fixed a crash when Weave spirits chase a player that left / disconnected.
  • Fixed grenade explosions not triggering if a client hits the dummy directly with the grenade.


Tweaks
  • Added initial reload animations for the Witch Hunter's 'Brace of Pistols'.
  • Tweaked shield position during block for Kerillian's 'Spear and Shield' to provide more visibility.
  • Athanor UI now selects the first weapon in the list if current selected weapon is not in the weapons list.
  • The Athanor UI tutorial has seen some polish.
  • Improved Weave matchmaking. There was an issue with the second stage of matchmaking which caused huge delays and often times no resulting matches being made.
  • Updated the lobby browser for gamepads.
  • Added support for gamepad on the Weave end screen.
  • Added spawn sounds for Ratling Gunner and Warpfire Thrower.
  • Added more defined variations to Beastmen horde footsteps to make them feel more natural and less repetetive. This is married with adjustments to volume so they're easier to hear.
  • Players can now use healing drought and bandages even if health is full if they are in a "wounded" state.
  • Added ambush stingers in main-game (adventure) maps. This should result in less situations where things spawn silently.
  • Unchained Sienna: “Enfeebling Flames” - now the flame visuals end at the same time as the DoT.
  • Flaming Flail - Added a hit stop animation to the second heavy attack to make it feel nicer and cleared when you hit a large amount of enemies.
  • Fixed order of team size filter options in leaderboard menu.
  • Added more voice and SFX variations for the Minotaur:
    • Added more charge grunts and voice variations.
    • Added special attack and pre attack voice varations
    • Added short attack voice variations
    • Tweaked axe swing volume.
    • Made spawn sound more directional.
  • Crowbill sound has seen a tweak, reducing the bass a touch.
  • Tweaked Lohner's Catrinne referenced lines to play less frequently.
  • Added sound to indicate to players if they or an enemy are burning within the fire Weaves.
  • Torches, explosive grenades and explosive barrels can now damage the Beastmen banners.
  • Added missing minimum stagger damage from ranged attacks to dummy damage calculations.
  • Made power vs armor and power vs race, power level multipliers be additive rather than multiplicative. (result: if you have 10% power vs chaos and 10% power vs unarmored, then you will have 120% power power level when attacking chaos fanatic instead of 121% if they were multiplied together.)
  • Made Saltspyre's 'Killing Blow' always deal current max hp as damage instead of base breed max hp.
  • Implemented more robust behaviour around Steam outages. The game will not immediately close when Steam goes down for maintenance, or when there are networking issues that result in Steam not being reachable. As there are many corner-cases and nuances around the networking code, we appreciate bug reports if you see odd behaviour when it comes to issues with Steam.
  • Many levels have seen dev assets and unecessary assets removed, and seen enemy spawners which were out of play or intersecting with kill volumes removed or updated. This should see some minor performance improvements:

Fort Brewstersmillions
  • Made the cannonball VASTLY more powerful when dropped on enemies. This should make related challenges more feasible on higher difficulties.
  • Fixed spawners (spawners outside the navmesh or intersecting with kill volumes). This should improve performance in those locations.
  • Removed some unseen units.


Into the Nest
  • Fixed spawners (spawners outside the navmesh or intersecting with kill volumes). This should improve performance in those locations.
  • Removed some unseen units
  • Updated occlusion culling.


Prologue
  • Fixed an issue in the prologue where the dodge tutorial would always result in a jump when successfully performed.
  • Fixed an issue where the icon for a thrown bomb wasn't visible when playing the prologue.
  • Removed duplicate static units.
  • Updated occlusion culling.


Halescourge
  • Fixed spawners (spawners outside the navmesh or intersecting with kill volumes). This should improve performance in those locations.
  • BirchwoodFord HailshamChandlersBMWMini has seen no changes in this update.


Screaming Bell
  • Fixed deathzone that was reachable through regular play.


Taal's Horn Keep
  • Fixed an issue where bots would spawn into the Keep.
  • Updated LOD distances for certain objects & geometries.
  • Updated occlusion culling.


Righteous Stand
  • Removed duplicate static units.
  • Updated occlusion culling.


[edit: notes updated to reflect that only explosive bombs will damage Beastmen Banners, not incendiary. Previously the note suggested all bombs would be effective]

Vermintide 2 - Patch 2.0.12.1

Hotfix: 2.0.12.1
  • Fixed an issue with Quickplay matchmaking
Heroes,

Welcome to patch 2.0.12. In this patch we are introducing updates to the Beastmen and new votes to Twitch Mode. There have been changes to the following Beastmen: Ungor, Ungor Archers, Gor and Standard Bearer.

You can read all about Twitch 2.0 over on our blog.

Along side new votes covered in the blog post, we've introduced additional options for the game mode:
  • Increase the amount of enemies spawned by Twitch Votes
  • Toggle on or off the mutator votes.
  • Increase the duration of mutator votes.
  • Ability to disable item votes as well as all beneficial votes

You can read more about the changes to the Beastmen in the following notes.

Beastmen Patch Notes
"Today introduces the first phase of Balancing the Beastmen. We'd like to get these changes out to you, whilst we continue to work on bug fixes and other core game tweaks. Thanks for all your feedback thus far, and know that further feedback will be taken on board for future phases of balance where needed."
Ungor:

Ungors were the first enemy type with a new combat behaviour for Vermintide II, namely “Skirmishers”. Roaming enemies that engage the players with slightly longer reaching weapons and use evasive movement. Something we have wanted to try for a long time to create a more dynamic combat environment. Unfortunately this disrupted the flow of combat too much so we have decided to change the behaviour of the Ungors to better reflect the other roaming/horde enemies in the game.

