Warhammer: Vermintide 2 – Winds of Magic – Patch Notes
Patch Notes
Features
New Game Mode: Weaves
New Difficulty: Cataclysm
New Weapons:
- Spear as well as shield
-Available for Kerillian Handmaiden.
- Heavy spear
Available for Kruber Mercenary as well as Huntsman.
- Billhook
-Available for all of Saltzpyre’s careers.
-Hits from special laid on volition interrupt as well as drag targets towards the player.
- Flaming flail
-Available for all of Siennas careers.
-Overhead heavy attacks volition trigger an explosion.
- Throwing axes
-Available for Bardin Ranger Veteran as well as Slayer.
-Limited amount of axes that can’t exercise ammo pickups. “Reloading” volition retrieve the axes Bardins hand. Axes stuck inward the surround or enemies tin can also live picked upwards when nearby.
New Enemies: Beastmen (Also beingness known equally “Children of Chaos”, Beastmen are affected past times weapon properties affecting Chaos (Power VS as well as Protection))
- Ungor
-Low-tier enemy wielding long-ranged spears. Will endeavor to remain away from players past times dodging as well as keeping behind other enemies.
- Ungor archers
-Low-tier enemy wielding bows who volition occasionally grouping together as well as post away a salvo of arrows towards players. Blocking amongst a shield, or dodging, volition foreclose beingness hit. Will autumn dorsum to attacking amongst spears if players acquire likewise close.
- Gor
-Medium-tier enemy wielding 1 handed weapons amongst measure reach. This is the baseline Beastman.
- Bestigor
-High-tier armoured enemy wielding halberds. Will exercise a accuse laid on to acquire to as well as knock players down.
- Standard Bearer
-Special enemy who spawns amongst a grouping of Gors as well as Ungors. Carries a measure which when planted inward the Blue Planet volition increment max wellness as well as heal all Beastmen inward a large radius. Destroying the measure volition withdraw the effects.
- Minotaur
-Boss enemy using fast berzerker-like combo attacks as well as a accuse laid on which knocks players dorsum as well as down.
Added back upwards for Razer Chroma:
- Keyboard as well as Mouse tin can live lit/unlit inward dissimilar colors.
- Any Razer device tin can play a “chroma-animation”, changing the colors of a device inward a controlled sequence.
- Add a few “chroma-animations” piece playing the game amongst Razer Chroma enabled:
- The keyboard volition lit upwards when the musician takes a hit.
- The keyboard volition pulsate piece the musician is knocked down.
- A slope animation volition live played when the musician drinks whatever potion inward a matching color (health potion as well as bandages included).
- When no animation is played, the players basic keybindings volition live lit (movement, reload, interact, etc).
New Gameplay Considerations / Adjustments
- Introducing stagger harm bonus, harm vs staggered enemies volition increment amongst stacking staggers.
- This scales from 1x bonus (no stagger), 1.2x bonus (1 application of stagger) upwards to 1.4x (for 2 stagger applications) bonus damage:
- You’ll do betwixt 1 as well as 1.4 times your harm depending on number of staggers stacked on an enemy. Effectively, it volition accept to a greater extent than hits to kill unstaggered enemies piece less hits for staggered ones, compared to electrical current Live balance.
- Pushes on unstaggered enemies volition have got a higher heavy stagger threshold – pregnant that pushes should maintain enemies a flake closer for slowly follow-up hits across the board.
All available difficulties exercise the same scale as well as settings: 0%, 20% or 40% harm increment per stagger count past times default. Stagger count is how many times an enemy have got been staggered inward succession (hit 1 time for 1, hitting 1 time to a greater extent than during that stagger for 2, farther hits cap out at 2).
Pushes as well as heavy tank attacks (2h hammer heavies for instance) volition seat stagger count to 2 on get-go hitting because they’re better.
