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Warhammer: Vermintide 2 News

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.

New DLC Available - Warhammer: Vermintide 2 - Winds of Magic

Warhammer: Vermintide 2 - Winds of Magic, all new content for Warhammer: Vermintide 2 is Now Available on Steam!

The first expansion for Warhammer: Vermintide 2 brings a brand new enemy faction and new challenges to the game. As a meteor crashes down in the Reikland, the Beastmen emerge from the depths of the Reikwald forest and rush to the epicenter to claim it as a Herdstone. It is up to the 5 heroes to stop them before a dreadful disaster strikes the Empire.

Winds of Magic - OUT NOW



https://store.steampowered.com/app/1033060/Warhammer_Vermintide_2__Winds_of_Magic/?snr=1_5_9__405

"Bit of a troubling one for you. Seems we've had a bloody great meteor make a mess. Sort it out, would you?"


Heroes!


The first expansion to Vermintide 2 - "Winds of Magic" is Out Now!

https://www.youtube.com/watch?v=63dlMjRL2HY

Featuring:
  • New Game Mode: Weaves
    Challenge yourself in the Weaves, climb the ladder alone or with your friends, and master the ultimate challenges that Vermintide has yet to offer!
  • New Difficulty: Cataclysm
    A new difficulty layer to the adventure mode, Cataclysm. Test your mettle against stronger, more aggressive enemies. You'll probably not survive.
  • New Level: Dark Omens
    A town lay in ruins after a meteor has crashed down. The heroes should probably go check that out. Hopefully no-one interferes..
  • New Weapons:
    • Spear and shield
      • Available for Kerillian Handmaiden.
    • Heavy spear
      • Available for Kruber Mercenary and Huntsman.
    • Billhook
      • Available for all of Saltzpyre’s careers.
      • Hits from special attack will interrupt and drag targets towards the player.
    • Flaming flail
      • Available for all of Sienna's careers.
      • Overhead heavy attacks will trigger an explosion.
    • Throwing axes
      • Available for Bardin Ranger Veteran and Slayer.
      • Limited amount of axes that can't use ammo pickups. "Reloading" will recall the axes Bardin's hand. Axes stuck in the environment or enemies can also be picked up when nearby.
  • New Enemies: Beastmen
    • Ungor
      • Low-tier enemy wielding long-ranged spears. Will try to stay away from players by dodging and keeping behind other enemies.
    • Ungor archers
      • Low-tier enemy wielding bows who will occasionally group together and fire a salvo of arrows towards players. Blocking with a shield, or dodging, will prevent being hit. Will fall back to attacking with spears if players get too close.
    • Gor
      • Medium-tier enemy wielding one handed weapons with standard reach. This is the baseline Beastman.
    • Bestigor
      • High-tier armoured enemy wielding halberds. Will use a charge attack to get to and knock players down.
    • Standard Bearer
      • Special enemy who spawns with a group of Gors and Ungors. Carries a standard which when planted in the ground will increase max health and heal all Beastmen in a large radius. Destroying the standard will remove the effects.
    • Minotaur
      • Boss enemy using fast berzerker-like combo attacks and a charge attack which knocks players back and down.




Not got Vermintide 2? Grab it now or give it a friend whilst it's on discount!

https://store.steampowered.com/app/552500/Warhammer_Vermintide_2/

Vermintide 2 - Patch 2.0.4



Heroes!


Welcome to patch 2.0.4 for Vermintide 2.

With the release of the Winds of Magic expansion later today and the start of Season One, we wanted to put in place some design changes in response to your some of your feedback.

We appreciate that moving talents you were familiar with and shifting them behind 5 more levels wasn't particularly engaging. As such we have moved the Tier 6 Talent row back down to level 30 in response to your feedback. Whilst this might not help those who have levelled heroes already, it should help those still levelling through as well as those without max level careers.

We've also made adjustments to the Amulet in that now progress is shared across the entire account, no more need to grind that on a career basis. Any excess essence spent should be refunded to you when you next log in.

Last week we adjusted the stagger system to bring back some of that weighty feeling when flinging enemies around with your attacks. All difficulties beneath Cataclysm should now feel much more familiar to your experiences before patch 2.0, whilst leaving us in a position where we can scale difficulty in a more reliable and ultimately more engaging, more cooperative way.

We're still looking at the threads, posts and topics you're creating discussing the pros & cons of change, the merits of and improvements that could be made to seasonality and rewards, and hope to be able to discuss where we'll be going with these systems in the future in the coming weeks.

Design Changes
  • Reduced Talent Tier 6 level requirement to 30 (from level 35).
  • The magic amulet is now shared across all heroes and careers. Any excess essence spent on amulet upgrades has been refunded.


Fixes
  • Fixed a crash that could happen if the host lost connection to the Steam lobby.
  • Fixed an issue where the game could crash when loading the game and a client lost connection and then reconnected during the loading screen.
  • Fixed an issue where the game could crash when loading into a Weave Arena with a dead or respawning player.
  • Fixed a crash related to the removal of buffs.
  • Fixed an issue where no weapon would be visible if picking up a throwing axe while throwing your last axe.
  • Fixed an issue where boss doors spawned by the Minotaur were invisible.
  • Fixed some locations on Dark Omens where players could get stuck.
  • Fixed a facepatrol location on Dark Omens.
  • Fixed an issue where players could see the low detailed version of the environment when respawning on Dark Omens.
  • Fixed the pacing of the end event on Dark Omens.
  • Slightly increased the amount of health drops on Dark Omens across all difficulties.
  • Bardin Slayer talent 'Impatience' - Fixed an issue where the movement speed bonus was not applied correctly when playing as a client.
  • Kerillian Waystalker talent 'Serrated Shots' - Fixed an issue that caused arrows fired to not properly apply a bleed effect. Tweaked bleed effect, now stacks up to 3 times.
  • Kerillian Waystalker talent 'Weavebond' - Fixed an issue causing the talent to return 1.5 health on headshot/crit instead of intended 2.
  • Kerillian Waystalker talent 'Piercing Shot' - Updated firing time from 0.1 seconds to 0 seconds. The arrow will now be released on the same frame as the ability input is released, meaning it will not be affected by the animation offsetting the crosshair.
  • Kerillian Handmaiden talent 'Heart of Oak' - Fixed an issue where the talent did not apply correctly while playing as client.
  • Victor Saltzpyre Witch Hunter Captain talent 'Flense' - Fixed an issue that caused melee strikes to not properly apply a bleed effect. Tweaked bleed effect, now stacks up to 3 times.
  • Barrage 'trait' - Fixed an issue that prevented AoE attacks (Conflagration Staff/Fireball Staff/Hagbane Shortbow) to stack barrage. Barrage now only looks at the first target hit for the purpose of adding additional stacks.