Geheimnisnacht is the most ill-omened night of the year and with both Mannslieb and Morrslieb full in the sky only the strong and brave dare venture into the dark. During Geheimnisnacht it's said that the veil between the living and the dead is thinner, and it is the perfect time to visit the Gardens of Morr to pay homage to the ancestors.
From now until November 7th, your time in-game will be a little more sullen. Taal's Horn Keep will be all the Morr creepy, and adventure mode maps have been re-lit to mark the occasion.
See you in the lobbies!
Free Weekend for a whole week!
Heroes,
Warhammer: Vermintide 2 is free-to-play between October 26 - November 1 on Steam during the week-long Free Weekend. Grab a friend, or two, or three, and jump into Vermintide 2 to clear out some Skaven, Norsca, and Beastmen. Praise Sigmar!
*DLCs are not included in the Free Weekend.
Together with the weeklong Free Weekend, we are also extending the 5-Year Anniversary events on all platforms to run until November 1st.
YOU’VE GOT US HOOKED
The Obese Megalodon hat is available on all platforms until November 1. Jump into Vermintide 2 and complete one mission in order to catch this smashing look for all heroes.
SLAY RATS, BE REWARDED
The Community Challenge is still ongoing. Play Vermintide 2 during the Free Weekend and all of your kills will fill up the counter. Reach the milestones and all players will be rewarded!
Follow the heroes out on town! The special anniversary mission ‘A Quiet Drink’ will be available on all platforms up until November 1.
Fatshark Streams - 14:00 UTC - twitch.tv/fatsharkgames
Join us over on Twitch at 14:00 UTC (15 BST/16 CEST/07 PT/09 CT) as we celebrate the 5-Year anniversary of 'Vermintide', speak with Martin and Marten about this journey and maybe we'll get loose lipped, who knows. Tim and Tom return to play with YOU, so we hope to see you there!
twitch.tv/fatsharkgames
Vermintide - 5 Year Anniversary
Heroes,
Welcome to the 5-Year Anniversary of Vermintide. 5 years ago we were nervously staring at the button to get the first game in this amazing series live. The moments directly after pressing the button were filled with joy, pride, nervousness, excitement and with a slight aftertaste of panic. What if you did not like our little rat-smashing simulator? We were in for a surprise, you loved it! Together we ventured through Stormdorf, slayed rats in Karak Azgaraz, and fell through the floor in Drachenfels.
Warhammer: Vermintide 2 was our next adventure, and we would be lying if we said that we were not equally nervous about releasing Vermintide 2 as back when we first released Warhammer: End Times - Vermintide. The development team back then was smaller, but all emotions were there once more.
The years have flown by. We are humbled, grateful, overjoyed and thankful to each and everyone of our players. Thank you for everything, and here’s to the coming years!
In order to celebrate 5-Years of the Ubersreik 5’s rat extermination we are inviting you to 5 days filled with activities. Between October 21 - 25 you can join the celebrations inside and outside of the Vermintide universe, on all platforms!
You’ve got us hooked
The Obese Megalodon hat is available on all platforms between October 21 - 25. Jump into Vermintide 2 and complete one mission in order to catch this smashing look for all heroes.
Slay Rats, Be rewarded
Play Vermintide 2 during the 5-Year Anniversary and all of your kills will fill up the counter. Reach the milestones and all players will be rewarded!
https://www.vermintide.com/counter
A Quiet Drink returns
Follow the heroes out on town! The special anniversary mission ‘A Quiet Drink’ will be available on all platforms during the 5-Year Anniversary.
Join the Anniversary Stream
On October 23 at roughly 4pm CET you can tune in to the Fatshark Stream where CEO Martin and Narrative Director Mårten will look down memory lane - and possibly share something new!
www.twitch.tv/fatsharkgames
5-Year Anniversary Discounts
The anniversary would not be complete without some extra special discounts during this week of celebrations. The Unhinged Heroes, Hearth & Home, and Wanderlust Anniversary Hat Bundles will be available for PC players to purchase for a special price only during the Anniversary.
Welcome to Patch 3.3. Whilst not gargantuan in size or number of fixes, it is a precursor to some fun stuff coming very soon! No more waffle, on to the notes.
Patch 3.3
Added quick salvage button to gamepad UI.
Fixed 2 of the most common crashes.
Bots should now replenish ammo from Ammo Boxes with much more consistency.
Healing Potions should no longer be wasted if you're hit right at the moment the potion is consumed.