Stagger is whatever reaction that interrupts an laid on (which is every unmarried laid on on whatever weapon against horde enemies or Clan rats/Gors, solely elites as well as since lastly calendar week Marauders have got a flat of stagger reduction as well as resistance that makes them ignore a hit).
There are 3 default animation categories of stagger;
- Light: a flinch inward house (fencing sword vs Clan rat),
- Medium: a stepback (sword vs Clan rat,
- Heavy: a throw as well as autumn over (big hammer vs aspect upwards of Clan rat)
We also made a slight slight alter as well as thus that pushes against unstaggered enemies inward item as well as staggers inward full general volition favour Medium stagger (raising the threshold for heavy staggers), non displacing enemies as well as thus badly as well as assist laid them upwards for farther hits.
Further, the talent choices introduced towards the stagger harm dynamic have got been tweaked to permit ameliorate command of how players interact amongst the mechanic. Smiter (a apartment ”count everything equally stagger count 1, or apartment 20% dmg bonus” on get-go target) as well as Assassin (a overnice ”count headshots as well as crits equally total stagger count”, or 40% dmg bonus) gives as well as alternative to bypass the arrangement as well as hitting breakpoints but amongst limitations or science requirements. Both Bulwark (add an extra 10% dmg taken buff to all enemies staggered past times yous for 2 seconds on top of whatever stagger-damage bonuses) as well as Mainstay (add 0%, 40% or 60% dmg per stagger count instead) had their effects increased for those who similar to play towards the mechanic.
Ranged attacks exercise the stagger harm as well as acquire bonuses against staggered targets But count all targets equally stagger count 1, or 20% extra harm (basically all ranged attacks have got the Smiter talent, but for all targets hit). This is to align them amongst breakpoints.
- Dodge Windows as well as Durations have got been adjusted.
- Dodge windows are 0.25 for normal attacks, 0.75 for running attacks for all difficulties
Dodge window duration are 0.5 for normal attacks, 0.75 for running attacks for all difficulties - Enemies volition at nowadays come about moving direct when dodged pregnant backwards dodging is less kite-friendly.
All difficulties have got the same dodge settings to ensure learnability as well as provide a practiced residue betwixt chaotic gameplay amongst customer lag as well as requiring skilled timing as well as selection of defence. Final setting later Beta rounds is 0.5s dodge extension (delay for enemies to start tracking later yous terminate a dodge move) across all difficulties.
- Trimmed enemy turnaround as well as timings across the board.
- Stagger, blocked as well as laid on turnaround scale amongst difficulty as well as have got been tuned to permit to a greater extent than aggressive enemies according to difficulty choice.
- Attack intensity overhaul as well as scale.
- Number of attacks targeting whatever unmarried musician at whatever given fourth dimension have got been overhauled amongst tuned scaling over difficulties as well as interactions betwixt dissimilar types of attacks.
- Horde waiting slots seat as well as deportment changes.
- Overhauled deportment of waiting positions as well as slot fill upwards for dissimilar types of hordes to ameliorate command hyper density situations as well as horde density scaled across difficulties.
Fixes: Levels
- Horn of Magnus: Fixed diverse AI pathing issues.
- Horn of Magnus: Fixed diverse instances of players spawning nether the terrain when hot joining to a match.
- Horn of Magnus: Fixed diverse stuck locations.
- Horn of Magnus: Savages should no longer spawn as well as gank the squad during the intro flyby.
- Into The Nest: Fixed diverse AI pathing issues.
- Into The Nest: Fixed a crash that could manifest when Spinemanglr tries to switch weapons.
- Into The Nest: Fixed diverse stuck locations.
- Engines of War: Fixed diverse AI pathing issues.
- Engines of War: Fixed diverse stuck locations.
- Fortunes of War: Fixed an number where players/bots did non respawn correctly.
- Skittergate: Fixed an number where players would spawn later the terminate trial if dying early on inward the map.
- Skittergate: Fixed some odd ledges where players would live forced to a hanging terra firma somewhat unfairly.
- Skittergate: Fixed some situations where enemies would target a musician from exterior the playzone.
