1. Warhammer: Vermintide 2
  2. News

Warhammer: Vermintide 2 News

Vermintide 2 - Patch 2.0.9



Hotfix 2.0.9.1
  • Fixed halberd push attack missing overhead attack


Heroes!


Welcome to Patch 2.0.9 for Vermintide 2. This patch looks at stability, sound and tweaks to Battle Wizard & Slayer career skills (as well as other various fixes, all outlined below).

In-case you missed it, yesterday we outlined some of our plans for Season 2 so be sure to check that out, and consider joining us for our AMA over on reddit tomorrow at 15:00 UTC.

Now, on to the notes:
  • Fixed an issue were a minimized fullscreen window was not restored to correct screen.
  • Fixed an issue were incorrect resolution was set to the fullscreen window.
  • Windowed and Bordless windows should now start on the assigned monitor screen.
  • Re-enabled so winkey+left/right works in windowed mode.
  • Fixed a bug causing black screens on some older AMD GPU's. Let us know if you continue to have issues with that.
  • We've done some sound optimisations for enemies. The aim of these changes is to improve reliability of special, horde, patrol and boss sounds and stingers. It should help negate some sound distortion that some players with specific hardware capabilities experienced during intense moments.
  • Ambushes now feature a subtle stinger in Weaves so you get a heads up when these events trigger.
  • Fixed an issue where German talent translations could list % and Durations the wrong way around.
  • Fixed some other localisation issues.
  • Fixed an issue where Bardin could engage in dialogue despite not being in the current lineup of heroes.
  • Fixed various miscelaneous crashes.
  • Phantom strikes - We've made sweeps use custom FOV to detect if hit is in view, now it has a more box like FOV in order make vertical sweeps hit far more reliably.
  • Fixed an issue where overhead heavy stabs from Kerillians Dual Daggers did less damage on a critical headshot than a non-critical headshot.
  • Garden of Morr - Fixed some terrain issues, spawners, and gaps in geometry.
  • Fixed an animation issue where the Volley Crossbow would be reloaded with a cheeky tap on the top. Now it should reload as expected.
  • Fixed an issue where the crosshair for the Empire Longbow would shrink-grow-shrink when aiming while moving.
  • Waystalker talent 'Fervent Huntress' now properly refreshes when already applied.
  • Subtitles should now stop playing when the speaking entity dies (looking at you in particular Skarrik)
  • Fixed so that Battle Wizard can now teleport on stairs.
  • Fixed an issue where the targeting circle for Battle Wizard Sienna's Career Skill "Fire Walk" and Bardin Slayer's Leap wouldn't show up when activating while aiming at obstructing terrain, or invisible blocking volumes. In addition, when aiming at obstructing terrain, the targeting circle will be more thoroughly adjusted to find a target location where the player would fit.
  • Battle Wizard Sienna's Career Skill now has a shorter minimum distance you can travel, by aiming downward.
  • Fixed up some input buffering issues with Saltzpyre's Falchion.
  • Tweaked heavy action chain timings with Kruber's spear, should feel much better now. Adjusted damage window on certain light attacks to make it hit closer to the player, fixed small gap in between light and heavy attacks losing input buffering.
  • Increased max hits we detects for sweeps, added slight optimization for sweep to make offset performance impact for increasing max hits. This hopefully negates some of the issues reported with cleaving stacked enemies.

Vermintide 2 - Patch 2.0.8



Heroes!


Patch 2.0.8 has landed and with it some crash fixes, sound fixes and various other fixes and tweaks. Thanks for reporting these issues to us, and continue to do so over in our bug report forums if you find them.

  • Various miscellaneous crash fixes.
  • Various localisation fixes.
  • Okri's Challenges which require you to complete 100 missions on Champion or above now properly (and retroactively) count your Cataclysm missions.
  • We've made some general fixes to backstab sounds.
  • Fixed an issue where Skaven Clanrats where incorrectly configured not to trigger a "backstab" sound when flanking you.
  • Fixed an issue where Storm Vermin with shields would not correctly trigger backstab sounds.
  • Added backstab sounds to combo attacks for Plague Monks and Chaos Berserkers.
  • Added a hit cancel window for 2h axes and 2h elf sword.
  • Bile Trolls should now appear in the kill feed.
  • Sorceror Vortexes and Chaos Spawn grabs no longer disable targeted players in the Bridge of Shadows.
  • Suitable errors should now be provided to players looking to run Weaves whilst Twitch Mode is enabled.
  • Improved matchmaking behaviour related to hero selection. Do let us know if you encounter further issues with being placed in matches with the wrong hero or forced in to hero selection when having the option to only join matches with your chosen hero enabled.
  • Bots should be more decisive when the player drops down a point of no return.
  • Saltzpyre's Billhook special attack no longer checks if the player has stamina to perform the attack, because the attack doesn't use stamina (it never did, but having no stamina previously stopped your special attack from activating)
  • Kerillian's Glaive now triggers a push from pressing attack from behind block instead of on holding attack.
  • Fixed clients removing stealth and no-clip effects too soon, when multiple stealth buffs are active at the same time.
  • Skittergate:
    • Fixed some enemy spawners.
    • Fixed some gaps in geometry.
    • Removed some dev assets

