An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - Contraptions
Bardin’s been back in the workshop again. How can I tell? Well, apart from all manner of clanking and hammering at all hours – not exactly conducive to me getting some much-needed beauty sleep – the mountainside’s increasingly strewn with all manner of failed experiments.
Of course, Bardin being Bardin, must of them are weapons, refinements on various designs he’s accumulated over the years. There are handguns, pistols, cog hammers – you know, the usual stuff – but there are also plenty of oddities and all. A self-loading longbow he whipped up for Kerillian. Went down like a lead airship, it did. An axe with some kind of whirring, mechanical teeth, which I think Saltzpyre would have taken to, were it not for the face it kept breaking down and was easily twice the weight of a normal one.
What gets me is when the designs get a little more, shall we say “unusual”? That mechanical pigeon, for example. No idea how Bardin cobbled the thing together, or why, much less how he trained it to drop those bombs while on the wing. Says he was inspired by something the Imperial engineering school whipped up, and that much is true enough. Only the Altdorf engineers use flesh and blood pigeons, rather than cog and steam. Unnatural, is what it is. And for what it’s worth, the flesh and blood ones are rather brighter than whatever horror Bardin hammered together. His just flies in circles, and unerringly drops payloads of rotten fruit on Kruber, regardless of the target it’s been given.
Hang on. Maybe Kruber’s the real target, and everything else is just an excuse? Yeah, I can see that being the case. Funny sense of humour, that dwarf.
Anyway, I can see I’m going to have to have a word. The rest of us need a bit of shuteye every now and then. More than that, Bardin’s been muttering about a much larger project. Won’t say what, of course, secrecy’s like breathing to a dwarf, but I think I’d like to put a stop to it before he cobbles together some cog-driven dragon, or tries to staple bloody great legs to the keep. I mean, it’ll be a spectacle for sure, but it’s one I’d rather watch from a distance and with a solid forty winks behind me, if you know what I mean?
ONSLAUGHT TOURNAMENT SERIES YEAR 2, SEASON 2 - SEPTEMBER 10-12, 6-9PM CEST
Heroes!
Welcome to Year 2, Season 2 of the community-runOnslaught Tournament Series!
Rules and format walkthrough: 9th of September, 4-7pm UTC, 12-3pm ET, 6-9 CEST, 5-8pm BST (streamed at twitch.tv/exanimia_).
Tier 1 (Cata 1 Deathwish Onslaught) games: 10th of September, same time as above (streamed at twitch.tv/fightthetide).
Tier 2 (Cata 3 Deathwish Onslaught) games: 11th of September, same time as above (streamed at twitch.tv/fightthetide).
Tier 3 (Cata 3 Deathwish Onslaught+) games: 12th of September, same time as above (streamed at twitch.tv/fightthetide).
The tournament format tests consistency and skill, giving teams of four players three hours to complete four maps in a specific order with three attempts each map. Each failed attempt deducts points from a team’s overall score, with forfeited maps deducting the full amount of points for that map.
To access the rules and regulations, as well as to participate, please sign up in the event Discord.
There are three tiers to compete in:
Tier 1 (Cataclysm 1 Deathwish Onslaught)
Empire in Flames
Into the Nest (interchangeable with Engines of War),
Righteous Stand
Engines of War (interchangeable with Into the Nest)
Tier 2 (Cataclysm 3 Deathwish Onslaught)
Hunger in the Dark
Old Haunts (interchangeable with Engines of War)
Righteous Stand
Engines of War (interchangeable with Old Haunts)
Tier 3 (Cataclysm 3 Deathwish Onslaught+)
Righteous Stand
Blood in the Darkness (interchangeable with Convocation of Decay)
Old Haunts
Convocation of Decay (interchangeable with Blood in Darkness)
There's also a prize pool accrued by the tournament organiser and Fatshark, up for grabs by the winners and runner-ups for each respective tier:
Tier 1:
2 Vermintide posters
2 Warhammer 40k: Sanctus Reach collections
2 Forgotten Relics codes
2 Sister of the Thorn codes
Tier 2:
2 VT2 tees
2 character premium cosmetic packs
4 $20 Games Workshop Giftcards
Tier 3:
4 serpent frames
2 VT2 Hoodies
2 $40 Games Workshop Giftcards
There is a comprehensive set of rules which can be found in the Discord, but three notable rules worth mentioning here are as follows:
All teams MUST be able to produce a recording on the same day as the tournament, or stream it and have an accessible vod to review, or risk disqualification.