- Skittergate: Fixed some circumstances where a musician could terminate upwards inward a location where they could no longer proceed through the map.
- Screaming Bell: The Rat Ogre trial at nowadays features extra specials as well as to a greater extent than spawns.
- Against the Grain: Fixed an number where bots could acquire stuck at the base of operations of the ladder inward the barn.
- Against the Grain: Fixed an number where enemies would non spawn nearby if a musician was awaiting rescue beside the provide cache close the windmill.
- Against the Grain: Fixed a stretched texture on item column assets.
- Festering Ground: Bots should at nowadays live able to accomplish a musician who was downed past times the 2nd Grimoire (having previously been unable to path there).
- Festering Ground: Fixed diverse stuck locations.
- Festering Ground: Fixed diverse fine art issues.
- Festering Ground: The Grimoire primal should live to a greater extent than visible now.
- The Pit: Fixed diverse stuck locations.
- Hunger inward the Dark: Fixed diverse fine art as well as geometry issues.
- Hunger inward the Dark: Fixed a stretched texture on item stone assets.
- Fort Brachsenbrücke: Fixed diverse stuck locations.
- Fort Brachsenbrücke: Fixed location where musician would non acquire inward a hanging terra firma as well as instead simply autumn to their death.
- Righteous Stand: Fixed location where musician would non acquire inward a hanging terra firma as well as instead simply autumn to their death.
- Righteous Stand: Fixed a illustration during the finale where specials could spawn inward occupation of sight.
Fixes: General
- Fixed an number where typing inward the twitch cite as well as pressing acquire inward would opened upwards up the chat instead of connecting
- Fixed an number where the Explosive Ordnance Trait (grenade explosion radius increased past times 50%) didn’t piece of work for clients.
- Fixed the Arrows from Waystalker’s “Trueshot Volley” getting stuck inward the air later having killed a sack rat.
- Fixed a crash that could occur when activating Unchained’s “Living Bomb” exterior of the navmesh
- Fixed an number where get-go somebody ammunition would live visible piece moving into get-go somebody sentiment past times inspecting your grapheme as well as during the transition starting to aim a ranged weapon.
- Blood spatter should no longer live nowadays when the setting is at its lowest.
- Corrected some animations on the pistol sidearm of Saltzpyre’s Rapier.
- Fixed missing 3rd somebody muzzle flashes on Saltzpyre’s pistols.
- Fixed an number where force attacks could acquire stuck.
- Fixed an number where triggering the “Conservative Shooter” trait or “Waste Not Want Not” perk piece having 0 ammo forced yous to switch weapons earlier beingness able to shoot again.
- Fixed an number where if yous were throwing a flat pickup, such equally an explosive barrel, at the same fourth dimension equally beingness catapulted or stunned, would exit yous amongst the pickup held equally a sword.
- Fixed an number where AI teleporters that were meant to live two-way didn’t piece of work equally expected.
- Corrected the description of Kerillian’s (Shade) Infiltrate might on the hero select screen.
- Fixed a põrnikas that caused the talents granting temporary wellness on headshots as well as critical strikes to grant 3 wellness instead of the intended 2.
Fixes: Sound
- Swiftbows as well as Hagbane Swiftbows should at nowadays have got an audible unloose good when fired
- Changes inward VoIP buffering to improve quality.
- VoIP at nowadays ducks game sounds when talking for improved VoIP clarity.
- Fixed an number where VO callouts didn’t play when tagging downed allies
- Additional VO lines should live triggered for players who are repeatedly incapacitated, when killing bosses, as well as killing specials inward a row.
- Added good final result when Sienna cancels her Burning Head ability.
- Tweaked Packmaster good to brand him a flake to a greater extent than noticeable
- Fixed an number where the good from the double-barreled pistol carried past times Saltzpyre Bounty Hunter would play inward 2D for other players
- The good root of enemy projectiles passing past times unopen to musician have got been improved to to a greater extent than accurately stand upwards for where the projectile genuinely is.
