Yes, there is a huge list of bug fixes, talent fixes, patrol fixes, levels fixes - and so on, with this update.
August 28th, hope they ship a lot of the internal fixes they told us about along with it. Ideally we get both the Pat fix they talked about as well as trophies.
The plan is for more bugfixes, new features, and balance changes, fairly regularly, in the future. Not specifically tied to DLCs.
No one here at Fatshark were particularly happy with the rate of releases, or size of releases after 1.1.0, so we're making changes how we work there.
Teaser does not show a lot, but I like this murky atmosphere much like in V1.
And the release date obviously.
No, it's the NB user and I better make another thread about it too.
Elf, Sienna, NB, Legend, Reds, Unplayable.
Am I missing any of the must write words for a /sub/vermintide post?
He wants to give people fitting jobs depending of their qualifications. Good Guy Saltz.
Boon enhances your innate healing as well. And it enhances your temp health. And it allows you to use healing items. And it enhances them too.
You forgot the "btw :)" for extra meme value.
NB shouldn't really be used by any 100-health class on legend.
Getting one-shotted and being unable to clear the wound unless someone in your party happens to have a med kit is pretty bad.
Or maybe it's just a joke for the sake of a meme.
Bounced on my training dummy to this for hours.
Glad to see there is some proper comment etiquette even on this subforum.
Big if true
Enough if both of us
This isn't your average everyday darkness.
This is; advanced darkness.
Holy shit guys! We're the best! We just killed a pat and a horde in the dark with specials! We're unstoppable!
Chaos spawn screeching
If they're gonna insist on spawning a boss in the dark, at least make it a stormfiend or something.
As much as I'd like it to be possible to ride in a mine-cart while shooting rats at the same time..I'd be happy with the cart just actually being able to run over the few enemies that stand in front of it.
After playing 100 games you can put a metal cone on your nose.
A bit redundant seeing as that their balls are made out of solid steel.
Please make one for Zealot head nails.
Slayers only need armor pieces on their nose and their balls.
A List of Everything You Wish Fatshark Told YouGeneral Base max Overcharge is 40. Manually venting hurts you once per second. The damage scales with how much Overcharge you have, from 3.5 at barely in orange, to 5.25 at nearly dead. Base crit chance is 5%. Kerillian's Dual Weapons have an extra 10% on light and push attacks. The Crossbow (Victor and Bardin) has an extra 10% when aiming down sights. Any instance of being healed, temporary or permanent, will restore 1 stamina if you have less than half your stamina. Base health is 100, except for: 125: Mercenary and Handmaiden 150: Foot Knight, Ironbreaker, Zealot, and Unchained Temp health degrades 0.5 / sec. Blocking an attack outside your weapon's arc costs 4x as much stamina, with exceptions: All Shield Weapons and Rapier use 0.5x stamina against attacks in their arc. The Sword & Dagger uses 1.5x stamina against attacks in the arc, and 3x against attacks outside it. Kerillian's 1H Sword uses 3x stamina against attacks outside the arc. The Dual Swords use 2x stamina against attacks outside the arc. Sienna's Dagger uses 2x stamina against attacks in the arc. The Dagger, Dual Daggers, and Rapier use only one stamina to push. Healing Draughts heal 75 hp. Any temp health will be 'overwritten'. E.g. if you have (5+20)/100 health, a healing draught will put you at 80/100. If you have (5+95)/100 health, a healing draught will put you at (80+20)/100 Medical Supplies heal 80% of your missing health. Temp health is converted to permanent health afterwards. E.g. 20/120 health becomes 100/120. (20+10)/120 becomes 110/120. (20+20)/120 becomes 120/120. Using Medical Supplies on an ally will not heal you, but it will clear your wounds. Cooldowns