In order to give players more team and career variety while creating a more-balanced competitive environment, teams MUST use the Tourney Balance Mod (patch notes document can be found here).
Participating tourney staff are NOT eligible for prizes.
On top of this, as normal there will be a shoutcast of the event streamed at https://www.twitch.tv/fightthetide, with shoutcasters Ishka, Corbec, and the original creator of Onslaught, Grimalackt. Portions of the proceeds from the channel subscriptions/bits/etc this season will go towards supporting those affected by the floods in Germany and supporting Moopshark during his family’s crisis.
The signups are now open! In the appropriate channel in the discord, please state your team name, the names of each of your players and which tier you'd like to compete in.
Hope to see you all there!
Franz Lohner's Chronicle - Forbidden History
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - Forbidden History
Every day that passes, I’m learning more and more about the northlands. I mean, that ain’t to say I’m glad to be doing so – there are some pretty ghastly tales told up there, and no mistake – but they do say that knowledge is the true wealth of a life lived to its fullest. As I’ve little enough in the way of actual wealth, I guess that’ll have to do.
Where was I? That’s right: The Forbidden Trail.
Obviously, describing something as forbidden ain’t exactly the closer it might otherwise be, not around here. Old Saltzpyre will describe anything as “forbidden” or “cursed” if he gets even a wisp of something unsavoury. Once of my biggest bugbears with the Order of the Silver Hammer, that. When everything’s an abomination, how do you tell the truly dangerous from the slightly sinful? Lacks nuance, and in my trade you can’t rely on things beings black and white – you’ve got to be able to read the murky bits in between.
But anyway, this Forbidden Trail the Five have found really is one of the bad ones. Seems there used to be a prosperous northlander kingdom where those trees now stand. Coragoz, it was called, and its denizens went in for unholy worship in a big way. You know the sort of thing. Sacrifices running day and night, with all the vile and bloody ritual that goes alongside. Brought captives from clear across the world to feed the fires keep the gutters running with blood. Worse than that, there was no joy in it. I mean, say what you like about Kerillian’s Naggarothi cousins, they’re at least getting a kick out of being inhuman monsters. This lot were like bureaucrats with flensing knives. Dispassionate. Like being smothered by the colour grey.
Centuries, this went on. Untold thousands with slit thrones, gone to the leaping azure flames. And not a peep of thanks from the Dark Gods. But you know what? The Chaos Gods are, more than anything, captives of passion. Vile, unholy, corrupting abominations they may be, but they do love their work. So while the joyless citizens of Coragoz were trying to garner their gods’ attention, those same deities were looking elsewhere for their jollies, and found it with several of the neighbouring tribes who’d suffered at Coragozi hands.
The result was, quite literally, a hell of a battle. Four god-favoured tribes against a city grown strong on slaughter. It was, as Kruber’s old middenball-playing associates might say, a no-score draw. Coragoz was cast down, and the four tribes wiped out to the last frothing lunatic.
What remains of the city – and its colossal wealth – is now buried deep beneath the trees. Draws the occasional treasure-seeker, but I’ve yet to find one who laid his mitts on something valuable and lived to tell of it. Like I said, it’s not called the Forbidden Trail for nothing. Could be there’s still something living beneath the surface. Could be that the gods still hold a grudge against the place. Could be anything, really. That’s the trouble with attempting to make sense of the divine. For every answer, another question comes trundling along, and brings a few mates alongside.
I’ll keep digging. Like I said, knowledge is true wealth. But in the meantime, I’ll be advising the Five to leave their shovels at home when hiking the Forbidden Trail. I’m not that desperate for answers …
Franz Lohner's Chronicle - An Embarrasment of Gods
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - An Embarrasment of Gods
So here’s a funny thing. You know how we went tromping up to the Citadel of Eternity looking for the favour of the gods? (That’s the royal “we”, obviously. Franz Lohner doesn’t go tromping anywhere for nothing or nobody these days. Strictly managerial, I am.) Well, seems that we’ve drawn the eye of rather more than we expected.