- Aligned accuse sounds for bolt staff to ameliorate correspond when it’s appropriate to post away for the dissimilar levels of charged projectiles (there are 3, amongst times of 0.0-0.4, 0,6 as well as 1.25s release/buffer windows.)
Interface Changes
- The Kill Feed at nowadays shows when enemies kill other of import enemies, as well as when they kill or incapacitate players.
- Fixed a crash that occurred when playing amongst console HUD.
- Fixed objective marking non showing for pickups if musician is already asset whatever objective critical item. Marker volition at nowadays solely disappear if the musician is asset an item of the same type equally the objective item(s).
- Added an alternative for specifying subtitle font size.
- Added an alternative for changing Sound Channel Configuration.
- Added an alternative for changing the Subtitle Background Opacity.
- Added an alternative to disable minimizing the game on alt tab.
- It’s no longer possible to acquire inward words inward the ‘Twitch’ text entry plain as well as political party chat UI simultaneously
- Removed the XP multiplier text for the dissimilar difficulties since XP is at nowadays rewarded the same on all difficulties.
- Fixed a põrnikas where exclamation marks would live visible on hosts piece a chaos spawn was killed at the same fourth dimension it grabbed a host
General Tweaks
- Terror Events at nowadays scale amongst difficulty.
- Training dummies:
-Unarmored dummy at nowadays counts equally Chaos, Armored dummy counts equally skaven.
-Dummies at nowadays piece of work vs stagger talents as well as procs.
- Removed stagger-damage bonuses from dots (burn/bleed/poison) since it was silly. You would genuinely harm less against enemies thrown to the ground.
- Increased champion as well as legend wellness values past times 10% across the board. Slightly reduced wellness for cata horde (from 4.6 to 4.2) as well as default (from 4.6 to 4.5). Why? Cause talent changes to correspond upwards breakpoints amongst 10% might as well as to residue breakpoints on cata better. Cata is positioned at a 20-30% wellness increment for non-elite as well as 80% increment for elites compared to Legend at the moment.
- Environmental hazards tin can at nowadays harm and/or stagger enemies
- Made adjustments to assist mitigate the work amongst hot joining players spawning fashion dorsum due to ho-hum loading.
- There’s at nowadays a hidden timer which starts equally before long equally 1 musician enters the bubble. When the “hidden timer” is done, some other “visible” timer volition begin. During this timer a arrangement message volition live displayed every X seconds telling the musician “Mission volition terminate inward X seconds.”. When both timers are done, the mission volition terminate as well as all players exterior the bubble volition live counted equally dead, as well as if they’re carrying whatever tomes and/or grimoires they volition non live included inward the run. If all players footstep out of the bubble the timers volition reset as well as start 1 time whatever musician footstep within the bubble again.
- Updated rarity of hats as well as thus that nosotros have got a to a greater extent than fifty-fifty distribution of rarities across all careers.
- Adjusted the hitbox of sorcerers inward company to brand headshotting to a greater extent than consistent.
- Enemies no longer acquire staggered when blocking projectiles.
- Smiter talents volition at nowadays e'er have got a minute stagger value of 1 (adding 20% to the concluding harm for the single, get-go target hit). This way that for hitting an enemy amongst stagger value 0, 1 as well as 2 the harm bonus output volition live 20%, 20% as well as 40%. Changed from a 0.5 stagger value bonus added on top of whatever naturally occuring stagger value.
- Assassin talent gets as well as increment of stagger value where headshot grants a 2 + one-half normal bonus. (used to live 1 + one-half normal bonus). This way that headshots are fifty-fifty to a greater extent than powerful as well as that they tin can at nowadays acquire higher upwards the max bonus, since a stager value of 0,1 as well as 2 would hateful 40%, 50% as well as 60% harm bonus upon headshots.