Bots now heal when they have Natural Bond if they are safe and wounded.
Patrols will now aggro in Lamp Oil Fire.
Blightstormers should be less prone to casting without Line of Sight. This wont stop them from casting and teleporting away, giving the appearance of a LOSless cast.
Fort Bongobadgers - moved two respawns slightly to fix issue where they connected to the wrong path.
Fort Brunchymunchies - Fixed a bunch of navigation issues experienced by Bot AI counterparts.
Fort Brandybutter - Fixed a conflict between Night Mod & Twitch Darkness event.
Fort Bringyourownbottle - Fixed a specific location where bots wouldn't revive the player.
Righteous Stand - Bots should no longer get stuck on the ladder leading to 2nd Grimoire.
Righteous Stand - The wall shot out by a canon should be network synchronised now, so players who hot join at that location will be able to continue.
Patch 3.2.0.1 - Quality of Life Update
[H1]Hotfix 3.2.0.1
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.
Dev blog - Animating the Grail Knight
Hello!
My name is Morris, and I am the Lead Animator on Vermintide 2. I have been at Fatshark for a little over half a year now, with the first thing I worked on being the Drachenfels Lord.
When I am not working, I like to read (my latest read was Exhalation by Ted Chiang), participate in GameJams, drink copious amounts of tea, meditate and play any co-op game I can trick my friends into playing with me. Today, however, I hope to share some insight into the animation workflows at Fatshark and how we made some of the Grail Knight features.
Where we started out.
In my previous experience as an animator, I have mainly worked on games with ranged modern weapons, and the melee-weapon range in Vermintide 2 was new to me. When we first started discussing the new career and the weapons it would have, our Lead Gameplay Designer Kasper told me that he is playing around with the idea of giving the Grail Knight a Hand-and-a-Half Sword. At this point, I did not know what a Hand-and-a-Half Sword (or a Bastard Sword as I have now learned) was, but I found the idea interesting to work with. Kasper also told me that he wanted it to have a unique feature where it blocks while charging heavy attacks. This made things a bit trickier. How do you charge a strong attack in a first-person view while also showing that it will block incoming attacks? After experimenting with different animation poses for a while and not satisfied, I decided that I needed to do some more thorough research on the weapon.
Enter research, HEMA and Joachim Meyer.
When I began researching the weapon, the first thing I learned is the remarkable technique of half-swording; the maneuver where you flip the sword, grab the blade and hit with the pommel. Maybe this would be the solution to the charging block stance ? (Spoiler: it was not). As much as I wanted to include the maneuver, it simply would not work without changing the weapons’ behavioral design. The only remaining trace of this research is the small part where the Grail Knight holds the blade in the second stab with Blessed Blade if you have the Virtue of Audacity talent. But not to fret, through this research, I found out about Historical European Martial Arts (HEMA).
Did you know that there is a thriving community committed to studying and practicing historical fighting techniques based on old manuals? I did not, though had I asked anyone at the office they would have, of course, be able to tell me about all of this and more.
One of the most comprehensive and complete sources on how people fought with the bastard sword is a 16th-century book written by Joachim Meyer. While looking through many of his documented guards, I found the Ox guard, which looks like it could fit in to be the charge-up of a heavy attack from a purely visual standpoint. This guard, together with some instructional videos (Big thanks to Blood and Iron HEMA on YouTube), gave me a pretty good idea of where to start.
The Ox guard can be used on both the right and left sides of the body, which is excellent as it makes for a more dynamic looking combo-chain. It is also not too far-fetched that it could block attacks.
In reality, it was used to deflect the incoming attack and then launch a counter-attack, but for many reasons, we would not want that in the game. Mainly, it would remove the control from the players, and we do not want that. We decided to stay on course for the blocking behavior, which we later named 'Riposte.’ While finding this reference for the heavy attacks, I also found out about the High Guard (Tag) and Wrath Guard (Zornhut). Both guards were a perfect fit for the design of the special ability. One is a vertical cut and one a horizontal cut (Disclaimer that the Wrath Guard was most often in a vertical cut, but I doubt Joachim Meyer had the Skaven in consideration when he documented these techniques).
Ox Guard
Wrath Guard
High Guard
Working on the animations.
Before we dig into the animations, let me explain what I mean when I say “animation chain.” An animation chain is when one animation transitions into another animation smoothly, creating a chain of animations. In this case, the first heavy attack should chain seamlessly into the second heavy attack, or into the second light attack, which is also a possibility.
