[PC] Vermintide 2 - Back to Ubersreik - OUT NOW!

Heroes, welcome Back to Ubersreik!

Our second DLC brings with it version 1.4, update #43. Which includes plenty of bug fixes and tweaks, three new missions and five new weapons for players who own Back to Ubersreik.

Our DLC policy for Vermintide 1 is something that we are very proud of. Players who owned a DLC, could invite their friends along for the ride - not everyone in the party had to be owners. We felt that was a fair deal.

But for Vermintide 2, when we released our first DLC "Shadows over Bögenhafen", we received feedback from our players that, because of how Quickplay works, the value proposition of our DLCs wasn't all that clear.

So for this release, we're changing how access to DLC missions works. From now on, in order to have a DLC mission be selected for Quickplay - you, or another player in your Keep, will have to own that DLC.

Where it was previously possible to join a DLC mission through Quickplay, even if you didn't own that DLC, from today that won't be the case. You will have to join a friend who owns it.

These changes also affect the missions from the Shadows over Bögenhafen DLC.

We're in the process of making more finely grained options for random mission selection in Quickplay. In the next major update, planned for January, we will present players the option of playing only certain sets of missions - excluding, or including DLC levels.

Patch Hotfix

  • Fixed a crash caused by using Bardin’s Drakefire Pistols.
  • Fixed a crash that could occur at the end of Engines of War.

Patch 1.4


  • Added three new levels, remastered classics from Vermintide 1:
    • Horn of Magnus
    • Gardens of Morr
    • Engines of War

These have all been brought up to the level of polish and quality of Vermintide 2, and are available to all players who own the Back to Ubersreik DLC.

  • Fixed an issue with the ladder at the start of Hunger in the Dark, which was hard to climb down.
  • Resolved some cases where Ratling Gunners would be able to shoot through rock walls.
  • Fixed an issue where players could respawn behind a boss wall on Against the Grain, and on Skittergate.
  • Fixed an issue where the farm key on Against the Grain would not be visible for hotjoined clients.
  • Fixed an issue where players could receive fall damage during an elevator ride.
  • The location around the first Grimoire on Righteous Stand has been modified to improve a performance issue. Players could previously reach the Grimoire through a shortcut, but will now have to get to it properly.


  • Each hero receives a new weapon, which is available through Okri’s Challenges, for owners of Back to Übersreik.
    • Kruber receives a Mace and Sword.
    • Bardin gets new Dual Hammers.
    • Kerillian’s been good this year, and get a one-handed Elven Axe.
    • Saltzpyre gets an Axe and Falchion.
    • Sienna receives a flaming Crowbill.

Each of these weapons can be used by all careers of their hero, and each weapon has two additional weapon illusions. These illusions become available by completing specific Okri’s Challenges using that weapon.

  • Fixed an issue on Kerillian’s Edrael’s Will and Dire-Weave bows where their bowstrings were not visible.
  • Tweaked animation timing on Bardin’s War Pick to more closely match its actual swings.
  • Fixed an issue on Bardin’s War Picks where, after a push followup attack, it would ignore attack inputs for a short time.
  • Saltzpyre’s Brace of Pistols has been changed to use a reloading timing. They now have ammunition like most other ranged weapons, and will reload two guns at a time. We’re continuing to tweak this weapon, as we’re not entirely happy with how it performs. So try them out, and don’t be shy to send feedback our way.
  • Fixed an issue where the fast shot mode of Brace of Pistols would get a smaller crosshair after shooting one bullet, or when starting to move.


  • We’ve changed how random missions are selected for Quickplay. Our previous implementation led to some unfortunate situations, such as getting the same mission twice in a row. Our new mission selection algorithm is much more random, but will make sure you will probably not see the same mission come up twice in a row, as recently played mission are heavily discouraged by the algorithm.
  • We’re also changing how DLC missions works in Quickplay. Previously, it was possible to join a DLC mission through Quickplay, even if you didn’t own the DLC for that mission. We’re changing the way this works. From now on, in order to have a DLC mission be selected for Quickplay - you, or another player in your Keep, will have to own that DLC. This change also affects the missions from Shadows over Bögenhafen.