Before you go getting all flustered, I’m not talking about those Chaos weirdos. While they’re still afflicting the land around the Citadel with all kinds of curses and malign manifestations, that’s more what you’d call business than personal. So far – touch wood – there’s been no indication whatsoever that the dark brothers have even noticed my lot poking around the northlands, and long may it continue.
Nor is it just the five we went a-courting. No, I’m talking about, well, pretty much every other god ever to put on a funny hat and start craving mortal worship. They’re dishing out boons and blessings as if it’s the end of the world, and they’ve a stockpile they’re wanting to blast through before the great cosmic inventory at the end of time.
The gods of elves, dwarfs and men? Well, I guess that was to be expected. Nothing gets a god more jealous than a sibling poking meddling on their territory, so that accounts for Ulric, Ursun, Asuryan, Grimnir and the like. But some of these others? Hailing from every civilisation the light touches, or at least that’s how it feels.
Added to the mix, we’ve got Lustrian Old Ones (which are as near to gods as makes no difference, or so Olesya says) as well as a couple of barbaric deities. The Great Maw (no relation to Morr, one assumes) is worshipped by ogres. Less a deity, that one, and more a bag of endless appetite, but what works, works. Might say the same about the Nehekharan gods, who’ve also nodded a sage animal bonce of favour in our direction a time or two. And then we’ve got a real surprise: Hashut, the dark and brooding deity of what most call Chaos Dwarfs, and about whom Bardin has nothing good to say. By most reckonings, Hashut’s a Chaos God himself – if strictly small fry – so why he’s lending a hand? Probably just likes watching things burn. You get people like that, so why not gods?
About all we’re missing at this point is the Great Horned Rat. I mean yes, technically he’s on the other team, but skaven have made treachery a bit of a sport, and I don’t imagine their god would be any different. Not that I’d want the Horned Rat pitching in. It’s not just that some victories aren’t worth the price. It’s more that it’d be proof that whatever’s going on in the world just got bigger than our little squabble with the ratmen. When the fat’s really in the fire, there are only two sides: the Chaos Gods, and everybody else.
Seems to me it’s getting a mite warmer. I’ve a feeling it’ll get worse before it gets better.
Franz Lohner's Chronicle - A-Reaving We Will Go
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - A-Reaving We Will Go
So, Kruber was asking about Mannax Grimblood – you know, the fellow whom Grimblood’s Stronghold is named for? – and I’ll be honest, there’s not much to tell.
By that, I don’t mean to say that Grimblood’s not an accomplished chap, far from it. He’s earned a bleak reputation all along the northern coast. Places big or small, they all know him. Or at least, they know of his ships, and his flag of writhing tentacles on a black field. Made a real mess of Erengrad a few years back, and the number of fisher villages Grimblood’s wiped off the face of the map truly beggars belief.
Thing is – and I mean this with all the deference due to our northlander cousins, which isn’t a very great deal, if I’m honest – so what? Raiding chieftains are ten a pfennig on the Sea of Claws. Worse than that, they tend to show up as a job lot. No sooner has one raid ended than another begins. Murder, pillage, the slaughter of the defenceless … doesn’t exactly help you stand out from the next man, not when the next man’s just burned the same village you’re eying up for tomorrow’s raid.
I think that’s what really gets me about northlanders, if I’m honest. No imagination. No effort to build something that’ll last. It’s just “might makes right” and “victor takes all” to that lot. Sure, it takes guts to charge a shield wall, but it takes a damn sight more to hold the line against a frothing maniac, knowing that even if you survive the day, there’ll be another just like him come hoving into view before the week’s out. Especially when he’s bigger than you, and likely better armed. Because that’s the other thing about northlanders: they’re bullies, through and through.
So yes, Mannax Grimblood? An unremarkable bully. If he’s not dead, he soon will be, and another ruffian like him will take his place. Northlanders might think that’s worthy of song, but that just goes to show what questionable judgement they have. The stronghold, on the other hand … ?
You see, that particular patch of ice has a much longer history than the stockade raised above it. They do say that there was a battle there, some centuries back. Classic last stand stuff. An Ulthuani expedition got itself a bit lost – as folk so often do up there – and made matters worse by somehow drawing the attention of every northlander tribe for miles around.