Having all the references I needed, all that was left was to create the weapon’s animations. The main bulk of the effort was put into making the first-person animations look smooth and believable. To give the chain a bit of variation, I learned that the Ox Guard could be held with the blade either horizontally or vertically (with the thumb on the blade) depending on the cut you block. I added this detail to the third chained charge. After completing the charges, I began working on the attack animations.
Instead of setting the attack pattern this early in production, we create a library of attack-animations for our Game Designers to make their vision of the weapons behavior come true. This way, they can pick and choose from all the animations and easily try them to find the best chain.
Here you see Autodesk Motionbuilder, the tool we use to make all of our animations. To the left, we have an approximate view of how the animations will look in the game. The right side is how my viewport looks when I animate the characters. Getting the first person to look good while working from a third-person view is probably the trickiest part of animating. The list to the far right is all the different animations we have for this weapon type, many of them remain unused - but can always be picked up by another weapon that shares similar properties. One example would be that the light attacks swings with the one-handed sword on this weapon are borrowed and modified from another weapon.
After our designer chooses the weapons animations, I add a couple of final touches to the weapon. I make sure that the attacks transition smoothly into each other and give it that little extra flair. Here is an example of a transition/flair: when holding block and walking, the weapon does a custom walking-block animation instead of just remaining static (this one is mainly for all of us who turn off the head-bob-setting). Another detail was the charge sway - have you noticed that while you are holding the heavy charge attacks and moving your aim quickly, the weapon will lead the motion instead of just being static on the screen? For this final polish effect, I got the weapon to react to camera movement, a feature inspired by another project.
As a final note, as I did not mention anything about working with the third person animations, let me tell you this: you feel ridiculous in a motion capture suit, pretending to be a noble knight with a foam sword, a kickboxing pad on one arm, in a room all by yourself. But as ridiculous as you feel, it is always worth it. If you are interested in the third-person animations, I would gladly make another Developer Blog about that. All in all, this was an enjoyable feature to work with - and I hope you found this look at the making of the Grail Knight features interesting!
For the Lady!
/Morris
Patch 3.1 - Balance Update
Heroes,
Welcome to Patch 3.1 and the patch that brings you the recent balance changes from the Big Balance Beta. Thank you for your participation and feedback during the Beta. We are grateful for your contribution to Vermintide 2.
Below you will find the Patch Notes, and as always, if you want to discuss the latest patch, leave feedback here in the Forums!
3.1 Patch Notes
Fixes
Fixed a crash in Spoils of War.
Fixed a Store related crash.
General Changes
Added psuedo random distribution to critical strikes and procs.
Generic damage reduction is now calculated multiplicatively rather than additively.
Headshots and critical strike no longer automatically apply the lightest level of stagger to enemies, regardless of their stagger resistance.
Buffs now appear in two rows in the UI, displaying a maximum of 10 buffs instead of 5.
Melee Weapons
KRUBER
1H Sword - Kruber & Sienna
Finesse multiplier (headshot/crit multiplier) increased to ~2 for all attacks, up from 1.4 for light attacks, 1.5 for heavies.
1H Mace / 1H Hammer
Light attacks 1 and 2 and push attack now have Tank hit mass multiplier.
Light attacks 3 & 4 now have the same single target damage profile.
Light attack 3 now has 10% bonus crit to compensate for being an uppercut animation.
2H Hammer (Kruber + Bardin)
The push attack now has the same damage profile as the heavy attacks. No tank hit mass count.
Heavy tank attacks now properly puts enemies into stagger level 2 (fixes a bug).
2H Sword (Kruber + Saltzpyre)
Move speed charging heavy attacks increased to 60% from 20%
Light attack animation speed sped up by approximately 10%
Mace + Shield / Hammer + Shield (Kruber + Bardin)
Light attack 3 has 10% additional critical strike chance.
Heavy Chain now begins with shield bash.
Light attack 3 now has single target armour piercing damage profile. Same as push attack.
Push attack now chains into light attack 3.
Mace + Sword
Lights 1 and 2 now have the same damage profile as 1H Mace.
Lights 3 and 4 now have the same damage profile as 1H Sword.
Each weapon in the heavy attack now has the same damage profile as the original Falchion Heavy.
Heavy attacks and light attacks 3 & 4 now have Linesman hit mass count.
Halberd
Heavy chain order reversed, the first heavy is now the Heavy Stab, and the second heavy is now the Heavy Sweep.
