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Patch 1.5 Karak Azgaraz Open Beta, now live!

Fatshark_HedgeFatshark_Hedge 389 PointsAdministrator, Fatshark, Level4
edited November 2016 in Vermintide News
Welcome to the Open Beta for patch 1.5.

To get access to the Open Beta, please complete the action on the following page:

http://promo.fatsharkgames.com/beta/

IMPORTANT

Click here to provide your FEEDBACK about 1.5

Click here to report any BUGS in 1.5

FAQ:

Q: What will the DLC previewed here cost?
A: $8.99, £5.99, 8,99€

Q: Why does it say FREE in Steam?
A: There is an issue where pricing isn't being displayed properly on the store page

CHANGELOG

This patch is a big one.

In the last couple of months we've been extremely focused on solving bugs and acting on community feedback. The results are a patch larger than any we've ever released before

FEATURES
  • New Map: Chain of Fire - Make your way to the top of the mountain to set the beacon ablaze and warn nearby settlements of the approaching Skaven army
  • Added some weight and variation to ragdoll behaviours
  • Added physics to a number of props in the Inn which were previously static
  • A new HUD has been added when playing with controller
  • Added options to switch between XboxOne and PlayStation(R)4 icon sets for controllers
  • Added option to switch between different controller layouts
  • Added Auto-aim support when playing with controller
  • Added mouse scroll inputs as keybindings
  • Added option to disable/enable "Give Items with Block Key"
  • Franz Lohner no longer whistles cheerfully. It is the End Times after all
OPTIMIZATIONS

This patch contains all the optimization that we did to get the game running smoothly on console hardware. It targets CPU-heavy systems where we have seen general improvements overall. It also addresses lag spikes and where lot of AI or physics are in play, lag spikes in specific situations such as VO and resource loading. It should also gives us shorter loading times.

WEAPON BALANCE

General
  • 1h Weapons
    • Dodge distance increased
    • Dodge speed increased
    • Block movespeed increased
    • Headshotting on light attacks
  • Friendly Fire
    • Friendly fire is now rescaled and retweaked
    • Damage over time deals less friendly fire
    • AoE effects deal less friendly fire
  • Traits
    • Reduced Mastercrafted reload speed to 25% faster
Sienna Fuegonasus
  • Staff - Fireball
    • Reduced heat buildup on charge
    • Reduced heat buildup on charge attack
    • Increased damage on charge attack
    • Charged shots now pierce normal rats
  • Staff - Conflagration
    • Reduced heat buildup on charge
    • Reduced heat buildup on charge attack
    • Added friendly fire to charge attack
    • New ability: Creates a firepatch on the ground if full charge is achieved
  • Staff - Beam
    • Reduced heat buildup on charge
    • Reduced heat buildup on beam attack
    • Tweaked beam ramp-up damage
    • Increased beam-blast damage
    • Added friendly fire to blast attack
  • Staff - Bolt
    • Reduced heat buildup on charge
    • Normalized heat buildup on level 1, 2, 3 of bolt
    • Rescaled targets hit by uncharged and fully charged bolt
    • Non-locked projectile hits body
    • Locked projectile headshots first target
    • Tweaked trueflight behaviour"
  • 1h swords
    • Increased attack speed
    • Increased damage of third light attack in chain
    • Increased number of targets hit by light attack(s)
    • Slightly increased attack speed
Bardin Goreksson
  • 1h Hammers
    • Increased number of targets hit by light attack(s)
    • Changed attack speed
    • Increased heavy attack damage
  • 2h Axes
    • Increased damage on light and heavy attack
    • Reduced slowdown while charging
    • Increased attackspeed
    • Tweaked hitboxes
    • Increased attack range
    • Increased number of block shields by 0.5
  • Drake Pistols
    • Slightly increased attack speed
    • Added headshotting multiplier
    • Added friendly fire to charged attack
  • Grudge-Raker
    • Now deals damage to armored enemies when close
    • Increased attack speed on secondary push
  • 2h Hammers
    • Reduced efficent dodge count by 1
  • Handguns
    • Tweaked damage
    • Staggers pack masters
    • Removed active reload
    • Decreased reload speed
  • Crossbows
    • Increased headshot damage multiplier
    • Increased damage
    • Removed active reload
    • Increased reload speed
    • Increased ammo capacity
Markus Kruber
  • Blunderbusses
    • Increased damage
    • Now deals damage to armored enemies when close
    • Increased attack speed on secondary push
  • 2h Hammers
    • Reduced efficent dodge count by 1
  • Handguns
    • Tweaked damage
    • Staggers pack masters
    • Removed active reload
    • Decreased reload speed
  • 2h Swords
    • Light attack: Increased number of targets hit
    • Heavy attack: Reduced attack-speed slightly
    • Increased attack range
  • 1h swords
    • Increased attack speed
    • Increased damage of third light attack in chain
    • Increased number of targets hit by light attack(s)
    • Slightly increased attack speed
Kerillian
  • Dual wield daggers
    • Overhaul: Light attacks are now fast-firing slashes that chain into each other
      Heavy stab deals more damage
  • Dual wield sword and dagger
    • Tweaked push stab
  • Dual wield swords
    • Light attack: Increased number of targets hit
    • Heavy attack: Reduced number of targets hit - Increased damage vs armor
    • Increased number of block shields by 1
  • Longbows
    • Increased headshot damage multiplier
    • Light shot pierces armor
    • Increased ammo capacity
  • Trueflight Longbow
    • Lightshot now trueflights, can not lock
    • Aimed shot lock headshots first target, unlocked bodyshot
    • Reduced max ammo
    • Tweaked trueflight behaviour"
  • Swiftbows
    • Increased light shot damage
    • Aimed shot now pierces armor and deals headshotting damage
    • Increased ammo
    • Removed headshotting multiplier on light attack"
  • Hagbane Swiftbow
    • Reduced friendly fire
Victor Saltzpyre
  • 1h axes
    • Increased damage
    • Increased attackspeed
    • Increased number of block shields by 0.5
  • Brace of Pistols
    • Increased damage to armored targets
    • Tighter crosshair
    • Added Headshotting
    • Increased max ammo
  • Repeating Handgun
    • Increased damage to armored targets
    • Tighter crosshair
    • Headshotting
    • Tweaked bullet spray attack
    • Increased attack speed
  • 2h Swords
    • Light attack: Increased number of targets hit
    • Heavy attack: Reduced attack-speed slightly
    • Increased attack range
  • Crossbows
    • Increased headshot damage multiplier
    • Increased damage
    • Removed active reload
    • Increased reload speed
    • Increased ammo capacity
Hedge
---------
Fatshark Community and Social Media Manager | @Fatshark_Hedge