Ten days the elves held out, despite being outnumbered and undersupplied. But Ulthuani are like that. They’re proud, shading hard into stubborn, and don’t like to admit when they’ve made a dog’s breakfast of the whole thing. Then, just as it looked like they were about to be overwhelmed, the weather changed. The ice, which had been hard as rock to that very moment, shattered, and the grim seas claimed every one of those battling souls, northlander or elf.
They’re still there, trapped beneath the surface – frozen, but kept cruelly alive in all the years since. Like I’ve said before, time flows funny up in the wastes, so maybe to them its still the moment after their heads went under the waves for the last time. Then again, could be they’ve been like that for centuries, trapped, frozen solid and steadily going mad. Or maybe there’s nothing truly alive down there any longer, just undead spirits sealed in the ice. It’s enough to make anyone shiver.
Olesya reckons that’s why Grimblood made the place his lair. Having tortured souls close by lends a certain … puissance … to prophecy, and northlanders like their portents as much as anyone.
All told, I think it’s better that the Five don’t go swimming in those waters any time soon.
Franz Lohner's Chronicle - An Unexpected Letter
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - An Unexpected Letter
I find myself with what you might call a conundrum.
One of my lads brought me a letter this morning. Not an unusual occurrence in itself, of course. Folk like writing to me. Others write to me because it’s the only way I’ll sign off on their expenses. And still more drop me the occasional line with interesting titbits out of hope it’ll stop me exposing their gross financial irregularities to the Imperial court. But I digress.
Suffice to say, I wasn’t expecting this particular letter, which purports to be from one Sofia Fuegonasus, our own Sienna Fuegonasus’ twin sister. Hard to tell whether that part’s true. By all accounts, Sofia’s dead and gone – at Sienna’s hand no less – but necromancers have a way of floating to the surface of the spiritual mire, don’t they?
Now, I hear you ask, why would Sofia Fuegonasus – if Sofia Fuegonasus she truly is – be writing to Franz Lohner, innkeeper, raconteur and journeyman poet? Surely she’d be writing to her sister? Well, leaving aside the whole “incineration” incident, Sofia’s more interested in twisting the arm of yours truly. Specifically, she wants an assurance of my cooperation in some future deed. No details, not as yet, but you can bet it involves Sienna. There’s also an implicit promise that if I don’t do exactly as she asks, then some of my secrets will mysteriously come to light.
Which secrets? Well, the letter was a bit vague on that score and all, but there are certainly plenty to choose from, and more than a few that wouldn’t exactly endear me to current associates. Might get a bit ugly, you might say. The real question – and I speak as something of an expert in the field of arm twisting – is whether Sofia really knows anything, or whether this is a bit of a bluff on her part. Trouble is, there’s no way to know without actually calling said bluff.
Only thing I know for certain is that I’m not going to talk to Sienna about this. At least, not yet. There’s still every possibility that it’s one of the lads playing a prank on their Uncle Franz, and I’ve got me pride – I don’t want to be thought a complete muggins. Yes, maybe it’s that. I’ll keep my ear to the ground.
If it isn’t, and this really is Sofia Fuegonasus, back from the dead and looking to involve me in something I’d rather be no part of? Well, that’s going to require a bit of careful consideration. I’ve a few tricks in me yet. Could be I manage to resolve this without anyone else finding out about it. That’d be nice. A man’s secrets are sacred.
Related note: I should probably hide this journal better.
Franz Lohner's Chronicle - A Prison of Ice
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - A Prison of Ice
It’s all go around here again. Saltzpyre’s taken it upon himself to convert one of the outbuildings into a chapel. Spending a good deal of his time in solitude, he is, and doesn’t seem at all inclined to share his thoughts.
Still, I’ve a suspicion he’d have a crack at preaching, were anyone inclined to listen. But my lads have never exactly been what you’d call regular supplicants before the hammer and the comet, and as for the rest of the Five? Well, I don’t see Kerillian seeking out the word of Sigmar, do you? And the last time Bardin joined in with one of those dirges the faithful insist on calling hymns, it caused a bit of a quarrel. Apparently, shifting the tune up tempo and transposing from a minor to major key is a big no-no. But that’s Bardin. He’d make a lament sound like a drinking song.