Vermintide 2 - Patch 2.0.7



We just hotfixed an issue where users playing with clients in the French locale could crash when browsing Kruber's talents


Heroes!


Welcome to Patch 2.0.7. This patch brings a bunch of stability fixes as well as a batch of ability, talent and other fixes as well. Thanks for reporting issues to us - we're not done yet of course and will continue to work on and correct the issues you report to us.

  • Fixed various miscellaneous crashes.
  • Fixed an issue where throwing axes could be used in place of barrel objectives.
  • Fixed an issue where area of effect attacks (including Career Skills) could start missing targets after a while when hitting many targets in one attack.
  • Fixed an issue where killing the Minotaur did not count towards the daily and weekly quest to slay monsters.
  • Fort Bruisingfinale - Fixed an issue that caused the end event to loop. Sorry about that.
  • Horn of Magnus - enemies should no longer spawn underground in particular areas.
  • Improved target switching interface for the Minotaur.
  • Fixed a crash caused by Razer Chroma integration.
  • Fixed a case where activated abilities would not apply the Bulwark debuff.
  • Bardin - Ranger Veteran - Surprise Guest - Fixed an issue where the increased ranged damage bonus was not applied properly while using the Surprise Guest talent.
  • Sienna - Battle Wizard - Fires from Ash - Fixed an issue where the cooldown of Fire Walk was not being reduced by the correct amount when killing a burning enemy.
  • Sienna - Battle Wizard - Kaboom! - Fixed an issue where explosions would not properly apply associated dot effects. Now properly applies a strong dot effect.
  • Sienna - Battle Wizard - Volcanic Force - Fixed an issue that caused you to loose the power level buff if you started another attack before the original attack hit the enemy before the original attack landed. Should work much nicer now :)
  • Kerillian - Handmaiden - Bladedancer - Fixed an issue where the bleed effect dealt very little damage.
  • Kerillian - Handmaiden - Fixed an issue where Handmaiden could end up displaying an empty stamina shield that would never fill.
  • Kruber - Foot Knight - Taal's Champion - Fixed an issue where the buff icon for Taal's Champion did not display properly when playing as a client. This only affected the icon, the bonus power level and removal of protection aura was always working as intended.

Vermintide 2 - Patch 2.0.6.1

We have just hotfixed the issue in yesterdays patch related to fire dot damage not scaling with hero power appropriately. Sienna mains rejoice.




Heroes!


Welcome to Patch 2.0.6 for Vermintide 2. With this patch we’re fixing a crash on the Dark Omens level, as well as some help for users with Radeon 6000 series cards (see Technical Support below).

We have a few quick fixes and balance adjustments as well as an update to Weaves allowing partial reward for failure.

Technical Support

Users who are using Radeon HD 6000 series Graphics Cards, we’ve identified the issue that leaves parts of, and in some cases, the entire UI unrendered. A workaround has been opened up which should solve this for you in the mean time.

Please navigate to your “user_settings.config” file:
  • Hold the WIN key and press “R”
  • enter %appdata% and press OK
  • In the ‘Roaming’ folder, locate the \Fatshark\Vermintide 2 folder
  • Find the “user_settings.config” file and open this with notepad or your preferred text editor
  • Search for the text: render_settings
  • Beneath that, create a new entry with the following: gui_bloom = false
  • It should look like this:

    Now save the document and try to run the game.


