[PC] Vermintide 2 - Patch 1.2.1 now LIVE!

Heroes!

Welcome to version 1.2.1, release #40. In this release, we’re making changes to crafting, adding a new type of crafting material - Bright Dust, adding a new feature with the Social Wheel, changes to how the game handles speed running. And many more tweaks and bug fixes.

The Social Wheel

  • A new feature - the Social Wheel.
    • The default keybind of holding down ‘T’ will open a popup menu for social interactions. Things like “Help!”, and “Patrol!” will be printed in the chat, translated for all players.
    • Also, holding down ‘T’ over an item that can be picked up, such as Tomes, Grimoires, and Potions, will command bots to pick up the item. Bots can also be ordered to discard Grimoires by looking at the bot and holding down ‘T’.

We tweaked the Social Wheel a bit based on beta feedback so that it should be easier tagging targets using the default settings.

Crafting

  • Green, Blue, and Orange Dust have now been renamed to Jade, Celestial, and Amber dust. These correspond to one of the Orders of Magic in the Old World.
  • Added Bright Dust. Salvaging a Veteran item will grant one Bright Dust.
  • Added the ability to upgrade an Exotic item to a Veteran item. Upgrading an item from Exotic to Veteran quality will cost 5 Bright Dust. An item upgraded to Veteran quality will retain its Traits and Properties, but these will be set to their respective maximum bonus. The item’s Power Level will be set to 300 and it will retain any skin currently applied to it. We want to be clear, the Bright Dust system is designed to solve the problem of duplicate reds that you wanted to put to use. We are working on a solution for players to obtain specific blue illusions that will come in a future update - it will not be a part of the Bright Dust crafting mechanic.
  • Extracting Weapon Illusions have been removed. Whenever a player is rewarded an item with a new illusion, that illusion is unlocked, available for being applied unlimited times.

Here’s a technical note - the way we handle weapon illusions, by storing them as inventory items, meant they counted toward your item limit. Some of you have a lot of weapon illusions, and were unable to open new chests because of that. With this new system of unlocking weapon illusions, and applying them without consuming them - these have now been removed from your inventory, freeing up space.

Enemies

  • We noticed that the previous change to the Chaos Troll, where damage would interrupt its health regeneration, made it a bit too easy. So we have reworked the the way the Chaos Troll’s health regeneration works.
    • Its health has been increased on all difficulty settings to 570, up from 475 on Recruit. Increased to 900, up from 750 on Veteran. Increased to 1200, up from 1000 on Champion. Increased to 1800, up from 1500 on Legend.
    • The pause in its health regeneration, from taking damage, has been reduced to 2 seconds, down from 3 seconds.
    • The Chaos Troll’s health passive regeneration has been changed so that it will regenerate increasingly more health the longer it avoids damage.
    • Its health regenerated per second is now scaled over time - up to a cap, based on difficulty. Max health regeneration per second is now 4 in Recruit, where it previously healed 0.5. On Veteran it is now 7, previously 2. On Champion it is 14, previously 5. On Legend it is now 28, previously 10.
    • The time it takes for the Chaos Troll to gain the maximum health regeneration is 12 seconds on Recruit, 10 seconds on Veteran, 8 seconds on Champions and 6 seconds on Legend.
    • So on Legend, a Chaos Troll will reach the maximum health regeneration of 28 health per second, after not having been damaged for 6 seconds.
  • By design, Bosses - like Chaos Trolls and Rat Ogres, are meant as a challenge to the team, and need to be defeated. However, some of them are fairly easy to outpace. That is why the game features Boss Doors - green flames which cannot be passed until the Boss has been defeated. In this version, we’ve added additional respawn points just before the Boss Doors, to make sure that defeated players won’t respawn behind a Boss Door. We’ve also made changes to how the AI Director works when players try to outrun a Boss. Previously, when a Boss entered play, most spawning of other enemies would stop. This lead to poor pacing when some players would run ahead. Now, the Director will try to spawn Specials to slow down players who outrun Bosses.
  • Bosses will now drop a Loot Die when defeated.
  • Reworked some of the visual effects around glowing eyes. Both Chaos and Skaven will have glowing eyes in dark environments.
  • Increased the reach of Chaos Savages’ attacks to 2, up from 1.75.
  • There’s a new visual effect for enemies on fire. They will burn over time until they’re extra crispy.
  • Fixed an issue where Chaos patrols would turn and pursue players that were behind them.

Levels

  • Many levels have been updated to ensure that enemies, players, and bots are able to properly navigate all areas without getting stuck. Many issues where certain patrol spawn points would spawn enemies in plain sight have been resolved as well.
  • Fixed a few issues on some levels where players would be able to bypass large parts.
  • Fixed an issue where the barn doors on Against the Grain would not properly remove padlocks and chains when opened.
  • Fixed an issue moving down a ladder near the third Tome on Halescourge.