Shark Fact #87
Swimming in cold water boosts the odds of surviving a shark attack. Cold water drops your body temperature, which will slow your blood loss

Comments

  • Fatshark_HedgeFatshark_Hedge 389 PointsAdministrator, Fatshark, Level4
    edited November 2016
    FIXES and TWEAKS
    Interface
    • It is no longer possible to pick up an item if you are already carrying an item of that type unless you have the Deep Pockets trait (chance to duplicate item on picking up). We made this change due to new players often finding this to be confusing
    • Added warning message when turning in contracts without having a quest equipped
    • Added a new Gamma slider image for increased clarity
    • Default Keybinding for Give Item is now E
    • Swapping to PS4 Controller Icons now properly changes the key binding image to a PS4 Controller
    • Fixed an issue where healthbars could get stuck on screen for level objectives
    • Fixed an issue where healthbars could display incorrect health
    • Revive tooltip now clamps to sides when players face another direction
    • Fixed an issue where Matchmaking UI could disappear for the Host
    • Fixed an issue with Hero Selection being blocked during matchmaking despite not being marked as Ready
    • Lobby Browser: Filtering on Joinable Games will now remove games which are either full, private or running a difficulty you have yet to unlock
    • Lobby browser will now only show missions that are unlocked in the mission filter
    • Added new Rescue Icon
    • Fixed an issue where matchmaking UI could be invisible for clients in the Inn
    • Added objective markers for where to place Explosive Barrels, Statues and Sacks
    • Fixed an issue where tooltips would occasionally get stuck outside the screen area
    • Updated to new UI frame system to increase stability and performance
    • fix for survival level markers floating in the air for clients when an area opens with pickups
    • Changed wording on the lobby browser for missions and difficulty from Random to Any
    • Changed wording for DLC content that you don't own
    • Fixed missing hot-join icon (the small rotating arrow on one of the portraits)
    • Fixed Issue with Grimoire icon getting misaligned when spectating another player
    • No longer incorrectly shows key prompt for rescuing player from hook when being dead and having bled out from being hoisted by Packmaster
    • Fix for Weapon icon not being visible when switching to gamepad from keyboard and having a pickup equipped
    Bots
    • Bots no longer rapidly switch between weapons whilst reviving
    • Bots are now more eager to help a player in need (revive, heal etc.) when in combat
    • Bots can no longer deal damage to explosive Barrels
    • Bots are now more eager to use their ranged weapons against Ratling Gunners
    • Bots are no longer repeatedly resetting rescue attempts of player hoisted by packmaster
    • Bots now Block-Revive. Woot
    • Bots can no longer glide around after getting parry-broken
    • Bots should no longer fall out of the world
    • Fixed bug that could cause bots to teleport after being rescued
    • Fixed bug that caused bots to not find a valid destination when player was technically out of bounds
    Weapons/Trinkets/Hats/Traits
    • Star of the Sisterhood trinket no longer triggers a barrel when carried and an ally gets hit
    • Fixed an issue with the Skirmisher Trait on Beam Staff
    • Fixed spread on bolt-staff
    • Fixed an issue with the effect on Conflagration Staff
    • Default Headgear can no longer be salvaged
    • Fixed an issue with the feathers on Empire Soldier hats
    • Fix for bug preventing Charm of the Hedge Wizard Star of the Sisterhood trinkets to spread heals while both are equipped
    • Rehauled Mastercrafted to make it more viable for aimed shot
    Enemies
    • Enemies are more resistant to stuns on Hard and above
    • Fixed bug where player heard Rat Ogre roar but there were no Rat Ogre in the level
    • Fixed a bug that made enemies skate
    • Adjusted Hitboxes on the following enemies to more accurately represent the models (In some cases, additions have been made such as including the backpack on the Globadier which previously did not react to hits):
      • Clan Rat
      • Slave Rat
      • Loot Rat
      • Grey Seer
      • Gutter Runner
      • Packmaster
      • Stormvermin
      • Ratling Gunner
      • Globadier
      • Rat Ogre
    • Clan Rats no longer get stuck in a frozen state when dying in gas clouds
    • Gutter Runner: Removed double death voice
    • Gutter Runner: Removed offset to make the effect always appear at the gutter runners position when despawning
    • Gutter Runner: Reduced delay for gutter runner to despawn when ragdolling
    • Gutter Runner: No longer leaving invisible corpses
    • Gutter Runner: Fix for cape being seen at strange angle
    • Gutter Runner should no longer get stuck in various places
    • Gutter Runner shouldn’t now get stuck if aborting a mid air jump when having a high-ground opportunity
    • Gutter Runner shold no longer roll through gates on host machines
    • Loot Rat: Added a sound cue when getting close to one of the pesky little critters
    • Loot Rat: Improved behaviour
    • Packmaster: Fixed bug in idle animation
    • Packmaster: Fixed bug that caused it to appear like the Packmaster dragged player through the floor
    • Packmaster: Fixed bug that made the Packmaster's claw visible when player got hooked whilst recovering from previous hook attempt
    • Packmaster: Fixed an issue where Packmasters would slide on the ground after hanging players
    • Poison Wind Globadier - Poison Wind throws 2 globes in each barrage, was 3
    • Ratling Gunner: Fix for crash when one starts trying to shoot you. In the face
    • Rat Ogre will now use the correct animation scaling when climbing fences
    • Rat Ogre should no longer fall through the ground when attempting to abort a midair in jump
    • Rat Ogre should no longer phase through a wall when hit by a bomb
    • Fixed bug that caused Rat Ogre to get stuck in doorways when hit by grenade
    • Fixed a bug where water buckets could end up floating in the air if Skaven Slaves were killed whilst carrying them... ¯\_(ツ)_/¯
    • Stormvermin Patrols should no longer get stuck whilst patrolling
    • Stormvermin Patrols are.. erm... scarier on Hard and above difficulty settings. Enjoy!
    • Stormvermin Patrols now have reduced aggro range towards bots

    Hedge
    ---------
    Fatshark Community and Social Media Manager | @Fatshark_Hedge