Fixes
  • “Mainstay” - Fixed a tooltip error showing mainstay dealt 20% bonus damage on first stagger level and 60% on any consecutive stagger level. Fixed to 40% and 60% respectively. Note that behaviour is unchanged, this is only a fix to the tooltips.
  • Sienna Battle Wizard - “Lingering Flames” - Fixed an issue where the burning effect would disappear while playing as a client. Note that it was only a effected the visual effect, the damage was still applied as expected.
  • Handguns - Fixed an issue that allowed shield enemies to block shots from Handguns.
  • Fixed a crash on Dark Omens
  • Fixed an issue where the Leech could target players too early when the player is spawned
  • Fixed an issue where damage done to Minotaurs wasn’t counted in the end screen statistics
  • Fixed an issue where damage done to Beastmen Standard Bearers wasn’t counted in the end screen statistics
  • Fixed an issue where damage done to Beastmen Bestigors wasn’t counted in the end screen statistics
Tweaks
  • Victor Saltzpyre Bounty Hunter - “Just Reward” - Reworked; Ranged critical hits reduces the cooldown of Locked and Loaded by 15%. Can only trigger once every 10 seconds.
The previous version of Just Reward, while interesting in concept, left you in a state where if you wanted to have the base functionality of Locked and Loaded where it fires one slug and one buckshot blast you resigned your passive cooldown recovery. This was a poor outcome and has therefore been changed. The new version of Just Reward has more interaction with Bounty Hunters passive ability to guarantee ranged critical hits.
  • Handguns hipfire shot now pierces shields.
  • Weaves now grant you partial experience on losses, based on how far the party progressed through the level - just like the base game

Vermintide 2 - Patch 2.0.5

Heroes!


Welcome to Patch 2.0.5.

Whilst we continue to fix and test fixes on bugs you've been reporting, we wanted to make some quick balance adjustments which should further address feedback on the flow of combat since 2.0.

With the systems in place now we have a lot more flexibility in scaling difficulty in a way that doesn't just inflate numbers, but provides us with a selection of dials we can tune in order to create hard yet engaging combat situations. There is of course a process of adjusting to keep that familiar meatiness of Vermintide 2 of old. This patch turns a couple of those dials and should bring further familiarity to your weapon swings.

Originally posted by --- A note from Game Designer ---
For WoM beta we added a lower stagger threshold and upped stagger resistance, overall but specifically on Marauders and Gors, since everything was throwing stuff around and cause balance and difficulty (there were a bunch of ways to use headshots/crits/chaining attacks to get around it). This hit fast/light weapons the most since some light attacks now required +power builds or headshots/crits to stagger enemies at all.

This was tweaked with an across the board lowering of stagger resistance last week, but since the lower stagger theshold and specific tweaks to Marauders/Gors is still in play we end up in a situation where we effect ALL enemies.

So we've reset Marauders/Gors, removed stagger threshold for hordes/roamers (So everyone hit by anything will interrupt attacks again) and returned power to light, fast weapons to have more control WHILE maintaining some challenge and not making the jump between champion/legend to Cata a huge thing. Basically just finetune of the a bit rougher fix from earlier.

Should help with "phantom hits" feeling aswell as the new fix removes instances of "you hit and damaged 3 guys, but only 2 of them was staggered and aborted their attacks". And people won't chainstagger elites with "lighter" weapons as easily as they currently do (which is a bit too easy)

One last thing: Every attack has a stagger strength, every enemy has a stagger resistance and some have a stagger reduction. we compare Strength minus Reduction with Resistance to see what level of stagger you get, if any. The levels are by default 25%, 100% and 250% of stagger resistance to reach Light, Medium or Heavy stagger respectively. Light threshold was 0% on pre-WoM builds, which all horde and roaming enemies have now been reset to.


Balance Adjustments
  • Removed light stagger (lowest) threshold for all horde and roamer enemies (slaves/clan rats, fanatics/marauders, ungord/gors). All of them should now stagger when hit/cleaved through by anything, like old Live version. Previous WoM Betas had a threshold at 25% of stagger resistance to initiate stagger.
  • Increased Raider light stagger (lowest) threshold from 25% to 40% of stagger resistance.
Below some changes that target the stagger resistances of enemies, where we remove all cases of ignored staggers from horde/roamer enemies specifically to ensure lighter weapons can maintain similar levels of control they have on pre-WoM. Note that stagger durations and levels have still been tuned but everything hit should react. Headshots and crits still boost stagger strength but are no longer to required to stagger outside of elites:
  • Reset all elites, specials and berzerkers to previous WoM Beta stagger resistance scale of:
    • Recruit: 1.0
    • Veteran: 1.7
    • Champion: 2.75
    • Legend: 2.75
    • Cataclysm: 2.75

  • Tweaked horde and roamer (slaves/clan rats, fanatics/marauders, ungor/gors) stagger resistance to:
    • Recruit: 0.85
    • Veteran: 1.4
    • Champion: 2.25
    • Legend: 2.25
    • Cataclysm: 2.25

  • Reduced stagger reduction of Marauders (from 0.6 to 0.2) and Gors (from 0.4 to 0.1).


Fixes
  • Fixed a crash in the Prologue UI.