Audio

  • Fixed issues with voicelines, when played behind you - especially for Surround configurations, would sound muffled.
  • Fixed an issue where Saltzpyre played no voiced lines when being under friendly fire from Bardin.
  • Added voice over callouts for Berserker enemies - Skaven Plague Monks and Chaos Savages.
  • Added voice over lines for when players misses with a thrown bomb.

Bots

  • Bots can now crouch and are thus able to follow the player at places where they would before get stuck.
  • Made bots less careful about friendly fire while shooting at specials that have grabbed players or at enemies attacking a helpless player.
  • Bots that are ordered to pick up an item but cannot properly navigate to it, will still be able to pick it up.

Career Changes

  • For Pyromancer Sienna, updated the Passive Abilities and Talents “Critical Mass”, “Shield of Tarnus”, “Blazing Equilibrium”, and “One with the Flame”. Reduced the amount of overcharge needed for each stack to 6, down from 8. This will allow Sienna to gain the maximum effect without blowing herself up.
  • For Unchained Sienna, updated the Passive Abilities “Unchained Strength”. Reduced the amount of overcharge needed for each stack to 6, down from 8.

Bugfixes and Tweaks

  • Fixed so that melee sweeps that do not hit their intended target now correctly hit other targets in that sweep. This was one of the causes of “phantom swings”.
  • Improved calculations to more precisely determine the intended target of a melee sweep attack.
  • Fixed an exploit which allowed Kerillian’s Repeating Crossbows to shoot faster than intended when quickly switching between weapons.
  • Altered the double click windows on inputs, this should reduce the occurence of unintentional swings when quickly pressing melee input.
  • Fixed an issue with enemy outlines when targetted by Waystalker Kerillian’s Trueflight Volley and Pyromancer Sienna’s Burning Skull. This fix makes sure that the red “targeted” outline is always shown, even if the targeted enemy has been pinged by a player. This also fixes issues where dead enemies retain their red outlines. This fix was based on the work by prop joe and walterr, and their mods.
  • Fixed an issue with Two-Handed Swords that cleaved through, or slid past armour on training dummies.
  • Fixed an animation issue with Two-Handed Swords push attacks.
  • Fixed several issues with Drakeguns and Drakefire Pistols where they wouldn’t glow correctly when overcharged.
  • Fixed an issue that affected the Career Skills of Pyromancer Sienna, Bounty Hunter Saltzpyre, and Waystalker Kerillian. When jumping onto a ladder shortly after activating their Career Skill, their skill bar would be depleted but no skill being cast.
  • Okri’s Challenge book should no longer glow, nor indicate available Challenges completed, for DLC that hasn’t been purchased.
  • Fixed an issue where enemies could enter a state where they crowded around a player without attacking them.
  • Fixed an issue where shield slams could trigger friendly fire voice lines.
  • Fixed an issue where certain attacks, such as the bash with the Grudgeraker, could not damage objects in the levels, such as doors or explosive barrels.
  • Fixed an issue where sound effects from being targeted by a Lord, Boss, or Chaos Warrior were only played on the host.
  • Fixed a visual issue where arrows that did no damage would not stick to Chaos Warriors.
  • Fixed a visual issue where a glowing sphere would be visible for a couple of frames when hitting an enemy with a fireball of any kind.
  • Changed the Scoreboard so that the player with the least amount of damage taken gets the green circle - rather than the player who took the most damage.
  • Fixed an issue where a player or bot that got killed while hanging on a ledge would not respawn.
  • Fixed an issue where the animation for weapon based Career Skills could become stuck if a player was downed while using the skill.
  • Fixed an issue where Medical Supplies could be used up without applying the healing if used on another player that is on low health and gets downed while getting healed.
  • Fixed an issue where the challenge “Feed Me, Sinner!” wouldn’t properly trigger.
  • Unchained Sienna’s arms, in first person, will now properly match her equipped cosmetic skin.
  • Fixed an issue where the Glaive “Twilight’s Last Gleaming” incorrectly showed the name and description of “Greenleaf’s Kelthrax”.
  • Fixed an issue where the effect from Ranger Veteran Bardin’s smoke grenade would end prematurely if another smoke bomb was triggered while the first one still was active.
  • Fixed an issue where in some cases the item property “Damage Reduction vs Area Damage” would not reduce damage from some sources, like Poison Wind Globardier damage over time.
  • Fixed an issue where damage from a Chaos Sorcerer’s Vortex would not be reduced while having a equipped “Damage Reduction vs Chaos” property.
  • Fixed an issue where the push attack of Executioner Swords, and Two-Handed Swords would trigger the talent “Build Momentum” for Foot Knight Kruber.
  • Fixed an issue where the push attack of War Picks would trigger the talent “Miner’s Rythm” for Ironbreaker Bardin.
  • Fixed an issue where shooting with the pistol of the Rapier and Pistol, would break block for the duration of shooting when playing as a client.
  • Fixed an issue where shooting with the pistol of the Rapier and Pistol when blocking could cause you to get stuck in a blocking state.
  • Fixed an issue where blocking with a shield after an attack could cause the blocking animation to play twice.
3 Likes

Does this mean we should opt out of the beta now?

something weird. new illusion system is not applied on live server?