    Shark Fact #87
    Swimming in cold water boosts the odds of surviving a shark attack. Cold water drops your body temperature, which will slow your blood loss
  • Fatshark_HedgeFatshark_Hedge 389 PointsAdministrator, Fatshark, Level4
    VO
    • Added missing lines for healing draughts
    • Added missing Polish lines for *ragged breathing* when Bardin is low on health
    • Fixed a number of missing translations
    • Witcher hunter no longer says "There is the hag, get the horses ready!" when there is no cart nor horses around on Black Powder
    • Fixed a inconsistency of the Russian translation of "Stormvermin" throughout the game
    • Fixed various VO that couldn't be heard
    Levels
    • Black Powder: Fixied exploit with bridges and AI
    • Castle Drachenfels: Fixed an issue with the sky
    • Castle Drachenfels: Fixed a respawn issue at the Chalice Event
    • Castle Drachenfels: Fixed a missing roof at the escape event
    • The Dungeons: Improvement made for the end event that took a long time to complete
    • The Dungeons: Improvements made for ledge hanging
    • The Enemy Below: Fix for geometry holes
    • The Enemy Below: Fix to prevent players being knocked out of level boundaries
    • The Enemy Below: Umbra issue fixes
    • The Enemy Below: fix for AI pathing issues where bots could not reach tomes
    • The Enemy Below: Fixed a location where you could get stuck
    • Engines of War: Fixed a location where an invisible blocker would stop you from grabbing certain pickups
    • Engines of War: Fixed an audio related crash
    • Engines of War: Fixed a location where Rat Ogres could get stuck
    • Engines of War: Updated cellar door with functionality denying anyone from closing them while there is a character in the stairs to avoid the glitch with characters being both inside and outside
    • Engines of War: Fixed a location where players got stuck
    • Engines of War: Fixed some collision issues with forest rocks
    • The Fall: Fix to prevent Skaven spawning in the loot rooms
    • The Fall: Fixed bug that caused graphical issue with the water
    • Garden of Morr: Fix for players getting stuck on the end event spiral staircase
    • Garden of Morr: Geometry fixes to avoid players getting stuck in staircase
    • Garden of Morr: Umbra issue fixes
    • Garden of Morr: Collision fixes to avoid floating Skavens
    • Garden of Morr: Fixed bug causing players to get stuck in the beginning
    • Garden of Morr: Fixed an issue where Skaven were unable fall down the hole left by the Cauldron at the end event
    • Garden of Morr: Fixed an issue where players could respawn inside a wall
    • The Horn of Magnus: Fix for bots getting stuck in the tavern before the climb to the roof tops
    • The Horn of Magnus: Umbra issue fixes
    • The Horn of Magnus: AI-path fixes for bots
    • The Horn of Magnus: Fix for player spawns into unloaded part of level when hot-joining
    • The Horn of Magnus: Fixed some minor art issues
    • The Horn of Magnus: Fixed a location where Rat Ogres could get stuck in idle state
    • The Horn of Magnus: Added collision to the bar counter
    • Man the Ramparts: Overhaul of spawners and nav mesh
    • Red Moon Inn: Moved the Bounty Board away from the stairs
    • Smuggler's Run: Fixed a location where bots could fall through the world
    • Smuggler's Run: Fixed minor art issues
    • Smuggler's Run: Added ledges where there should be ledges
    • Smuggler's Run: Fixed an issue where you could see through the level
    • Summoner's Peak: Fix for Skavens getting stuck by portal or in mid-air
    • Summoner's Peak: Fixed bug preventing bots to rescue player from dying at a specific location
    • Summoner's Peak: Fix for cases where players found it difficult to climb a plank after the first generator
    • Supply and Demand: fix for AI pathing issues where bots could not reach tomes
    • Supply and Demand: Spawner and navmesh overhaul to avoid boss spawns under mesh
    • Waterfront: Fixed a location where you could get stuck in a warehouse
    • Waterfront: Fix for Rat ogre not able to hit player when standing on a torch
    • Waterfront: Fixed an issue where bots could get stuck in certain locations on
    • Waterfront: Fixed an issue where breakable objects would be highlighted if you hotjoin the level after the event
