we’ve actually got this part of the story, believe it or not. picking up the relics gives bits of the story that wolfer lead an insurrection against his higher ups and the loyalist elements of the
6th after solidifiying his internal control over the muntionous elements. he seems to be a “man of the people” leader though so he kept the captains’s ranking in spite of being an acting major (if not general). he took over the main operations hub on-planet in the process which is probably how he got control of the whole overall regiment and whatever control was needed to get the traitor forces sent home when the time came.
that’s not rinda, it’s rodan- her dead brother. it’s mentioned in the level chatter now and then and they confirmed it in the forums. they were trying to revive the annoying bastard as a chaos champion and we prevented that.
well unfortunate that we managed to interrupt the ritual
but mostly because the finale of that map was a bit underwhelming
(while the map is very good)
id say its some sort of convocation of decay but a bit worse
Reading lore into fatshark being lazy and reusing stuff is certainly a thing. Apparently the moebian sixth trains adminition cult members too, because this guy is using the exact same swing patterns in melee as the scab captains!
it is weird they don’t have different animations at least between the different factions to make them distinct from each other, at least some sort of variety
but nothing
hopefully they get added as random encounters in auric board cause its cool
(was also cool when rinda could spawn in regular missions too)
the event called terror in the dark but i guess they will never reuse that… since there is no more rinda
so fomo about that special event…
unless they make it to work and dont mind about reusing that special event
when they first introduced rinda and rodin they could spawn as ambush pre orthus offensive
so not necessarily during lights out modifier (terror in the dark)
which was also cool that
but now deleted as thing
mechanically cool stuff for then ending get removed, content removed
instead to release these special events permanently to the board as rare special conditions maybe
The only reason I can think of for this not being the case is how a ton of monster spawns are in walls. If you play the Extra/More Captains mod in solo play you run into this issue. You encounter Captains instead of monstrosities and if he spawns in a wall he can’t bust his way out.
But they could totally fix this by having him spawn in a patrol with his own escort of scabs. Maybe give him 4x bulwark 4x crusher 8x scab rager and 20 gunhands so its like an actual event (hi intensity should still double those like everywhere else). And have him use one of his glorious encounter lines, since they do not play outside those end levels.
I didn’t even notice that the boss on the train was different. Visually in the way that doesn’t matter during gameplay anyway. Mechanically exactly the same in all other ways.
Cooler solution would be to make the assassination bossfight something more unique instead of just reusing the same captain boss for all of them, but that’s aiming high
Which is weird because all the bosses (not monsters) in Vermintide 2 has been unique’ish. Like the base is usually of an existing unit, but glammed up enough that they feel like the champion of that unit type.
that’s cause in five seconds he’s got tens of stacks of bleed and burning and just looks like he’s made of tarmac either way. also the refrator field’s blocking any sight of the guy from the recon lasguns spraying all over it.