Each career has a timer on their career ability. They also have different numbers for how many seconds of cooldown are gained from hitting enemies or taking damage.Career Cooldown time (seconds) Seconds per hit Seconds per damage Mercenary 180 0.5 0.5 Huntsman 90 0.3 0.4 Foot Knight 30 0.25 0.5 Ranger Veteran 120 0.3 0.3 Ironbreaker 180 0.25 0.5 Slayer 40 0.5 0.1 Waystalker 70 0.35 0.3 Handmaiden 20 0.25 0.5 Shade 60 0.5 0.2 Witch Hunter Captain 180 0.5 0.2 Bounty Hunter 90 0.25 0.3 Zealot 60 0.5 0.2 Battle Wizard 40 0.25 0.5 Pyromancer 40 0.25 0.3 Unchained 120 0.25 0.5 Level 20 Talents Critical hits grant 3 temporary health. Kills grant 2 temporary health. Regain 50 health when Rat Ogres, Stormfiends, Chaos Trolls or Chaos Spawns are killed. Equipment Traits Off Balance: Blocking an attack increases the amount of damage the attacker takes by 50% 20% for 3 5 seconds. Barrage: Consecutive attacks against the same targets boosts melee and ranged attack power by 5% for 5 seconds. Stacks up to 5 times. Hunter: Critical hits increase melee and ranged attack power against targets with the same armor class for a short time 10 seconds. Inspirational Shot: Headshots restore 1 stamina to nearby allies. Natural Bond: Grants passive health regeneration Passively heal 2 health every 10 seconds, but can no longer heal yourself use healing items on yourself. Mercenary Morale Boost (Ult): Kruber grants nearby party members a boost of 25 temporary health and staggers nearby enemies. Inspirational: Increases the temporary health gained from Morale Boost to 40. Huntsman (unlisted): +50% total ammo. Hunter's Prowl (Ult): Markus disappears from sight for a brief period and gains the following modifiers for 6 seconds, allowing him to ambush foes. The invisibility ends when he attacks. -5% dodge range -10% movement speed 1.5x Strength boost on ranged attacks +50% headshot power +40% reload speed Call Out Weakness (Passive): +5% critical strike chance aura. Make 'Em Bleed: Critical hits cause enemies to take increased +20% damage for 5 seconds. Makin' It look Easy: After scoring a ranged headshot Markus gains 25% increased critical hit chance until his next critical hit. Foot Knight No Guts, No Glory (Passive): -10% reduced damage taken. Protective Presence (Passive): -15% damage resistance aura. Taal's Fortitude (Passive): Increased + 2 stamina. Defensive Formation: Increases damage reduction from Protective Presence by 5% to a total of 20%. Ranger Veteran Disengage (Ult): Bardin deploys a smoke bomb that conceals him from enemies and his ranged weapon can pierce any armor type and deals +50% ranged damage whilst he stays inside the cloud. Lasts 10 seconds. Survivalist (Passive): Specials drop ammo pickups on death. These restore 10% of your max ammo, rounded down. Loaded for Battle (Passive): Increased +50% ammo capacity. Fast Hands (Passive): Increased +15% reload speed. Grungni's Cunning: Increases ammunition restored by Bardin's Surivalist ammunition pickups to 30%. Master Brewer: Survivalist grants a speed or strength potion instead of ammunition one in three. Ranger's Ambush: Increases the duration of Disengage stealth to 14 seconds and does not remove the effect if he leaves the cloud. Catch a Breath: Bardin recovers 20 temporary health when activating Disengage. Ironbreaker Impenetrable (Ult): Bardin taunts all nearby man-sized enemies, gains increased defense takes -50% damage and can block any attack has 0 block cost for the next 10 seconds. Dwarf-Forged (Passive): Reduced -30% damage taken. Doughty (Passive): Increased +2 stamina. Resilient (Passive): Increased stun resistance -50% stun duration. Slayer Leap (Ult): Bardin leaps forward to stun a target, and gains a burst of +30% attack speed for 10 seconds. Trophy Hunter (Passive): Stacking 10% damage buff for 2 seconds on hitting an enemy. Stacks up to three times. Path of Carnage (Passive): Increased +7.5% attack speed. Crippling Wounds: Critical hits cause enemies to take increased +20% damage for 5 seconds. Moving Target: Trophy Hunter also increases defense reduces damage taken by 10% with every buff stack. Adrenaline Surge: On max stacks, Trophy Hunter grants cooldown reduction for Leap. Leap recharges twice as fast while Trophy Hunter is at max stacks. Waystalker (unlisted): Press Weapon Special while aiming to adjust your zoom level. Amaranthe (Passive): Kerillian regenerates health over time 3 health every 10 seconds while below half health. Arrow-Storm (Passive): Increased +50% ammo capacity. Arcane Bodkins: Increases damage bonus of headshots by 50%. Vaul's Quiver: Regeneration also recovers arrows or bolts 5% of her ammo every 10 seconds. Isha's Embrace: Increases