    • Well Watch: Fix for unreachable ammo box
    • Well Watch: Fixed health bar on well that wasn't visible for player hot-joining the map
    • Well Watch: Fixed an exploit area where players couldn't get hit by enemies
    • The White Rat: Fix to remove seeing quick glimpse of the players after the end cut-scene
    • The White Rat: Fixed an issue where a light beam looked pixelated
    • The White Rat: Removed an invisible blocker
    • The White Rat: Fixes for how the end event is triggered
    • The Wizard's Tower: Fixed some issues with the Loot Rat
    • The Wizard's Tower: Minor geometry fixes
    • The Wizard's Tower: Fixed minor hole in the roof
    • The Wizard's Tower: Fixed a bug that caused a graphical issue
    Misc
    • Stagger rewrite. Staggers are now done the same way on host and client (used to always use mover on client)
      • Skaven whom have been shoved are now shoved the same way and distance for host and client
      • Skaven shoved in to a wall should no longer be able to walk through the wall after getting back up
      • Skaven shoved off a ledge or from height should now fall properly for clients as well as host
    • Changed the amount of players required to kick players down to 2 from 3
    • Now allowing player vote-kicks in private games
    • Fixed issue with players level not being assigned in the tab-menu
    • Fixed so grenades uses the same "give" functionality as potions/healing draughts use
    • Fixed it so now player doesn't keep crouch movement when hanging on ledge while crouching
    • Fixed skavens frozen in death animation
    • Bug fix for Critter Rat sliding when digging
    • Player will no longer become pizza if hitting the ground from fall while having lagspike
    • Fixed a bright flash that appeared when opening or closing menu while bleed indicator is visible on screen
    • Fixed bug causing VoIP to crash [img]http://i.imgur.com/RlIXk9i.png[/img]
    • Fixed so that overcharge buffs are removed when the weapon is destroyed
    • Fixed settings menu so that players no longer need to click "Apply Changes" if no new values were set
    • Fixed a graphical issue that caused the representation of contracts to be reset upon revive
    • Fixed graphical issue with Bright Wizard's hats occurring after equipping a specific hat
    • Fix to avoid OP glaive/true-flight overkill values
    • Fixed a shadow issue
    • Fixed so grenade ammo is removed when it is thrown instead of it being delayed until the end of the action
    • Fixed an issue affecting shadows
    • Fixed reload exploits
    • Witch Hunter: Removed the misleading fencing sword and brace of pistols clip counters, we now only show remaining ammo
    • Fix to prevent walk animation to play while interacting with objects
    • Fixed issue with clients not being able to connect to host via matchmaking on PC. - Cleaned up how we are handling post game notifications to connecting clients
    • Fixed an issue with mouse scroll going in the wrong direction when switching weapon
    • Fixed an error with contract progress
    • Fix for Volley Crossbow bolt swaying around when spectating
    • Fix for Red seal on Quests in blocking the "completed" text
    • Fix for when displace you from under the Gutter Runner is you get shoved by a stormvermin or otherwise moved
    • Fix for enemies spawning in players face (we fixed the cases where it was possible, but there is still some instances where it can happen due to our inability to restrict player movement after spawn trigger)
    • Fixed an art issue with chests
    • Made a number of staircases easier to walk up. "Stairs going up, beautiful!"
    • Fixed an issue where loot dice would spawn incorrectly when opening chests
    • Fixed an issue where certain weapons could fall through the ground
    • Tweaked distance fading on blood decals to reduce flickering
    • Fixed an issue with network syncing of AoE weapons
    • Fixed a number of issues with ragdolls
    • Fixed strange spine twist angle in ragdolls
    • Fixed an issue where Heroes would babble at the same time during Hero Selection
    • Fixed an issue where some users would experience huge delays interacting with the Bounty Board
    • Fixed a rare issue where some players experienced issues if they started a game after interacting with the Bounty Board