Intact Attack Chains:
Light chain and push-stab chain remains intactLight 1 -> Light 2 -> Heavy stab, Lights -> Heavy stab chain intact
New Attack Chains:
Light sweep (L1) chains into Heavy sweep (H2) -> repeat
Heavy stab (H1) chains into light stab (L2) into light overhead (L3) -> repeat
Heavy stab (H1) chains into light stab (L2) -> repeatLight sweep (L1) chains into Heavy sweep (H2) -> repeat
Heavy sweep (H2) chains into Light sweep (L2)
Heavy Linesman added to Heavy Sweep (H2) Armory mod will not reflect the change in heavy attack order.
Dodge range increased from 0.95(-5%) to 1.0 (0%)
Executioner Sword
Reduced animation speed by 8.5% for all attacks.
Light attack 3 now has 10% bonus critical strike chance.
Tuskgor Spear
Now has normal block cost modifier instead of shield modifier.
BARDIN
1H Axe (Bardin + Saltzpyre)
Animation pause after Light 3 reduced from 0.42s to 0.3s
Light attack animation speed increased by roughly 8%
Move speed while performing light attacks increased (from 75% to 80%)
Heavy attack charge time reduced from 0.6s to 0.5s
Heavy attacks now share a damage profile with 2H Hammer light attacks
2H Axe
Heavy attacks now have linesman hit mass count.
Light attack 3 now has the same damage profile as light attacks 1 and 2.
Push attack now has linesman.
Light attack 3 has 10% additional critical strike chance.
Now has 6 stamina (3 shields), up from 5 stamina (2.5 shields).
Axe + Shield
Light attacks sped up slightly.
Charge time required for heavy attacks decreased slightly.
Dual Axes
Finesses multiplier on all attacks increased to ~ 2.0 (up from ~1.5).
Warpick
Linesman hit mass count added to light attacks.
KERILLIAN
Elven 1H Sword
Light attack Finesse multiplier increased to ~2.0 from ~1.4.
Heavy 2 changed to the damage profile of Crowbill Heavy 1.
Light 3 armor damage increased by 20%.
Elven 2H Axe (Glaive)
Reverted WoM nerf. Linesman added back to light attacks.
Now has 6 stamina (3 stamina shields), previously 4 stamina (2 shields).
Elven Axe
Heavy attacks now share a damage profile with 2H Hammer Light Attacks.
10% bonus critical strike chance added to push stab.
Elven Dual Daggers
Removed bonus 10% crit from lights 1 and 2.
Elven Sword and Dagger
Removed bonus critical strike chance from Light attack 1 and Light attack 2.
Elven Dual Swords
Dual swords light attack damage increased by 25% against infantry.
Push-stab armor damage increased by 20%.
Elven Greatsword
Light attack animation speed increased ~10%.
Light attacks have 10% additional critical strike chance.
Elven Spear
Push attack, Light 3, & Heavy 1 now all have Linesman hit mass count.
Reverted 25% nerf to light stabs that came with WoM, (base damage up to 0.25 from 0.2).
Elven Spear + Shield
Light 3 changed from a poke into a sweep, added linesman to light 3.
SALTZPYRE
Axe + Falchion
Removed heavy linesman and bonus 20% crit from push attack.
Increased dodge count from 3 to 4.
Increased dodge distance from 1.1(10%) to 1.2(20%).
Falchion
Now has 6 stamina (3 stamina shields), previously 4 stamina (2 shields).
Heavy attacks 1 & 2 now have the same damage profile as Elf 1H Sword Heavy 1.
Light attack 3 now has the same damage profile as Heavy attacks 1 & 2.
Flail
Lights 1 & 2 now have Tank hit mass count.
Damage of Heavy attacks increased by 30%.
Billhook
Increased dodge distance to 1.15(15%) from 1.1(10%).
Decreased dodge count from 99 to 3.
Special pull action now costs 0.5 stamina.
SIENNA
Dagger
Now has 6 dodge count instead of 3.
Added 10% critical strike chance to light attack 4.
Mace
Max dodge count increased to 4 from 3.
Heavy 1 now has the same damage profile as 2H Hammer Light attack (23% buff to damage).
Animation time of Heavy 1 sped up slightly.
Range of Heavy attacks increased slightly.
Damage of Heavies 2 & 3 increased by roughly 30%.
Animation speed of Heavies 2 & 3 increased slightly.
Light attack 1 damage profile changed to Halberd L3 Damage profile (30% buff to infantry damage, 60% buff to armor damage).
Range of all light attacks increased slightly.