(the talent choices introduced towards the stagger harm dynamic have got been tweaked to permit ameliorate command of how players interact amongst the mechanic. Smiter (a apartment ”count everything equally stagger count 1, or apartment 20% dmg bonus” on get-go target) as well as Assassin (a overnice ”count headshots as well as crits equally total stagger count, or 40% dmg bonus) gives as well as alternative to bypass the arrangement as well as hitting breakpoints but amongst limitations or science requirements. - Both Bulwark (add an extra 10% dmg taken buff to all enemies staggered past times yous for 2 seconds on top of whatever stagger-damage bonuses) as well as Mainstay ( add together 0%, 40% or 60% dmg per stagger count instead) had their effects increased for those who similar to play towards the mechanic)
- Added get-go somebody photographic television receiver camera displace that was missing on the heavy attacks amongst the shield weapons (sword, axe as well as hammer).
- Added novel tertiary somebody laid on animations for Kurber’s shield weapons as well as thus he won’t simply play the shield bash for all heavy attacks.
- Tweaked tertiary somebody reload animations for the repeating handgun.
- Tweaked temporary wellness granted from talents related to staggering enemies. Maximum of v enemies hit.
- Reduced temporary wellness granted from talents related to cleaving through multiple enemies.
- Power vs Faction as well as Power vs Armor type volition at nowadays stack past times adding to each other rather than multiply 1 later the other. (effectively changing a +10% amongst +20% into a +30% instead of +32%)
- Fixed an number where hits from Foot Knight’s “Valiant Charge” sometimes didn’t register, peculiarly on inclines or declines.
- Slayer Leap has been reworked to foreclose equally many out of bounds issues equally possible, as well as to acquire inward to a greater extent than impactful as well as less disorienting. Aiming the targeting reticule of the Slayer’s Leap Career Skill unopen plenty to yourself volition at nowadays final result inward an AoE that does the same final result equally the landing would have got done, except no displace takes place.
- Changed the targeting functionality for Waystalker’s Trueflight Volley to never withdraw the target (unless it dies). This should solve some issues where these projectiles veers off from the intended target
- Handmaiden’s “bleed” during her active might is at nowadays available equally a talent as well as no longer an innate lineament of the activated ability.
- Animosity at nowadays properly grants Witch Hunter Captain 25% increased critical strike chance.
- Bounty Hunter’s Locked as well as Loaded – Single shot harm increment from 1.0 to 2.0. BLAM
- Sienna staff burning dots: harm tick increased from 0.05 to 0.07. Note that this is inward component to compensate for removal of stagger-damage buffing from dots inward general.
- Battle Wizard’s Fire Walk has been reworked to foreclose equally many out of bounds issues equally possible, as well as to acquire inward to a greater extent than impactful as well as less disorienting.
- Adjusted the timings for the reset of Battle Wizard Siennas Passive Ability “Tranquility” later attacking amongst a staff to live inward occupation amongst when the laid on ends, instead of when the activity ends.
- Changed the targeting functionality for Pyromancer’s Burning Head to never withdraw the target (unless it dies). This should solve some issues where these projectiles veers off from the intended target
Weapon Tweaks Fixes
- Fix for starting laid on amongst melee right away later switching from ranged: Added banking concern check for concur input on initial melee accuse since delayed wield switch caused past times heavy ranged laid on brand timing laid on input tricky – previously players had to hold back until melee weapon was wielded for laid on input to register, at nowadays a uncomplicated concur volition start the laid on equally before long equally the melee weapon is wielded.
- Made headshot as well as crit effectiveness piece of work the same fashion as well as stack equally multipliers later each other. Previously, headshot would increment a ingredient amongst built inward scale – basically rendering diminishing returns when combined amongst a crit upwards to the indicate of maxing out as well as doing zip depending on weapon. NOW it’s fashion simpler as well as should provide a apartment buff to the headshot/crit component of the total damage.
- Increased heavy stagger threshold from 2.0 to 2.5 of stagger resistance, basically making things wing unopen to less as well as provide to a greater extent than controlled staggers.