    • Fixed a bug where the Defiant Achievement was not functioning properly
    • Fixed Double Tap Dodge
    • Fixed missplaced Label on Healing Draught
    • Fixed a bug where a specific sound would play repeatedly whilst holding a Flaming Sword if carrying a Grimoire
    • Fixed a glitch where players were able to kick the host from their game
    • You can now die from fall damage in all difficulties. Previously only Cataclysm
    • Fixed cases where interaction prompmts did not disappear when object was being interacted with
    • Fixed ammo validation for a range of weapons
    • Fixed bug preventing doors to be opened properly
    • Fixed a bug with translation of draught. Fixed bugs related to French translation
    • Fixed bug on alternative fire on Brace of Pistols
    • Added localized strings for healing draught
    • Fixed position of subtitles so that they no longer overlap portraits
    • Fixed bug that at times prevented players from hitting ragdolled enemies with cone type weapons
    • Fixed bug that caused hits by cone type weapons to be consumed by dead skaven
    • Fixed bug that Lobby Browser hotkey still worked while already being in a game session as a client
    • Fix to enable switching weapon if crossbow is empty and holding right click
    • Fix forever spinning icons in the inn
    • Fixed bug that made it look like player was knocked down when in reality was dead
    • Fix for a crash occuring when re-binding keys
    • Interact prompt does not disappear despite someone else interacting with an object
    • Fixed issues where Stormvermin would slide if attacked or pushed directly after a climb
    • Fixed bug that prevented the crouch option in gameplay settings to be set to "Off" once it had been set to "On"
    • Fixed bug that caused 1 frame of text flashing when picking up a pickup with trinket?
    • Added a message when looking at the quest board when it's unlocked
    • Fixed bug with the crossbow equipped that prevented weapon switch
    • Fixed a bug that could cause crash with sweep attacks
    • Fixed an issue where big lag spikes would sometimes kill players
    • Fixed a bug where certain settings would get applied even though "discard changes" was chosen
    • Fixed issue with unit frames not aligning correctly when a client leaves the game
    • Fixed bug that caused characters to say what pickups were in chests before they were opened
    Crashes
    • Fixed a crash related to traits which grant Stamina
    • Fixed crash with overcharge weapons when switching game states
    • Fixed a crash which could occur when opening the Bounty Board
    • Fixed a crash in the camera system
    • Fixed a crash related to enemy navigation
    • Fixed a crash that occurred when player trying to respond to an invite while someone else is joining the first player
    • Fixed crash bug that occurred when hitting loot rat with 2h sword
    • Fixed a crash that could occur when one client kicked another client
    • Fixed a crash that occurred when interacting with a player whom disconnected.
    • Fixed a crash for host caused by client picking up speed potion
    • Fixed occasional crash when equipping Bright Wizard’s Candlelight Guard mask
    • Fixed possible crash when client changed hero and pressed F2 in the same time as the host started the level
    • Fixed crash bug caused by Charged Fireball
    • Fixed crash bug that occurred when joining friend through the Steam overlay
    • Fixed crash issue that caused players that are trying to join a game and the gets a popup during loading that resulted in returning to inn
    • Fixed crash when a player is trying to join a level and gets denied
    • Fixed crash that occurred for clients if host left the game when in "next level voting screen" or left the Inn
    • Fixed crash occurring when hot-joining a game
    • Fixed crash occurring when grabbed by Packmaster
    • Fixed crash occurring in loading screen when joining lobby
    • Fixed crash when skipping intro video
    • Fix for possible crash when handing in boon rewards
    • Fixed crash in dice game
    • Fixed level completion crash
    • Fix for crash when a Gutter Runner flew past the player
    • Fix for UI crash
    Hedge
    ---------
    Fatshark Community and Social Media Manager | @Fatshark_Hedge