EDIT. i got patch and on live server now but new illusion system is not working for me and i see extract tab also

There has been some delay in putting it out live, I will report back once the “Go” button has been pushed for reals.

Seems like very little was changed since beta. The only difference between these patchnotes and the beta patchnotes are the 4 points in under Audio, the rest is basically copy pasta.

Edit: oh and the sneaky removal of this line:

We are open to feedback on this issue [boss walls]. It’s part of the reason we are releasing 1.2.1 as a beta. So please let us know how the new pacing feels to you, especially if you enjoy speedrunning the game.

Despite the huge outrage about boss walls, seems like you’re not really open to feedback after all.

You can opt out of the beta now, the patch is live live.

1 Like

We heard the feedback, but in order to create a solution that addresses that feedback we need a bunch more time. As it stands, speed running breaks the director and boss walls alleviate, or reduce that. Work is being done by brainy people to fix up what blitzing through levels can break, so until that’s done, the walls will need to remain to give the director a chance at killing the player.

10 Likes

i dont know but after patch it seems i can not enter any of other’s lobby
all tries i did are ended with connection time expired thing
disabled all mod and relog but same

Some of your sanctioned mods don’t work now…

1 Like

Love that sentence! xD

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am i the only one that was so impressed by the fact that i didn’t need to switch to “opt-out” of the beta or anything, just load up the normal launcher and play again

2 Likes

With this in mind, is there any chance we’ll see something to reduce the Shade’s crazy damage on them? It’s pretty common for a Shade to solo kill a boss in just a few seconds.

1 Like

you bring a shade with daggers and feed her a purple pot, that’s a very specialised single target damage build. the shade has to depend on her party to clear the rest of the level effectively. of course she can help out, but she’s not going to be as effective for the rest of the stuff as opposed to a waystalker or handmaiden.

tradeoffs yo.

2 Likes

That’s not true though. Shade can deal with everything quite easily and there’s a very good reason handmaiden is referred to as the ‘clutch queen’.

That’s beside the point though and I’m not going to go further with it here. My point was that bosses are supposed to be a challenge for the team to deal with. When there’s a shade around, they’re simply not.

2 Likes

@liljavarg It’s on the modders to keep up with game updates. They aren’t FS mods, they just deemed them suitable for the live game.

@mookanana @Tzcheese I can see reasons to agree with both arguments in different scenarios. Daggers are more specialized and there are players that can’t hold their own during hordes on them, but there are players that can use them just fine during hordes. So it can basically be a normal run with an insta-kill on the monster. However, if you consider that there’s a challenge to kill the troll in the mines quickly after it spawns, it seems like there are speed kill methods intentionally.

1 Like

oh my point is that they’re still not as effective as other weapons when it comes to doing stuff outside of their speciality. sure, good players can handle it, but it wouldn’t be as quick as say compared to a flamer swiftbow or fireball staff for example.

anyhow! loving the patch. more patches please!!!

1 Like

The players even spawn there without any bossdoors. So if they die near such points, they’ll spawn next to you and not 100m away.

Why would you let this “buff” like it is for already strong careers?

I had to download this one and played 3 games yesterday.

  • The horde became slow and easy with no phantomswings and no hyperstacking.
  • I quitted the game at the moment , a mate threw a bomb on bödvarr and he got instakilled, because he fell of his lil tower. And this should work with other bosses/lords too.
  • Assassins exploded in the air. Nobody attacked them, they just exploded in blood.
  • Enemies dissappeared and teleported

Great experience and was so much fun! Not…

Nothing of that happened to me…neither on beta branch nor now.
Phantomswings never were a feature and some careers suffered more from than others due to the weapons which were more likely to produce these.
Looks like you are angry about a bugfix.

1 Like

Just because it didn’t happen to you, doesnt mean, that it not exists. You probably didn’t even mention it.

Yes they fixed something , but the horde enemies run 1 by 1 in your melee weapon. There is no threat anymore. Holding W and smash LMB is no fun.

Dissappearing and teleporting enemies got reported many times until the DLC Patch. It still exists.

Staggered bosses/ lords and the “Tower fall” i described got reported many times and still exists. So those challenges are gone, if it happens. Abuse or unknown… who cares.

There is even another thread that enemies dies instant at the righteous stand event. That’s probably the same what happens with the assassins.

Yep, this is similar to the thread I made back in April/May. Where you could knock Burblespue Halescourge off his platform as he teleports in with a halberd. People have found out that if you throw a bomb at Bödvarr Ribspreader as he enters, you instant kill him by knocking him off. Seen it used a few times now.