Introduced an ignore stagger reduction to low-cal smiter attacks (1h axe, axe-shield, elf 1h axe, as well as diverse 1h swords/falchion combo finishers). Note that dual wields are exempt from this. Should assist amongst staggering foes across difficulties to a greater extent than easily. - Tuned increased stagger duration modifiers across the board, inward full general reducing the time-scale used inward company to tighten upwards the loop a flake as well as residue ameliorate betwixt pushes, heavy CC attacks as well as normal attacks.
- Single target cleave:
-Made dissimilar profiles for attacks that previously shared the same single-target cleave profile: Dual daggers lights as well as sword-dagger low-cal 3 got slightly increased cleave (think 3 slaves), piece other unmarried target low-cal attacks (stabs/axes as well as the like) kept the reduced 1-target cleave.
- Removed exception for Armored enemies from the “headshots sets lowest stagger threshold to 0” effectively pregnant yous tin can acquire the smallest staggers on all enemies past times hitting them inward the head.
- Ranged Weapons:
-Gave all ranged weapons a default minute stagger value bonus of 1, basically providing a 20% harm bump across the board.
- Upped dodge as well as dodge count on the next weapons: ALL shield weapons (from 0.85 to 1.0 dodge as well as from 1 to 2 dodge count, elf went to 1.05 dodge as well as 3 dodge count displace elf) 2h axes (0.95 to 1.0 dodge) 2h hammers (0.85 to 1.0 dodge) 2h picks (0.9 to 1.0 dodge)
- Smiter cleave reduced (0.09 to 0.05)
In company to laid heavy hitting 1 target attacks apart we’ve reduced their cleave capacity to brand hordes as well as multiple enemies trickier to handle. - Dual Axes
-Fixed heavy followup crit vs armored – no longer deals less harm than a non-crit.
- Glaive
-Fixed heavy followup crit vs armored – no longer deals less harm than a non-crit.
-Nerfed low-cal laid on cleave modifiers, should non have a bonus towards cleaving roamer/horde enemies whatever more.
-Fixed issues related to chaining multiple pushes as well as attacking later pushing amongst the Glaive.
-Heavy opener: Increased harm to 0.4 (from 0.35) as well as stagger to 0.25 (from 0.2)
- Sword Shield
-Fixed heavy followup crit vs armored – no longer deals less harm than a non-crit.
-Change lastly low-cal laid on from staggering to harm cleaving (to correspond other low-cal attacks). -More harm across extra targets, less command as well as cleave.
- Executioner Sword
-Increase armor harm on executioner heavy attacks.
-Damage coefficient from 0.5 to 0.85.
- Falchion
-Increased dodge arrive at as well as speed from 1.2 to 1.25 multiplier
- Rapier
-Increased dodge arrive at as well as speed from 1.2 to 1.25 multiplier
heavy: Increased harm for stab to 0.29 (from 0.25) as well as charged stab to 0.55 (from 0.45). -Increased crit modern vs armor to 0.75 on both as well as non-crit vs berserker modern to 1.0 (was 0.75).
- Saltz’ Flail
-Increased stamina from iv to 6
-Increased dodge count from 3 to 4
-Increased dodge arrive at as well as speed from 1.0 to 1.15 multiplier
-Increased displace speed during attacks across the board.
-Fixed number amongst double-chaining get-go heavy attack.
- Crossbows
-Increased harm versus monster armor type past times 50%
-Increased overall harm multiplier from 0.6 to 0.7 on close arrive at as well as 0.5 to 0.6 on far range
- Hagbane Shortbow
-Increased poisonous substance dot harm versus infantry armor type past times 25%
-Increased stagger might for direct hitting piece making it ignore stagger reductions. Should live able to stagger almost things now. Direct hitting poisonous substance dot increased from 0.05 to 0.08 per tick amongst a vs armor modern increased from 1.0 to 1.25. Note that this is inward component to compensate for removal of stagger-damage buffing from dots inward general.