    Shark Fact #87
    Swimming in cold water boosts the odds of surviving a shark attack. Cold water drops your body temperature, which will slow your blood loss
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4
    wow, a three-post changelog! have the code guys figured out the issue causing the contract turn-ins to delay and freeze up the screen yet?
  • Fatshark_HedgeFatshark_Hedge 389 PointsAdministrator, Fatshark, Level4
    edited November 2016

    wow, a three-post changelog! have the code guys figured out the issue causing the contract turn-ins to delay and freeze up the screen yet?

    • Fixed an issue where some users would experience huge delays interacting with the Bounty Board

    Hopefully!
    Hedge
    ---------
    Fatshark Community and Social Media Manager | @Fatshark_Hedge

    Shark Fact #87
    Swimming in cold water boosts the odds of surviving a shark attack. Cold water drops your body temperature, which will slow your blood loss
  • Halvars90Halvars90 56 PointsMember, Level3
    Have you guys increased the speed of which trueflight bow get the "lock" outline? It felt that to me atleast.

    About the Trueflight on light attacks I dont know how I feel about that yet :S

    I hope we get an increase chance of getting the DLC weapons, I just got the Glaive late night Wednesday and I played since the release #unluckybastard

    Ha en fin kväll :)
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4

    wow, a three-post changelog! have the code guys figured out the issue causing the contract turn-ins to delay and freeze up the screen yet?

    • Fixed an issue where some users would experience huge delays interacting with the Bounty Board

    Hopefully!
    seems to work for me! glad they sorted that, 3-5 minutes to sort those out was silly.
  • sfoxxsfoxx 12 PointsUnconfirmed, Level2
    re: Bardin's 1h axe

    maybe I'm going blind and can't find the relevant notes - but it seems Victor's 1h axe got significant buffs (attack speed, damage and more stamina) but Bardin's didn't? No love for the dwarf, or was Bardin's 1h axe better than Victor's to begin with?
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4
    it got the same buffs all the one handed weapons did, which is honestly plenty considering how effective it actually was.
  • QuanrianQuanrian 117 PointsMember, Level4
    edited November 2016
    Seen footage of the new map and it has an abundance of killing grounds where funneling does not seem to be an option. On higher difficulties I imagine this will make it very difficult to not get caught in crossfire. Was not a fun video to watch as the VC was twitching all over the place and it did eventually make me motion sick. Still, seeing a new theme and an outside one at that is nice. However, on the last part are you defending it from buckets of water? I couldn't tell because they were also playing on Easy so they killed everything too fast lol.
    Eat the game before it devours your life!
  • Halvars90Halvars90 56 PointsMember, Level3
    One thing just came to mind, can we please have a armor pen on "light" attack for the 1-handed mace and shield? Is that not what a mace was used for? ;)
  • GulfwulfGulfwulf 72 PointsMember, Level3
    Quanrian said:

    However, on the last part are you defending it from buckets of water? I couldn't tell because they were also playing on Easy so they killed everything too fast lol.

