Quick Salvage buttons pulls from other characters inventories as well.
Changing weapon illusion no longer requires unequipping it from all of the careers.
Fixed the missing localization for tooltips.
Heroes,
Welcome to Patch 3.2 on PC, bringing you fixes & tweaks and… (drumroll), Quality of Life updates! These QoL updates are specially focused on end-of-round, Spoils of War and Crafting. We truly hope you will enjoy these updates, and as always, you can find the full list of all updates and patch notes below.
For Sigmar!
Quality of Life
End of Round
Added ability to speed up rewards popup by pressing [space]/[esc] on KB/M or [B] on Xbox Pad or [circle] on PS4 Pad while the popup is present.
Sped up results screen summery and chest upgrade animations by 3x while holding space or “confirm” on controllers.
Spoils of War
[space] now is same as pressing “open” button to open chest in spoils of war screen.
[space] now reveals all of the loot from the chest.
[space] now closes the loot preview screen if all of the loot is open.
Chest selection is now preserved when going back to item grid, unless there are no more instances of the selected type of chest, then it goes back to usual behavior of selecting first chest in current active page.
Crafting
Sped up crafting animations.
Added quick fill salvage grid with specified rarity.
Added button to clear salvage grid.
You no longer need to re-add the item to the upgrade window to continue upgrading the item.
Gameplay
Implemented automatic blocking while typing to the in-game text chat, opening the game menu, or while tabbed out of the game.
Flavour
While waiting players can now read interesting Lore-Tips that are visible at the bottom of the loading screen.
Known issues: Salvaging QoL only works for PC UI so far, looking into adding it to gamepad UI.
General Fixes/tweaks
Fixed several localization issues.
Fixed a sound issue with ‘Curse of Comradeship’ occuring if a player would leaved the lobby while standing too far from its allies.
Skittergate
Filled up a hole in the ground by the Helmgart Skittergate control panel.
Rasknitt’s arena should now spawn less enemies below ground.
Sienna cannot Firewalk where there’s not enough space anymore.
Morrslieb has been told not do create overlapping moons during some weather variations.
Bots should now navigate a particularly frustrating area with far less frustration.
Festering Ground
The Darkness of Heresy is now moon-less.
The Ubersreik 5 will no longer get stuck between a pair of rocks.
Against the Grain
A ladder inside the barn has been adjusted to make Bot movement smoother.
Weaves
Fixed a VFX issue in the Metal Weave.
Kruber
Longbows with DoT Talent(s) now only apply DoTs when expected.
Fixed an animation bug with the Executioners light-attack chain (specifically the transition between an interrupted light 1 and light 2).
Foot Knight - Rock of the Reikland - No longer removes the damage reduction of the aura.
Grail Knight - Fixed so the Grail Knight health regen buff no longer massively slows or entirely stops temp hp decay.
Sienna
Battle Wizard - Soot Shield - No longer applies when attacking a party member.
Bardin
Ironbreaker - Rising Pressure - Updated talent tooltip to be more descriptive.
Ranger - Exuberance - Fixed an issue with talent tooltip displaying incorrect duration timer.
Kerillian
Longbows with DoT Talent(s) now only apply DoTs when expected.
Handmaiden - Power from Pain - Fixed an issue where the talent didn’t apply the proper critical strike chance bonus as intended.
1h Axe - Reverted push attack critical strike chance back to 20%, was reduced to 10% after beta.
I think I understand, but could you clarify by giving some examples? I assume this covers things like when you’re being revived? Does it also include when you get flung through the air like in the Nurgloth fight?
Patch notes should be intelligible and tell people exactly what was changed or fixed, especially when locations are involved. The information given here is merely: ‘we have done something’. I think I know what most of those notes refer to but that’s probably because I have 3k+ hours in this game and know most of its buggy spots and corners.
I suppose this means that your character autoblocks when you’re getting launched by Nurgloth, for instance, or any other Lord. Or when you get hit by a rogre towards an incline which leaves you sliding endlessly until you’re at the top of the slope. I believe this has been fixed now.
EDIT: Ye, this wasn’t fixed apparently, huge bummer.
Would you happen to know if losing control of your character also applies to hook rats, for example? It would seem weird but just to be sure, as it’s technically losing control of your character.
Please don’t forget people who still wait another QoL patch about maximizing inventory storage volume.
Even though Fatshark did QoL patch about Spoils of War, some people whose whole inventory is filled with red items still can’t confirm it before salvaging lots of red items - the most scariest thing is that nobody knows how many red items have to be salvaged for us to open any chests -.
Also, I hope other QoL patch too. About number of converting dusts. Player can convert only 10 dusts per each converting process . I want to convert 100 or 1000 dusts per each converting process.
Yeah, a 50/100 option would indeed be nice, 1000 seems a bit extensive.
How do you even get to that point? I’m honestly curious.
I always destroyed the reds i didn’t need, i have 2, maybe 3 of each weapon and have never had the need to keep more.
10k+ orange dusts wait me for themselves to be converted.
I played VT2 about 4k+ hours and I always try to get at least 3-4 reds of each weapons for various build. Charm and Trinket also.
Even though I can’t open any chests, the weird thing is, I can still make new items by crafting. If player’s inventory is really fulled with items, player couldn’t make any items too. But player can make new items during inventory fulled status. So, I can’t understand why can’t I open any chests in this situation.
Why can the team sanction mods that shows the ult meter and wound status of other players but not include that in the base game? I don’t see any justification why that’s information that needs to be “hidden but optionally shown through mods”. It seems pretty important for teamplay.
At this point, between Vermintide 1 and 2, I must say I have seen the intro sequence of Horn of Magnus etc. often enough. Let us save some time there please.