Tweaks & Bugfixes

  • The way the game calculates latency between clients and hosts has been changed. Previously, the game displayed latency as the time for network packets to travel between clients and host - it didn’t take into account the performance of the host, or the client. The new latency display will include processing time for both the host and client. This means that an underperforming host will show a larger latency than the “ping” you might be used to from other games.
    As this is can be a contentious issue, we’ve added an option to display latency from the Network Options menu - which includes an explanation of how this metric is calculated. By default, this option is set to Off.
  • Fixed a series of cases which could trigger a flood of network requests which could lead to clients disconnecting. These network optimizations will resolve many issues which could lead to disconnects, but the most notable cases where this could happen was when hordes would spawn, or when players stepped into the Bridge of Shadows at the end of a level.
  • We have taken actions to improve the experience for new players, just starting out playing the game. This specifically targets the Recruit difficulty, where we tweaked enemies and spawning to make it a bit more forgiving.
  • Fixed an issue where the sounds from bots’ Career Skills being activated could override certain other sounds, leading to issue where for instance enemies would spawn silently.
  • Reduced memory usage by removing redundant mesh data.
  • Fixed a crash that could occur when Rasknitt casts one of his warp lightning spells.
  • Fixed a crash that could occur when the cannonball on Fort Brachsenbrücke exploded.
  • Fixed a crash that could occur if a player left the game while being revived.
  • Fixed cases where the first person camera sway would remain if the player performed an interaction, or died, while moving.
  • Fixed an issue where Tobii CleanUI did not work.
  • Fixed an issue where if the Scrounger Talent procs for 1 bonus ammo on your last shot, you would be unable to shoot until you swap weapon.
  • Bots with Natural Bond will now only heal themselves if wounded and there is an excess of healing supplies nearby.
  • Fixed an issue where the revive speed buff of Bounty Hunter Saltzpyre was not network synced properly.
  • Pyromancer Sienna’s Career Skill “The Burning Head” is now actually a burning head.
  • Fixed an issue where the heal over time effects, e.g. Natural Bond, would stop working when at 100% health, with temporary health included.
  • Fixed an issue where, if you healed another player with the heal share talent equipped using a first aid kit, the healing player would not benefit from the shared healing.
  • Fixed an issue where using Ranger Veteran Bardin’s Career Skill while being downed could get you stuck with an grenade in your hand after being revived.
  • Fixed an issue where the game could crash if a Packmaster dragged a player with the talent Ellinill’s Venom through a patch of warpfire or troll vomit.


  • Stormfiend’s fire attacks have been tweaked.
    • Added a small movement speed slowdown on ground fire damage.
    • Increased initial damage tick from ground fire. Players should no longer be able to run through the Stormfiend’s flame without taking any damage.
    • Increased the damage that players and enemies take from the ground fire.
    • Increased the duration of the ground flames from 6 seconds to 8 seconds.
    • Decreased the duration of the damage over time effect from the flame thrower from 5 seconds to 3 seconds.
    • Decreased damage from flamethrower damage over time by about 50%
  • Life leeches have been tweaked.
    • Increased the animation speed of the start teleport animation by 20%
    • Increased the animation speed of the end teleport animation by 10%
  • Fixed an issue where the target switching animations for Bosses would sometimes be skipped, leading to instant target switching.
  • Shortened the range for Raider’s running attacks and sweep attacks. Down to 2.5 from 3.0 and 2.8 respectively.
  • Fixed an issue where Savages and Plague Monks exited their stagger animation earlier than intended.
  • Fixed an issue where enemies would continue to follow an invisible player.


  • Lohner will now only ask the player to hurry up whilst the Bridge of Shadow is activated.
  • Added character specific “hurry up” voice linces for Lohner.
  • Fixed an issue where the sound from the last ammunition being spent for certain Repeating Handguns would be heard for the host if a bot was equipped with that weapon.
  • Fixed an issue where the “slash-crunch” sound from a headshot with an Executioner Sword did not play.
  • Changed the hit sound for daggers to differentiate them from swords. This affects Dual Wield Daggers, Dual Wield Sword and Dagger, and Daggers (both Kerillians and Siennas).
  • Fixed so that the correct sound plays on clients, when Bosses and Chaos Warriors switch targets.
  • Added a target switch sound to Blueberry Hubbleburgh.
  • Fixed an issue where Plague Monks and running Savages wouldn’t play their sounds.