    Are you talking about Drachenfels or Karak Azgaraz?

  • QuanrianQuanrian 117 PointsMember, Level4
    The new DLC, I saw the whole mission. There was a fire you lit and a bar filled but I never could tell if it was a straight timer or one that could be reset and/or slowed by rats. I'd rewatch the video but frankly I'd just end up nauseated again.
    Eat the game before it devours your life!
  • Halvars90Halvars90 56 PointsMember, Level3
    edited November 2016
    The last part of the new DLC mission you have to stand on a platform for a while to lit the fire. I think if you go away from it for a while then the bar will slowly go back to "zero". There only needs to be 1 player standing on the platform, but of course it's better if your team form some sort of circle/square formation on the platform to better defend your selves.
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4
    Halvars90 said:

    One thing just came to mind, can we please have a armor pen on "light" attack for the 1-handed mace and shield? Is that not what a mace was used for? ;)

    no, not plate armor. it's for going through chain. the rats are wearing banded armor, which the mace isn't gonna help with.
  • PhaedraPhaedra 71 PointsMember, Level3
    edited November 2016

    Halvars90 said:

    One thing just came to mind, can we please have a armor pen on "light" attack for the 1-handed mace and shield? Is that not what a mace was used for? ;)

    no, not plate armor. it's for going through chain. the rats are wearing banded armor, which the mace isn't gonna help with.
    Huh... no the flanged mace was an anti-armour, anti-plate weapon, designed to dent plate, and the force of the hit would carry through the armour into the body even without penetration, causing trauma. Swords are crap against plate, whereas maces and hammers were the premier anti-plate [melee] weapons of their day.
    scholagladiatoria has several videos about maces on YouTube


    I always thought it was odd they didn't make the mace armour penetrating too. It's literally all the weapon is about. I kinda wish the mace looked more like this (generic I know, but I like it), and that there were more weapon skins in general per rarity (perhaps we could upgrade skins independently of traits) :http://www.kultofathena.com/images/AH6081_1_l.jpg
  • Halvars90Halvars90 56 PointsMember, Level3
    edited November 2016

    Halvars90 said:

    One thing just came to mind, can we please have a armor pen on "light" attack for the 1-handed mace and shield? Is that not what a mace was used for? ;)

    no, not plate armor. it's for going through chain. the rats are wearing banded armor, which the mace isn't gonna help with.
    Well maybe not any kind of armour, but regardless of armor, being struck by a big metal object, it is going to impact you, especially if hit in the head. It might not kill you but stun or hurt you bad.

    I another thing to consider is weapon balance if you compare the shield weapons of the Dwarf and the Soldier. The Dwarf has armour pen on the axe (I currently do not have the hammer so I cant say for sure) but the soldier does not have that. I'm of course talking about the light attacks. This in my opinion makes the Dwarf with shield a much better alternative, when they are basically the same weapon on two classes I just feel it's bad that they are not really "balanced" towards each other.
  • GulfwulfGulfwulf 72 PointsMember, Level3
    Quanrian said:

    The new DLC, I saw the whole mission. There was a fire you lit and a bar filled but I never could tell if it was a straight timer or one that could be reset and/or slowed by rats. I'd rewatch the video but frankly I'd just end up nauseated again.

    Ah, okay. I've only played through it once (solo) to check to see if I wanted to purchase the DLC on PC, but the bar didn't seem to be going down for me. I'd have to play through it again to be sure.
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4
    Halvars90 said:

    Halvars90 said:

    One thing just came to mind, can we please have a armor pen on "light" attack for the 1-handed mace and shield? Is that not what a mace was used for? ;)

    no, not plate armor. it's for going through chain. the rats are wearing banded armor, which the mace isn't gonna help with.
    Well maybe not any kind of armour, but regardless of armor, being struck by a big metal object, it is going to impact you, especially if hit in the head. It might not kill you but stun or hurt you bad.

    I another thing to consider is weapon balance if you compare the shield weapons of the Dwarf and the Soldier. The Dwarf has armour pen on the axe (I currently do not have the hammer so I cant say for sure) but the soldier does not have that. I'm of course talking about the light attacks. This in my opinion makes the Dwarf with shield a much better alternative, when they are basically the same weapon on two classes I just feel it's bad that they are not really "balanced" towards each other.
    no, the hammer doesn't go through armor. the weapons serve different purposes.

    sword= general rat clearing
    bludgeon= crowd control
    axe= high-threat rat removal

    ironically, the sword is the best overall choice to pair with a shield as the mace/hammer is noticeably slow next to the others and the axe is easily overwhelmed by hordes if you get caught out.
  • Halvars90Halvars90 56 PointsMember, Level3
    edited November 2016

    Halvars90 said:

    Halvars90 said:

    One thing just came to mind, can we please have a armor pen on "light" attack for the 1-handed mace and shield? Is that not what a mace was used for? ;)

    no, not plate armor. it's for going through chain. the rats are wearing banded armor, which the mace isn't gonna help with.
    Well maybe not any kind of armour, but regardless of armor, being struck by a big metal object, it is going to impact you, especially if hit in the head. It might not kill you but stun or hurt you bad.