- Brace of Pistols
-Reduced Monster harm – Critical strike modifier reduced to 1.5 from 2.5. Near armor modifier reduced from 2.5 to 1.5. Far armor modifier reduced from 1.5 to 1.0.
- Empire Longbow
-Headshot boost coefficient is at nowadays 1.5 (down from 2.5) on low-cal accuse attacks, as well as 2.5 (up from 1.0) on heavy accuse attacks.
-Increased fully charged shot harm vs armor (from 0.75 to 1.0 close as well as from 0.25 to 0.5 far)
-Fixed scaling sync betwixt chain actions as well as animation as well as thus they match. Result is sped upwards charged shot animations as well as live-matching laid on chains.
- Longbow (Aimed Shot):
-Damage increased (from Far: 0.2, Near: 0.5 to Far: 0.4, Near: 0.6)
-Armor harm multiplier from 0.6 to 0.8 on all distances.
-Crit armor harm multiplier from 0.6 to 1.0.
-Sped upwards charged shot animations as well as laid on chains
- Axe Falchion
-Reduced dodge count from half dozen to 3.
-Movement slightly nerfed across the board, hard to give exact values but it’s displace speed increased during charge/attacks that have got been nudged past times similar 5-8% down.
- Axe Shield
-You volition acquire inward blocked from a push-followup later a piece if yous simply maintain pressing block. —-Had a unloose requirement before.
- 2h Sword (Elf)
-You volition acquire inward blocked from a push-followup later a piece if yous simply maintain pressing block. —-Had a unloose requirement before.
- Crowbill
We changed push-followup laid on chain dorsum to block (required block input unloose to trigger previously, this is kept but laid to start window of 0.3 instead of 0.0, piece adding a non reset requirement chain to block from 0.5).
-Also nerfed it piece I was at it, reduced speed overall past times 5%. <3
- Swiftbow
-Light shots at nowadays fires continuously equally principal post away is held.
- Dual Axes
-Bumped upwards stagger on dual axe attacks (from 0.1 to 0.125)
- Shotguns:
-Decreased armor harm (from 0.3 to 0.2 as well as crit from 0.5 to 0.3)
-Increased armor stagger (from 0.5 to 0.75, crit stays equally 1.0)
-Reduced cleave (from 0.2 to 0.1)
-Reduced harm on far arrive at (from 0.2 to 0.15)
-Fixed an number where Blunderbusses as well as Grudge-Rakers wouldn’t reload automatically if the post away clit was held later firing the lastly shot
- Flamethrowers:
-LMB click: Increased harm as well as stagger multipliers against armored (1.0 on both, was 0.25 dmg as well as 0.75 stagger)
-LMB click: Increased base of operations harm (from Far: 0.05, Near: 0.1 to Far: 0.1, Near: 0.15)
-LMB click: Increased overheat toll from iv to 8
-Charged spray: Reduced stagger multiplier vs armored (from 1.0 to 0.3 as well as 0.5 on crit)
-Charged spray: Reduced crit stagger multiplier vs frenzy armor degree (from 1.0 to 0.5 on both dmg as well as stagger)
-Charged spray: Reduced harm from (from Far: 0.075, Near: 0.1 to Far: 0.05, Near: 0.075)
-Charged spray: tweaked initial hitting to correspond above, except kept 1.0 frenzy multipliers on crit.
-Adjusted meridian of flamethrower start seat to non girlfriend small-scale targets that are unopen (since nosotros shot over their heads)
- Shields
-Changed as well as thus attacks from bosses don’t acquire through block for shield weapons, but instead pushes the shield user as well as reduces stamina.
-Fixed number amongst shield slams missing unopen targets.
- 2H hammers
-Made farther attacks later force follow upwards chain faster.
-Heavy: get-go target: Increased vs monster harm multiplier to 2.0 (was 1.5), increased harm to 0.275 (from 0.225).