Anyway, I’ve been doing a bit of digging into Cinder Peak. Sienna’s been insisting for weeks that there’s a ghastly face peering out of the mountainside, and wouldn’t you know it, seems that she might be right. Records are a bit sparse, of course. They always are once you get north of the Sea of Claws, but there are a couple of legends worth tucking into.
Seems that way back when what’s now Cinder Peak was the site of a cataclysmic battle against a Bloodthirster. Now, for the uninitiated, Bloodthirsters – as the name might suggest – ain’t exactly the sorts of chaps you invite over for a bit of socialising. They’re greater daemons of Khorne. You know, the Blood God? Taker of Skulls? Lord of Slaughter? Always a mite angry, so I understand, and his Bloodthirsters are every bit as bad. Also, they’re bleeding enormous and nigh unkillable; slayers of heroes and levellers of armies. I’m not in the business of ranking monstrosities, but if I were, Bloodthirsters’d place somewhere near the top of the list. And this one in particular is, as my old mother would have said “bloody enormous”, so he probably ranks even higher still.
That being the case, I’m inclined to believe these legends when they talk about the showdown with this Bloodthirster – Va’Kharr’oth – “laying waste the mountain”. Daft bugger found himself beaten down, overpowered and sealed away inside the mountain – trapped in a cage of living rock for millennia to come. Impressive work, and no mistake.
Thing is, there’s a bit of a conflict when it comes to who actually did the beating down and sealing away. The dwarfs claim it was Grimnir, which is credible enough as daemon-hunting was very much in his wheelhouse. Adepts of the White Wolf point to Ulric, citing the icy shackles as definitive proof, while in Kislev they tell stories of an epic mauling delivered by Ursun himself. The elves, of course, tell it differently. They say they’re perfectly aware of who did a number on Va’Kharr’oth, but that “we’re not ready for the knowledge”, which is exactly the kind of thing an elf always says, regardless of whether or not they actually know the truth.
One thing’s for certain. You can bet Va’Kharr’oth’s not in the happiest of moods right now. If he ever gets out, I’d rather yours truly wasn’t in his path. I mean, the Ubersreik Five are good, but we’ve all got our limits. Fortunately, I don’t see anyone setting him free any time soon.
I mean, what kind of idiot would do that?
Franz Lohner's Chronicle - Midsummer Festivities
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
Franz Lohner's Chronicle - Midsummer Festivities
Sonnstill’s here, with all the merriment and cavorting that’s to be expected. Folk like a good party, especially when times are hard. We’ve something of a feast planned for tonight, and I doubt there’ll be a sober head up or down the mountain by morning.
The festivities themselves? Last I heard, Kruber and Sienna were quarrelling over the details. One of those “quantity versus quality” arguments, I reckon. Our wizard does like the finer things in life, whereas old Kruber? Well, he’s more of a “just keep it coming” sort. Harsh words have been exchanged, but it’ll all sort itself out once the event gets underway – always does with that pair.
The only black cloud on the horizon – not counting whatever devilry’s going on up north – is a rash of disappearances. Last week or so we’ve had folk vanish off the roads. No blood, no muss, no fuss. Just gone. Wasn’t until yesterday that we had a witness offer any explanation for what was going on. Claimed the trees took ‘em, would you believe? You should.
I did ask Kerillian what was going on with all that. Her answer? That the trees were just being friendly, and if it bothered folk that much they should stay away from the forest until the equinox was over. Stay away from the forest? This is the Reikland! It’s all forest.
But what can you do? Our elf likes to play at being this all-knowing herald of the Weave, but between you and me I don’t think she’s got as much influence as she claims. Or maybe she’s just pretending to be powerless to cover up for some malevolent scheme. I wouldn’t have believed that of the old Kerillian, despite her manner, but this “improved” version? Haven’t figured her out yet, and I reckon that’s how she wants it.
If you’re reading my journal again, Kerillian, do me a solid and give me a few pointers, there’s a good lass. Thanks.
I do hope the trees really are just being friendly. That way, those poor souls might turn up again, sooner or later. I don’t mind telling you that it’s going to put a bit of a downer on the festivities if the abductees have ended up as root-mulch.
Maybe I should ask Sienna to have a word. She’s about the only one around here that Kerillian makes much practice of listening to and, the human cost aside, she won’t want anything souring her Sonnstill feast. It’s supposed to be a time of life and rebirth, after all, and bough-beaten corpses ain’t exactly conducive to frolics.