    I another thing to consider is weapon balance if you compare the shield weapons of the Dwarf and the Soldier. The Dwarf has armour pen on the axe (I currently do not have the hammer so I cant say for sure) but the soldier does not have that. I'm of course talking about the light attacks. This in my opinion makes the Dwarf with shield a much better alternative, when they are basically the same weapon on two classes I just feel it's bad that they are not really "balanced" towards each other.
    no, the hammer doesn't go through armor. the weapons serve different purposes.

    sword= general rat clearing
    bludgeon= crowd control
    axe= high-threat rat removal

    ironically, the sword is the best overall choice to pair with a shield as the mace/hammer is noticeably slow next to the others and the axe is easily overwhelmed by hordes if you get caught out.
    Well I have to disagree. When I use the shield I do not even swing the "weapon" since they are so ineffective compared to bashing with the shield. You can easily push back hordes using only the shield charge and shield push. So why i like the axe is because it is reasonably effective to kill a stormvermin or specials up-close, an quick kill a few lonely rats.

    The other weapons I feel is useless, specialy the mace if you say it is crowd control, I would say that the shield itself is the crowd control. You do not need 2 CC weapons in the same, especially if the shield does a much better job.
  • GulfwulfGulfwulf 72 PointsMember, Level3
    What's in the latest update? Steam has a 7 gig patch for some reason.
  • BelmontBelmont 124 PointsMember, Level3
    it's the end of the Beta & time to roll-back to the common version of the game ;)

    waiting for the BETA PHASE 2 =P~
    Also known as Seb@s (ID)
  • GulfwulfGulfwulf 72 PointsMember, Level3
    Ah, ok. Thanks.
  • QuanrianQuanrian 117 PointsMember, Level4
    edited November 2016
    Weird, you all had this huge debate about the weapons but not much was said about how you felt about the new map. I know weapon balance is important but the map is the 'actual' new content is it not?
    Eat the game before it devours your life!
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4
    nobody disliked the map, so no debate there.
  • QuanrianQuanrian 117 PointsMember, Level4
    So there was nothing you would have them adjust either because it felt too easy or too hard in certain sections?
    Eat the game before it devours your life!
  • Halvars90Halvars90 56 PointsMember, Level3
    Quanrian said:

    So there was nothing you would have them adjust either because it felt too easy or too hard in certain sections?

    I played on hard (because I had to) and then tried 3 - 4 games on nightmare. That's about it, did not feel that it was hard or to easy. However they last segment of the map did not seem that straight forward the first time resulting that all the players was hanging off a cliff and saved by the only bot ^^

    But part from the minor misunderstanding of where to jump down I had no problems with the level design.

    I do hope they don't nerf the Glaive like there seems to be some indication of in a other post in this forum. I just had to play so long to get it and now I might have to add it to the useless list? I will not buy the DLC if that's the case. Right now Sword & dagger and Glaive is the only playable melee weapons on the Elf.
  • BelmontBelmont 124 PointsMember, Level3
    edited November 2016
    Quanrian said:

    So there was nothing you would have them adjust either because it felt too easy or too hard in certain sections?

    it's a very good map, plus considering all the texture upgrades or rework, notably on rats with snow.
    great atmosphere, impatient to test the others of this upcoming DLC ! :>
    Also known as Seb@s (ID)
  • vintagerumvintagerum 32 PointsMember, Level2
    'Reduced Mastercrafted reload speed to 25% faster'

    This seems like a super hefty nerf and will make many players upset.
  • Jakal_of_Kazak_VlagJakal_of_Kazak_Vlag 158 PointsMember, Level4

    'Reduced Mastercrafted reload speed to 25% faster'

    This seems like a super hefty nerf and will make many players upset.

    it did, they got over it. it was ultimately agreed by everyone betatesting that handguns were a little crazy in how vital that trait made them.
  • QuanrianQuanrian 117 PointsMember, Level4
    I actually liked it on other weapons too but it was admittedly a pretty big buff compared to what you see with other traits.
    Eat the game before it devours your life!
This discussion has been closed.