Animation speed of all light attacks increased slightly.
Move speed during all light attacks increased to 80% from 60%.
Flaming Flail
The explosion of Heavy 1 now deals direct explosion damage.
Ranged Weapons
Beam Staff
Overcharge generated by shotgun blast reduced significantly (~33%).
Weapon switching while charging the weapon is reduced from 0.2s to 0s (matching all other staves).
Weapon switch window after a shotgun blast reduced from 0.4s to 0.3s to match the 0.31s animation time of the shotgun blast.
Drakefire Pistols
Overheat of the shotgun blast reduced ~33%.
Dodge range buffed from 85% (-15%) to 100% (0%).
Empire Longbow
Forced zoom delay is now 2s instead of 0.4s (allows full charge without being forced to zoom in).
25% move speed while holding a full charge (increased from 0% previously, 25% is similar to the full charge move speed of bolt staff).
Handgun
Reload time reduced from 2.0s to 1.5s.
Max ammo=16, up from 12.
Cleave buffed 50% to match crossbow.
Repeater Pistol
Linesman is now on the bullet spray ( linesman on ranged weapons gives shotgun mass reduction).
Swiftbow
Increased armor damage by approximately 100% on charged shots.
Increased monster damage by 30% on charged shots.
Increased cleave by 75% for quick shots and 50% for charged shots.
Throwing Axes
Increased monster and berserker damage by 30%.
Volley Crossbow (Saltzpyre)
Ammo pool boosted by 50% (from 30 max ammo to 45).
Cleave increased by 75%.
Reload time reduced from 5s to 4s.
Dodge count increased to 3 from 1.
Volley Crossbow (Shade)
Cleave increased by 75%.
Max ammo capacity increased to 45 to match Saltzpyres crossbow.
Blunderbuss
Increased max ammo from 12 to 16.
Grudgeraker
Increased max ammo from 14 to 16.
Talents
MARKUS KRUBER - FOOT KNIGHT
Taal's Champion - (Reworked)
New name: Tag Team
'Kruber gains 10% power. The closest ally to Kruber gain 50% damage reduction and 10% increased power. Passive aura no longer affects allies.'
Rock of the Reikland (Modified)
Now also doubles the radius of Kruber's Aura.
It's Hero Time - (Reworked)
Resets the cooldown of Charge when an ally is incapacitated.
That's Bloody Teamwork! ( Reworked)
Merged with Defensive Formation into 'Increase damage reduction of Protective Presence by 5% per nearby ally.' Moved to tier 4 mid row.
Inspire Action - New talent
Staggering an elite enemy grants Kruber and his allies 100% increased cooldown regeneration rate for 0.5 seconds. Replaces That's Bloody Teamwork in tier 5.
Trample - (Reworked)
New name: Battering Ram
Doubles the width of Krubers charge and allows him to charge through great foes.
MARKUS KRUBER - HUNTSMAN
Maim - (Reworked)
New name: Keep it Coming
Every third ranged hit causes the next shot to consume no ammo.
Master Huntsman - (Reworked)
New name: Tough Hide
Killing a special or elite enemy reduces damage taken by 10%. Stacks 4 times. Taking a hit removes one stack.
MARKUS KRUBER - MERCENARY
Ready for Action - (Modified)
No longer removes Temp Health. Cooldown reduction reduced to 20%.
BARDIN GOREKSSON - RANGER VETERAN
Scavenger - (Modified)
Scavenger Ammunition Caches now drop at Bardin's feet instead of at the killed specials location.
Share and Share Alike - (Reworked)
New name: Field Rations
Killing a special has a 50% chance to drop an Ale that increases attack speed by 3% and damage reduction by 3% for 300 seconds. Stacks up to 3 times.
Exuberance - (Modified)
Bardin takes 30% less damage from the back. Headshots reduce damage taken by 30% for 5 seconds
Ranger's Ambush - (Reworked)
New name: Exhilarating Vapors
Allies inside of Bardin's smoke gains 8% increased attack speed and recovers 3 Temporary health every second
BARDIN GOREKSSON - IRONBREAKER
Drakki Wrath - (Reworked)
New name: Rising Pressure
Increases drake fire damage up to 120% and reduces attack speed down to -50% depending on overcharge.
Crushing Counter-Blow - (Reworked)
New name: Rune-Etched Shield
Blocking an attack grants Bardin and his allies 2% power for 6 seconds. Stacks 5 times.