The Ungors will now try to fight closer to the heroes and can no longer attack between their own allies with their spears. They also will no longer use backsteps to try and dodge out of the players melee range.

It should now also be easier to visually identify these apart from their Archer colleagues.

Ungor Archer

Ungor Archers have received the same changes as the regular Ungors aswell as some further tweaks to their archery. Ungor archers now have tattoos that should help distinguish them from their spear wielding fellows. In addition to this, whenever any archer spots the players and starts firing arrows at them, they will call out, alerting the players of their presence on the battlefield. They have also had their innate accuracy reduced significantly, especially on lower difficulties. Dodging arrows is now easier across the board.

Gor

Gors have had a new pass on their looks and will now appear lighter and should be easier to distinguish from one another.

Gors have had their damage reduced for all difficulties. They now deal 25% less damage on veteran difficulty, and 10% less damage on all subsequent difficulties.

The number of Gors in Beastmen Hordes have been reduced by roughly 25% on all difficulties.

Standard Bearer

The Standard Bearer has had the radius of the inspiring aura reduced from 25 to 15 meters around the banner.

The escort of the standard bearer now scales per difficulty and has been reduced across the board. Down from 4x Gor, 2x Ungor across the board to:
  • Recruit: 2x Ungors
  • Veteran: 2x Ungors, 1x Gor
  • Champion: 2x Ungors, 2x Gor
  • Legend: 3x Gor, 1x Ungor
  • Cataclysm: 4x Gor

Also fixed an issue for all breeds where different armor types for different body parts did not allocate properly. Headshotting standard bearers with ranged attacks should now deal significantly more damage.

Dark Omens

Investigating we found some unusual behaviour in the Meteor event on Dark Omens which would result in an overwhelming number of enemies spawning. The end event has been tuned down across all difficulties and should now be more consistent. This is the first take on fixing the issue of inconsistent difficulty spikes of events. We'll be looking at Convocation of Decay and Fort Branflakes next.



Additional Notes
  • Waystalker talent 'Fervent Huntress' now properly refreshes when already applied
  • Fixed a bug when fetching armor types for enemies. See Standard Bearer note.

Vermintide 2 - Patch 2.0.11.2

Heroes!


Welcome to Patch 2.0.11, bringing you a couple of fixes.

With patch 2.0.11 you will experience less backend errors related to opening chests, crafting and receiving backend errors at the end of maps. We have improved the retrying behavior by changing the time it takes on backend requests, players will not be experiencing any major difference in the game aside from less instances of losing out on hard earned loot.

In the coming updates we hope to release an update with a balancing pass for the Beastmen. The Vermintide 2 team is currently working hard on taming the beasts.

Patch Notes
  • Improved retrying behavior on the backend resulting in less frequent backend errors, especially during end of round, crafting, and chest opening.
  • Fixed an issue where Twitch mode would cause the game to crash.


2.0.11.1:
We just rolled out a hotfix that should tidy up some errors in patch 2.0.11.

2.0.11.2:
We're just putting out another hotfix to improve stability.

Vermintide 2 - Patch 2.0.10

Heroes!

Welcome to patch 2.0.10. This patch has some bug fixes, tweaks improving the tracking for trueflight-type projectiles, and some sound tweaks.

In case you missed it, be sure to check out our blog post on Season 2, and whilst your at it have a look at the AMA we hosted over on reddit late last week where we answered a bunch of the communities burning questions about Season 2 - and Vermintide 2 in general.

Patch 2.0.10
  • Fixed an issue were the application window might end up on wrong monitor due to negative desktop coordinates when running borderless or windowed mode.
  • Fixed an issue where having the Talent "High Tally" as Bardin Slayer wouldn't increase the damage done by Throwing Axes for consecutive hits.
  • Fixed a spot on Athel Yenlui where players could get stuck.
  • Fixed second heavy attack for Kerillian's Sword and Dagger doing less damage when under the effect of Infiltrate than without Infiltrate.
  • Fixed an issue where bots blocked attacks longer than intended.
  • Fixed an issue where players got block broken twice when block was broken by a Bestigor charge.
  • Fixed so that the killing the minotaur under the oak tree for the appropriate challenge works in the Weaves versions of Against the Grain.
  • Improved tracking for trueflight projectiles:
    • No longer overshoots targets on high speeds
    • Selects a new target if projectile misses the original target
    • Fixed target acquisition and seek being off by a frame now new target is selected immediately instead of a frame after one move update.
  • Sound tweaks:
    • Less priority further away for horde enemies.
    • Volume tweaks to horde enemy footsteps, they are now higher than before.
    • Added short boss stingers whilst in Weaves.
    • Tweaked emitter sounds within Weaves. Lower priority for world sounds, higher priority for gameplay sounds.
  • Added client predicted damage for ranged attacks so multi projectile attacks (like Kerillian's Trueflight) would be as effective on clients as it is on the server.
  • Fixed projectiles that bounce sometimes ignoring hit mass.
  • Bounty Hunter Locked and Loaded single projectile had its spread reduced when standing still, this also affects Double-shotted.