Kerillian's health regeneration to 4.5 every 10 seconds. Handmaiden The Dance of Seasons (Passive): Increased +15% dodge distance. Renewal (Passive): +100% stamina regeneration aura. Shadowstep: Further increases dodge distance by 20% to a total of 35%. Shade Infiltrate: Kerillian becomes undetectable, and can pass through enemies, and deals greatly increased melee damage. Lasts for 10 seconds or until she attacks deals damage. (unlisted): +5% crit chance. Witch Hunter Captain (unlisted): +25% headshot power. Stacks with Deathknell to +75%. Animosity (Ult): Victor pushes back nearby enemies, and boosts nearby allies' critical hit chance by 20% for 6 seconds. Witch-Hunt (Passive): Tagged enemies Enemies tagged by Victor or his allies take additional +20% damage from all sources for 5 seconds after being tagged. Deathknell: Increased +50% headshot damage bonus. Bounty Hunter Ammo Pouches (Passive): Increased +50% ammo capacity. Quick Release (Passive): Increased +20% reload speed. Zealot Heart of Iron: Resist death on taking lethal damage every 2 minutes. Undying Fervour: Fiery Faith also grants 1 stamina per 25 health missing. This effect stacks up to 5 times. Battle Wizard Fire Walk (Ult): Sienna teleports forward, leaving a blanket of fire in her wake for 5 seconds. Tranquility (Passive): Avoiding damage and not casting spells for 8 seconds automatically ventilates Overcharge increases Overcharge decay speed by 200%. Reckless Haste (Passive): Every 8 points of overcharge increases spell charge speed by 10%. Pyromantic Surge (Passive): Increased +10% ranged damage. Centered: Increases the effect of Tranquility Overcharge decay speed by an additional 100% when Tranquility is active. Pyromancer Critical Mass (Passive): Increased critical strike chance based on Overcharge level. For every 8 points of Overcharge, critical chance increases by 6%. Searing Focus (Passive): Increased +10% ranged damage. Unchained Slave to Aqshy (Passive): No Overcharge slowdown from red Overcharge. Blazing Sinews (Passive): Reduced -50% block cost on high Overcharge, consumes Overcharge.
EDITS:Added Ranger Veteran's "Ranger's Ambush" infinite area effect. Updated Huntsman's Ult with full description. Added Ranger Veteran's "Catch a Breath" talent. Added Cooldowns section. Added Shade crit chance passive. Fixed Kerillian dual weapons' crit chance. Removed Scrounger and Home Brewer. Changed Natural Bond: 'heal yourself' -> 'use healing items on yourself'. Added "Pierces all armor" to Ranger Veteran's Ult. Updated Barrage: power buff affects melee and ranged attacks. Added Hunter.
TODO:Unstable Strength (Unchained's melee power from Overcharge) Heroic Intervention
My poor virgin eyes can’t handle the sight of numbers. Thank god FS kept this information from me.
i really don't understand the decision behind hiding talent numbers when they're so simple and doing so makes it impossible to decide which to take
Fatshark obviously did not want us to know this stuff, so i am downvoting & reporting you for hacking the game code. It is illegal, you know.
(unlisted): Press Weapon Special while aiming to adjust your zoom level.
You can WHAT
Sigmar bless this amazing post.
Sigmar bless his ravaged liver :(
"Your crime is your foul Natural Bond!! The Penalty is Death!!"
Well, if you don't go down on most games, and almost never go down more than once throughout the game, than your NB is a boon for the team because they can have the healing supplies for themselves.
He performs a stunning pirouette as he switches targets and lands on your face with a perfectly desynced axe swing.
10/10 From all the judges except the one from Kislev
Not only the CW's, like every unit in the game except the player characters can ice skate like a goddam Olympian.
Players did it too back when slayers slid up hills with their frictionless asses.
The only bug that should have never been fixed.( ͡° ͜ʖ ͡°)
Friends and I were discussing how frustrating it can be to pull off an awesome moment only to die to the one rat boi who got knocked down but didn't die, which then led to a friend commissioning this picture.
We felt it captured the true essence of being almost badass.
Her art page for any curious! https://teri-artpage.tumblr.com/
There's always that one rat bastard. Really hurts the pride, man.
Kruber's got the glutes