*The Sonnestill decorated keep is now active in-game on all platforms.
Vermintide 2 - Patch 4.4.1
Heroes!
Welcome to Patch 4.4.1. This patch fixes a bunch of crashes, various bugs and some UI/UX fixes and adjustments.
Crashes
Fixed some miscellaneous crashes.
Fixed crash that would happen when a client tries to lift an AI unit with the Lifestaff that has already been despawned on the server.
Fixed a crash that could occur if a player somehow tried to join a lobby as "Prologue Kruber".
Fixed a crash caused by changing skin on melee weapon equipped in ranged slot.
Fixed a crash that could occur if a terror event was spawned as a level was being unloaded.
Fixed crash caused when SotT gets despawned (dies or leave the game) before a placed Thorn Wall expires.
Fixed a crash that could occur if an enemy highlighted by Kerillian's Trueshot activated ability was killed by another source.
Heroes and Weapons
Fixed some Javelin melee attacks counting as ranged kills
Fixed Rapier special sidearm shots counting as melee kills.
Fixed Javelin automatically issuing a light attack after a charged attack if player has high attack speed.
Fixed Bounty Hunter's 'Just Rewards' not working when the ranged crit is triggered with the 'Locked and Loaded' ability itself.
Bounty Hunter's career ability animation now scales properly with speed buffs.
Saltzpyre should no longer get stuck in aiming (third person) after shooting with the crossbow.
Fixed an issue where Sienna would remain fully slowed despite having vented to below the threshold.
Fixed an issue where the Trollhammer Torpedo showing the ammunition when out of ammo.
Fixed a minor animation issue on Kerillian's Greatsword where transitioning from light attack hit to heavy charge would cause a frame flickering.
Fixed a minor animation issue with Engineer's piston during reload of Trollhammer Torpedo.
Fixed a super minor issue where changing Staff whilst in the air would cause the Staff to glide/animate weirdly.
Fixed a minor animation issue where a nocked Arrow could become misaligned with a bow.
Fixed an animation bug where Kerillian got stuck aiming with her bows (third person) if shooting too fast.
General
Fixed an issue where breakable planks/blockades would still be impassable for players who hotjoin a map, despite the party having already broke them, rendering the now joined player stuck further back in a level.
UI/UX
Fixed some Shade items which were presented incorrectly in Lohner's Emporium of Wonders.
Blocked the chat window from accidentally opening when the Twitch username textbox has focus.
Fixed a graphical glitch in the Twitch vote UI.
The extra resource bars (overcharge, energy & career ability) are now displaced upwards whenever Twitch mode is active so they don't overlap with the vote UI.
Changed the Okri's challenges summary to tally claimed instead of completed challenges. This solves an issue that would show that there were incomplete challenges even though all challenges were claimed.
Fixed illusions showing "n/a Illusion" in tooltips instead of the item that they can be applied to.
Chaos Wastes
Chaos Wastes - Fixed an issue where the mouse cursor could remain on-screen and interactive when the player leaves the game whilst the party is in a Map Shrine.
Chaos Wastes - Animated Portrait Frames should now properly animate on the Chaos Wastes UI.
Chaos Wastes - Player levels should now display properly when invoking the player list within the Map Shrine UI.
Chaos Wastes - Cinder Peak - Fixed some land geometry that just wasn't up to par.
Chaos Wastes - Cinder Peak - Fixed a spot where terrain wasn't solid, and adjusted a chest and enemy spawn point to suit.
Chaos Wastes - Cinder Peak - Made optimisations to reduce hits to FPS in areas with a lot of lava.
Chaos Wastes - Cinder Peak - Fixed some bits that weren't network synching properly.
Chaos Wastes - The Foetid Gorge - Fixed an issue where a player disconnecting with a barrel could softlock the level.
Chaos Wastes - The Foetid Gorge - Fixed various spots where players and bots could get stuck.
Chaos Wastes - The Foetid Gorge - Fixed an issue where Olesya could repeat event VO once the event had ended if a player re-entered the area which triggers said VO line.
Patch 4.4.0.2 / 4.4.0.3 & Forgotten Relics update
Hotfix 4.4.0.3
Enemies that are pushed outside of maps and cannot return via normal means are now killed.
