Warhammer Vermintide 2

Fatshark’s Warhammer: Vermintide 2 has received a brand new patch on PC which brings a number of fixes. Chief among them are fixes for the Skittergate level and the final battle, which include the boss not longer casting spells on players who have left the game, a more equal fight between both stages of the encounter, less Berserkers and shield units and so on.

Other changes include a 10 percent reduction in health for Bubblespit Halleberry as the development team noted his “unforgiving” nature. Those playing Legend difficulty can also take solace in the fact that the number of waves has been adjusted to be less than three waves. The overall timing has been adjusted “specifically for the Legend experience”.

There are also a number of tweaks to how elites and roamers are spawned. You should also see less armoured enemies on the higher difficulties than before. Check out some of the changes below (full patch notes here).

Skittergate

This patch solves many of the bugs reported by players.

  • Players’ buffs and talents will not be removed when they move through the portal.
  • Fixed issues with the final boss’ HP bar showing negative values for clients.
  • Fixed issues with some of the animated props in the level, where their state would not be synchronized to joining clients.
  • The final boss will no longer get stuck in corners, or spawn outside the combat area.
  • Fixed a crash when the final boss would cast a spell on a player that left the game.
  • The final boss fight on Skittergate is divided into two stages. The duration of the fight should now be more equal between both parts.
  • The boss in the first stage of the final fight on Skittergate is now more resistant to burst attacks, but deal less damage with his guns. The boss in the second stage has had his health reduced by around a third.
  • Spawning of enemies during the final boss fight on Skittergate has been tweaked to reduce the frequency of certain enemy types, such as Berserkers and shielded units.

Burblespue Halescourge

Bubblespit Halleberry turned out a bit harder and more unforgiving compared to the other Lords, mainly because of unavoidable attacks and a high health pool.

Team still wants the fight to be challenging and different from the other lords, but it’s tuning the Burgersnot fight to make it more fair and balanced.

  • Max health reduced by 10% for all difficulties.
  • Plague Wave – the green illusions. The angle has been increased for the triple Plague Wave attack, allowing players more space when avoiding it.
  • Plague Wave can now be dodged more efficiently by lowering the impact radius when the player is dodging.
  • Lowered Number of Berserkers spawned on Legend difficulty from 5 to 3.
  • Lowered number of Marauders spawned on Champion and Legend when spawning with Berserkers and Chaos Warriors.

Balancing Spawns

How roamers are spawned is being tweaked. There is now a smoother distribution of elites in general. The team felt it had been a bit heavy on armored types on the higher difficulties.

Tweaks to how specials are spawned, e.g. Gutter Runners, Warpfire Throwers, and Hook Rats: each time you play a level, the Conflict Director divides the level into segments, which primarily spawn either Skaven or Chaos enemies, or a mix of both.

Recruit Difficulty

Removed double chance of disabler specials for Skaven segments.

Veteran Difficulty

  • Removed double chance of disabler specials for Skaven segments.
  • Increased time between specials spawn for Chaos segments, it was a bit lower than other segments.

Champion Difficulty

  • Removed the increased chance for spawning disabler specials.
  • Increased time between specials spawn slightly for Mixed and Skaven segments.

Legend Difficulty

  • Removed the increased chance for spawning disabler specials.
  • Increased time between specials spawn for Skaven segments.
  • Increased time between specials spawn for Chaos segments just a smidge, since they have a lower total special allowance anyways.

Fixed an issue on Legend difficulty with the amount of horde waves using the default Recruit settings. Should now correctly spawn hordes across no fewer than three waves with timing tweaked specifically for the Legend experience.