Ironbreaker's Resolve - (Reworked)
New name: Vengeance
Periodically generates stacks of rising anger every 7 seconds while Gromril is active up to a max of 5. When Gromril is removed Bardin gains 10% attack speed per stack of rising anger.
KERILLIAN - HANDMAIDEN
Ariel's Benison (perk) - (Reworked)
Increase revive speed by 50% and grant 20 health back to the revived hero.
Asrai Grace - (Reworked)
New name: Asrai Alacrity
Blocking an attack or pushing an enemy makes Kerillians' next two attacks 30% faster and deals 10% more damage.
Shadow Step - (Reworked)
New name: Shifting Seasons
Dodging while blocking increases dodge range by 20%. Dodging while not blocking increases damage by 10% for 1 second.
KERILLIAN - SHADE
Cloak of Mist - (Modified)
Now grants 100% critical strike chance for 4 seconds after breaking stealth.
VICTOR SALTZPYRE - BOUNTY HUNTER
Necessary Means - (Reworked)
New name: Steel Crescendo
Upon firing his last shot Victor gains 15% attack speed and 15% power for 15 seconds.
Inspired Shot - (Reworked)
New name: Blessed Combat
Melee strikes makes up to the next 6 ranged shots gain 15% power. Ranged hits makes up to the next 6 melee strikes gain 15% more power. Melee kills reset the cooldown of Blessed Shots.
Hunter's Pursuit - (Modified)
New name: Rile the Mob
Ranged critical hits grant Victor and his allies 10% increased movement speed for 10 seconds.
Duty's Gift - (Reworked)
New name: Dual Action
Melee kills reload Victors ranged weapon. Killing an elite enemy with a melee attack while out of ammo restores 20% of your max ammunition.
Just Reward
Cooldown reduction increased to 20% from 15%.
Buckshot - (Modified)
New name: Return on Investment
Added shield penetration to the blast.
Added effect: Each kill with the blast increases the amount of pellets of the next blast by 1 up to a max of 20.
SIENNA FUEGONASUS - UNCHAINED
Searing Grasp - (Modified)
New name: Outburst
Increased duration of DoT effect to 4 seconds. Heavy attacks increase the push angle of the next push by 70%.
Chain Reaction - (Modified)
Increased chance of explosion to 40%
Numb to Pain - (Modified)
Added effect: Venting decreases the amount of overcharge generated by Blood Magic by 16%. Stacks up to 3 times.
Burning Dregs - (Reworked)
New name: Abandon
Overcharging makes Sienna start rapidly exchanging 6% of her health to 10% cooldown.
Flame Wave - (Reworked)
New name: Wildfire
Adds a burning aura that ignites nearby enemies when activating Living Bomb. Massively increase the stagger power of Living Bomb.
Fuel for the Fire - (Modified)
Increased duration of the power bonus to 15 seconds from 10 seconds.
You've played the game, now wear the gear!
Heroes!
Since we launched Warhammer: End Times - Vermintide, fans have wondered why in the name of Sigmar they could not grab some official Tees or Hoodies to display their fandom to others. Well, Games Workshop have come through and you can now grab a sweet T-Shirt, Hoodie, Poster, Mug or even a Phone Case from their new and lush Merch Store!
Where is this store you might ask? Well, of course, it's over on the Warhammer Website:
merch.warhammer.com/vermintide-ii
What's even cooler is the logo tees are 20% off right now, so if you're going to dive in then now's the time! The discount won't be around for ever, so don't miss out the chance to avail of the savings on offer.
A Letter to the Vermintide Community
Heroes,
When we first launched Vermintide 2, we knew we had something special, but the truth is, it has surpassed any of our expectations with us now eclipsing over 5 million players across all platforms. Simply put. We are humbled, and eternally grateful. For you, the community is what has continued to push us by providing feedback and helping us make the game better than it ever has been. Thank you for being a part of the journey, and for playing and loving Vermintide & Vermintide 2.
With the announcement of Darktide, we understand that you might have a lot of questions - mostly surrounding our commitment to Vermintide 2. The answer is simple:
We remain committed to Vermintide 2.
We are looking forward to the continuous development of Vermintide 2, and the next major DLC update coming is Warhammer: Vermintide 2 - Chaos Wastes. We are also already working on the next career following the positive reception of the Grail Knight… and of course, so much more that we are not ready to announce.
We could not be more excited about the future - both for Darktide, and Vermintide 2. We are Warhammer fans at heart, and the ability to grow the studio, learn, and deepen our efforts in the Warhammer universe - well, that is our passion.