Fixed crash related to switching hat and starting a level.
'Shall Not Pass' Okri's Challenge now also works for clients.
Additional Forgotten Relic illusions have now been granted to all owners of the weapon pack
---
Heroes!
We just put live Patch 4.4.0.2 which fixes various bugs and crashes and tweaks some of the numbers behind Sister of the Thorn's 'Radiant Inheritance' talent. You can see the patch notes below. Stay tuned after the notes for a bit about today's changes to the Forgotten Relics as well!
Patch 4.4.0.2
Fixed various miscellaneous crashes.
Fixed various localisation issues.
Sister of the Thorn: Tweaks to 'Radiant Inheritance;
Overall duration reduced to 10 seconds (down from 15). (new!)
Power Level increase now 20%, down from 50%.
Critical strike chance increase removed.
Critical strike power now 20%, down from 40%.
Movement speed increase now 20%, down from 30%.
Attack speed increase unchanged.
Javelins should no longer float if buried in to a target that can move/disappear (like a breakable shield or a Sackrat's sack).
Fixed an issue where Sister of the Thorn's finger trail didn't stop after Life Staff's idle rune animations were interrupted.
Fixed an issue where a client-connected Sister of the Thorn's ranged attacks would appear to pierce through the Thorn Wall. They effectively wouldn't but visually it was misleading.
Increased duration of Life Staff's painting trail length by a lot, also made all SotT trails look smoother on extreme settings.
Moonfire bow now has arrow notched as it should.
Fixed 'A Bitter Rose Among Thorns' not counting on Cataclysm difficulty runs.
Fixed 'Weaves Bounty' not counting on clients.
Fixed Life Staff 'vortex' having the wrong sound on clients.
Fixed Sister of the Thorn's THP leech perk not working if Kerillian is captured and gets rescued.
Bot Kerillian with Javelins should no longer become confused by Bardin's Throwing Axes.
Boss Walls will be removed if the boss becomes untargetable, in an effort to prevent soft locks caused by bosses becoming stuck out of play.
Chaos Wastes - The blessing and boon buying action on Map Shrines has been changed into a 'hold to buy' instead of a 'click to buy'.
Chaos Wastes - Khaine's Fury should now work more consistently.
Taal's Horn Keep - Fixed a location in the keep where players could get stuck.
Bretonnian Longsword - Corrected charge animation when going from light 2 to heavy 3. Increased precision of heavy 2 swing.
Bretonnian Longsword - Increased widow to go into block after light 1 and light 2.
Grail Knight's career ability shouldn't break third person crouching animation anymore.
The command wheel should now offer all suitable commands to players using a gamepad.
Tweaked the formatting of achievement descriptions in Okri's challenges so they are easier to read when there's many lines of texts.
Fixed an issue on the controller UI where some hero equipment would be seen on the 'ESC' menu.
The 'Iconic Presence' Challenge should now display the time requirement appropriately.
Forgotten Relics update
During the past weeks many of you have ventured into the Chaos Wastes in search of the Citadel of Eternity. Together with the Chaos Wastes update we also released the Forgotten Relics Pack. We have had a great time watching all of the clips of Skaven being blown to bits by the Trollhammer Torpedo.
This image of the Moonfire Bow was spotted on Reddit not too long after the release, and we have received customer support requests wondering why this particularly cool bow and other illusions of the Forgotten Relics weapons were not featured in the DLC’s screenshots. The answer is simple: they were not supposed to be released.
HOW DID THIS HAPPEN?
Chaos Wastes was a big release and with big releases, there are a lot of new bits and bobs going into the game and a lot of communication that needs to be done. Somewhere between the lack of sunshine in Sweden and coffee refills, we forgot to communicate a change from a 02, to a 01 in the code.
WHAT’S NEXT?
We were left with a couple of options of what to do next. We could set things as they were meant to be, removing those illusions and stick with the original plan A, or we could go with plan B and provide the illusions to owners of the pack for use game-wide. We have decided that we are going to go with plan B -- grant all owners of the Forgotten Relics the awesome upgraded variants of the weapon illusions. These fancy illusions can be used in adventure mode, Winds of Magic and Chaos Wastes! This of course applies across all platforms.