-Increased low-cal harm to 0.325 (from 0.31)
- Handgun
-Increased aimed shot harm vs armor (from 1.0 to 1.2 multiplier) on close range.
-Increased harm from 0.9 to 1.0, increased harm vs armored modern from 1.2 to 1.4.
- Grudge Raker
-Fixed as well as thus Scrounger does non trigger when getting a critical hitting amongst bash attack
Increased reload window of Grudge Raker bash laid on from 0.3 seconds to 0.65 seconds
- Bolt Staff
-Charged footstep 1 from 0.5 harm to 0.3, Charged footstep 2 cleave from 0.45 to 0.4, harm from 0.45 to 0.5. Charged footstep 3 cleave from 0.5 to 0.6, harm from 0.75 to 1.0 as well as increased vs Armor harm from 0.5 to 0.75 amongst removed reduction on far range.
-Charged Bolt Staff shots should at nowadays correctly ignore shields.
- Dual Dagger
-Light laid on bleeds at nowadays stack upwards to 3 times, amongst 2s duration as well as 0.75s-ish fourth dimension betwixt ticks (random betwixt 0.5625s as well as 0.9375s as well as thus 2-3 ticks each). Was a 5s amongst 1s betwixt before.
-Improved default laid on speed (from 0.9 to 0.95), improved dodge (from 1.25 to 1.35), reduced minute block fourth dimension (from 0.25 to 0.2s), fixed wield chain window from force followup (was 1.0s in, at nowadays 0.4s in) piece moving block chain window on same laid on to 0.3s (was 0.45s).
-Increased heavy stab harm to 0.24 (from 0.2), increased vs armor multiplier to 0.8 (from 0.6)
-Bumped dagger bleed tick harm to 0.12 (from 0.1)
- Sword Dagger
-Light laid on 3 as well as iv bleeds at nowadays stacks upwards to 3 times, amongst 2s duration as well as 0.75s-ish fourth dimension betwixt ticks (random betwixt 0.5625s as well as 0.9375s as well as thus 2-3 ticks each). Was a 5s amongst 1s betwixt before.
-Changed sword lights (light 1 as well as 2) harm profile to correspond dual swords. (more harm as well as stagger, less headshot multiplier).
-Increased heavy stab harm to 0.24 (from 0.2), increased vs armor multiplier to 0.8 (from 0.6).
-Bumped dagger bleed tick harm to 0.12 (from 0.1)
- Hammer Shield:
-Added tank hitting volume overrides to low-cal attacks. Should cleave better.
- 1h Sword (Elf):
-Increased arrive at for low-cal laid on chain, added some forced interpolation to assist amongst -headshotting consistency.
-Increased heavy harm to 0.4 (from 0.35) as well as stagger to 0.25 (from 0.2)
- Halberd:
-Light stab: Reduced harm to 0.2 (from 0.25)
-Light chop: Increased harm to 0.325 (from 0.31)
- Elf Spear:
-Light stab: Reduced harm to 0.2 (from 0.25)
- 1h Axe:
-Increased unmarried target heavy harm to 0.4 (from 0.35) as well as stagger to 0.25 (from 0.2)
- 2h Axe:
-Increased low-cal harm to 0.325 (from 0.31)
- 1h Hammer:
-Light attacks: Separated unmarried wield as well as dual wield profiles, changed unmarried wield amongst increased cleave to 0.6 (from 0.4) as well as increased harm on get-go target hitting harm to 0.175 (from 0.15) as well as increased stagger to 0.25/0.175/0.15 (for 1st/2nd/subsequent targets, was 0.2/0.175/0.1).
- 1h Mace:
-Light attacks: Separated unmarried wield as well as dual wield profiles, changed unmarried wield amongst increased cleave to 0.6 (from 0.4) as well as increased harm on get-go target hitting harm to 0.175 (from 0.15) as well as increased stagger to 0.25/0.175/0.15 (for 1st/2nd/subsequent targets, was 0.2/0.175/0.1).