So with the new changes to quickplay and the dlcs … it will be a lot less common to get one of the dlc maps compared to one of the vanilla maps even if you own the dlcs (if you are alone).

I mean, you fill hosted games with the normal qp and only if this random host owns the dlc it can be chosen by the rng, resulting in vanilla maps will be more common in qp’s than their 1/18 chance.

You can, am I misreading something? As long as one person in the keep has the DLC, the maps will be in rotation.


Yeah, looks that way to me, just can’t quickplay into it if you do not have it nor any of your current team members.



You are correct, I was too quick to jump into conclusion :wink:

I’m sorry Fat Shark :grin:

1 Like

5 new weapons with the first DLC, even tho it’s a late update, this is still content that some player asked for and blamed the DLC for it.

Seems like a good patch tho :3

Btw, if you ever update some Ubersreik maps again, will they be “free”-released for everyone that own Back to Uber, or do you think you’ll put them in another DLC ? :smiley:

Well, if you read the blog post about how much work it was to “revamp” these three maps, it is very unlikely that you will get them for free.
And I think that is absolutely correct, even a fat shark has to drink and eat. :wink:

I hope that the next dlc won’t be another remaster…


Not only are you splitting the community with this DLC, but you’re also taking away content retroactively… Very big NO-NO’s in the industry.
I do understand charging for the weapons however.

I realise you can still access this content if you go through a few hoops, but it is very annoying for the consumer who doesn’t like to be social, or doesn’t have a network, is shy etc.

Here’s a few tips for the future:

  • Any new maps and game modes you release (unless this new game mode is vastly different from the core experience), release them for free for the entire community. Your game is a coop game, and players are content, without them your dlc purchasers might very well end up with only their bots to play with.
  • Split weapon and cosmetic purchases in to smaller packs and bundles. This way people can get what they want from the “shop” and not be forced to purchase things they don’t care about.
  • Keep making money on cosmetics by releasing a steady stream of cool things for each career. Hell you could even sell capes - people love capes.

@NADster36 Yeah I can imagine, was just asking because they often do nice moves towards the community, so I want to know if they’ve already planned things for that

@Osvi Pretty sure it won’t be ^^

@KaizenDK To me it’s only taking away content for a part of the community (the part that didn’t bought the DLC). It isn’t a NICE move, but c’mon, those were supposed to be DLCs maps, it seemed dumb in the first place that anyone could join them (and this move can actually please all the “Uh it’s only an Okri weekly challenge DLC”)
I’m pretty sure they won’t release any “vastly different” maps or mode. They said they didn’t bring back Last Stand because few players played it, so I kinda think they’re focusing on the coop classic map now.
Same goes for your suggested microtransaction, pretty sure they want to avoid that. I’m not saying your suggestions are bad or anything, splitting DLCs into small bundles of content can increase money gain AND player satisfaction, but just stating I’m pretty sure they’re staying on their actual road.

They are NOT splitting the fan base. Anyone can still get the maps in QP as long as one person in the keep has the maps.


It’s still an idiotic move. I understand people were pissed that the maps were in the qplay pool, but wasn’t it truly more a question of greed than fairness? “I bought access to this and therefore others should pay as well!”
Bogushafen was done wrong.
They should have released the 2 maps for FREE for the entire community and then sold the cosmetics as a DLC.
If they had sold the entire cosmetics bundle of that for 10$ including a “glowing runes colour changer”, and had smaller packs available like a “Saltzpyre bogushafen” bundle etc. they would have made the same if not even more money off that wave of DLC.

In the keep. That means you can’t matchmake in to them without DLC owners in your keep.

if only i can initiate a quick play queue as a host by meself… fatshark why u no do dis D:?

Yea, of course. Do you expect to get something for nothing? But, you can QP, then as soon as you get people to join, next QP has a chance of putting the maps in rotation as long as 1 person in your group has them. And with their new algorithm, the chances of getting the maps you just played is much lower. The amount of communists on this forum, tsk tsk

I mean, if you wanted to really improve you chances, just host a game. Then when people join in, F10 cancel it and QP again.


