Patch 2.0.13
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, along with another patch.
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 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 heavens weave for stability and performance purposes.
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.
Fixed an issue where bots would spawn into the keep.
If an error is experienced retrieving 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 bubble 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 from 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, 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).
BirchwoodFord HailshamBMWMini remains unchanged.
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.