Like I said “going through a few hoops”.
My suggestions are by no means communist or socialist, they are full on capitalist.
For a coop game you need players. Players are content. For players to be content you need player retention. For players to stay they need things to do. In order to give them things to do you release content for free, in order to maintain players so DLC purchasers have people to play with. People giving you money will keep giving you money because they have people to play with.
It’s the basic economy of any successful f2p title, which translates very well to VT2 since after the initial Buy-In there’s no reason for them not to utilise the good parts of f2p economics.

And it goes further than that. By monetizing cosmetics your “f2p” playerbase see all the fancy stuff the buyers have, which incentives them to go and purchase stuff, feeding the economy etc. etc. etc. effectively turning “buyers” in to walking ads inside your game, which prods others to follow.

Well the DLC is a disapointmen- no wait it was basically to be expected.

Yes some players wanted that that’s ok but:
The feedback from V1 was that this way if you are not with friends staring a dlc map casually is almost impossible.
If you hit quickplay now alone you most likely won’t be host meaning your chances of the maps starting are completely removed. It’s now up to the lobby browser to have such a game open which again is reduced by the previous step. Lobbys only casually open now if you do not leave the party after a match and that’s just how it was in V1. Also if a non dlc user lost connection or left only dlc owners can join your game to fill it up.

This was what V1 feedback wanted to prevent.

So suggestion: If you host a dlc map non dlc owners should be able to enter your game through quick play. This removes it from the queue for everybody without devaluing the DLC for players that don’t have a huge active friend scene.

Well you said you didn’t want to do that again didn’t you?
In V1 you could only get certain weapons as rewards for completing dlc maps.
Now they aren’t in the loot pool anymore but the fact remains that you cut of part of the player base from weapons in an even worse way than V1 did a real accomplishment. At least you could get them in V1 where V2 has a paywall.

I’m just going to note that I’m incredibly displeased with the fact that I have to rebuy this remaster even Bethesda had the decency to give Skyrim remastered to gamers that already owned every DLC.
Now I might be wrong here but from what you shown to us I cannon see anything new to me that would justify the price. I want to note that I never complained about money before and bought your DLCs and collectors editions more out of support than anything but this now and your current record with V2 no. I won’t support the direction this is taking. You cannot just break your word left and right break things from V1 in V2 for no reason and then port over 3 of 16 (+11 DLC) for 1/3 of the cost of V1 with some paywalled weapons and sell it.

With all this said I as a owner of everyting in V1 think it’s a cash grab.

The Fixes

Look good.


Okay yeah nnnnno. V1 was purely luck based. Even I would have preferred to just pay and have to fiddle around and be sure to get my weapon, as opposed to running maps again and again and again and again, each time falling 1 or 2 dice short of the new weapon. This is a better system - it’s more abrasive than V1, but it’s just, yeah, okay, I’d like a bit less of that style of pride and accomplishment. Getting those weapons felt good, but that was beacuse I had way more free time on my hands and didn’t mind not having those weapons for weeks on end.

The actual DLC content is cheap as [wordfilter] though. Oh dear gods. Olesya’s dialogue, the excuse for going back to the old maps… Most of the new weapons are just variations on what we already have with identical illusions… Yyeeeeeesh.

I mean, I bought it, because now there’s a reason to, and because of the fixes. Which still fall short of what I hoped for. Quite short indeed. But then, I think it’s time for me to accept that I may no longer even be on this earth by when you ‘look into your archives’ and unpack all the missing VO. Though… how funny is that? @Fatshark_Hedge once said that there’d never be reused V1 lines - at most they’d be re-recorded with a different spin. A total lie, of course. And now we have a DLC where part of the outlined difficulties was going back and ripping all the old level lines. Yeah it ain’t a very authentic experience with all the ult lines and Olesya’s babbling, I’m not sure if I buy that excuse…


@Fatshark_Hedge once said that there’d never be reused V1 lines - at most they’d be re-recorded with a different spin. A total lie, of course.

Are you /r/ExTerrstr by chance? :slight_smile:

Either way, feel free to scour my comment history on reddit (it’s all there, it doesn’t expire ever) and I’m confident that you won’t be able to quote me on that. You’re remembering the conversation incorrectly and creating this never ending hyperbole that ends now.

Why not join the Fatshark Discord https://discord.gg/K6gyMpu