[HO] Warhammer: Vermintide 2

BeRz escribió:
Wolkout escribió:
BeRz escribió:Una duda, me ha tocado un objeto rojo/naranja de 180pico de nivel, ¿puedo ir mejorando ese objeto para que suba de poder?


Me sumo a la pregunta, porque tengo varios naranjas que me encantan y quiero aprovecharlos

- 25% de duplicar la pocion que te tomes
-cuando te tomas una poti, el compañero mas cercano tiene el mismo efecto.
-25% de que al lanzar una granada no se consuma

Con las potis de curación es la polla.

No he encontrado nada mejor, son la ostia

A un amigo con el que juego le ha tocado el de curación 2 veces, y es un 50% que es puro amor y va de curandero.
A mi me ha tocado el de una poción (de mejora) le afecta a un aliado y una escopeta que si hace crítico reduce el cooldown de la habilidad.


Pensaba que cada tipo de habilidad solo solo salía en una tipo de pieza.

Si puede salir cualquier stat en cualquier pieza, la cosa mejora.

No tenía ni idea.

Por cierto, cuando se sepa, se puede mejorar hasta cualquier nivel?? (300??)
Wolkout escribió:
BeRz escribió:Una duda, me ha tocado un objeto rojo/naranja de 180pico de nivel, ¿puedo ir mejorando ese objeto para que suba de poder?


Me sumo a la pregunta, porque tengo varios naranjas que me encantan y quiero aprovecharlos

- 25% de duplicar la pocion que te tomes
-cuando te tomas una poti, el compañero mas cercano tiene el mismo efecto.
-25% de que al lanzar una granada no se consuma

Con las potis de curación es la polla.

No he encontrado nada mejor, son la ostia

Me han dicho en los foros oficiales que no. Que es para picarlo básicamente.

Los rojos SIEMPRE son 300 y los naranjas van escalando (no se si en función de tu poder máximo o de tu nivel de PJ). Los naranjas son los que nos salen menores de 300 con cosas especiales. 300 es el poder máximo de objeto parece ser.
BeRz escribió:
Wolkout escribió:
BeRz escribió:Una duda, me ha tocado un objeto rojo/naranja de 180pico de nivel, ¿puedo ir mejorando ese objeto para que suba de poder?


Me sumo a la pregunta, porque tengo varios naranjas que me encantan y quiero aprovecharlos

- 25% de duplicar la pocion que te tomes
-cuando te tomas una poti, el compañero mas cercano tiene el mismo efecto.
-25% de que al lanzar una granada no se consuma

Con las potis de curación es la polla.

No he encontrado nada mejor, son la ostia

A un amigo con el que juego le ha tocado el de curación 2 veces, y es un 50% que es puro amor y va de curandero.
A mi me ha tocado el de una poción (de mejora) le afecta a un aliado y una escopeta que si hace crítico reduce el cooldown de la habilidad.


No puedes tener el bonus de duplicar pociones dos veces porque sólo sale en el collar.
Una duda, creéis que es normal que el juego en extremo y con una gtx 1060 6gb y un i5 6500 me de bajones en algunas zonas de 40 fps??
chupakabras escribió:Una duda, creéis que es normal que el juego en extremo y con una gtx 1060 6gb y un i5 6500 me de bajones en algunas zonas de 40 fps??


Si, este juego pide bastante y tampoco es un prodigio de la optimizacion a mi con una RX580 de 8gb (similar a la tuya) tambien me los da, baja algunas cosas y veras como va bastante mejor.

Salu2.
Ghandig escribió:
chupakabras escribió:Una duda, creéis que es normal que el juego en extremo y con una gtx 1060 6gb y un i5 6500 me de bajones en algunas zonas de 40 fps??


Si, este juego pide bastante y tampoco es un prodigio de la optimizacion a mi con una RX580 de 8gb (similar a la tuya) tambien me los da, baja algunas cosas y veras como va bastante mejor.

Salu2.


Pues eso parece, he tenido que utilizar la optimización de geforce experience para que se mantenga estable. Ha bajado de extremo en alto algunas cosas puntuales. La verdad es que no me esperaba que el juego fuera tan exigente.
Imagino que ya estará comentado pero... ¿Cual es el nivel máximo de poder? [tomaaa]

Gracias! ^^
600

300 de Items + 300 de PJ lvl 30

Salu2
Ya están poniendo mods para el servidor oficial, y los hay de interesantes.
Gray Fox- escribió:Ya están poniendo mods para el servidor oficial, y los hay de interesantes.


se tienen que activar?
chuacher escribió:
Gray Fox- escribió:Ya están poniendo mods para el servidor oficial, y los hay de interesantes.


se tienen que activar?

Si, desde el workshop, es hacer un click xD Pero luego desde el launcher tienes que marcar los que quieres activar. Importante poner Vermintide Mod Framework el primero de todos para activar el resto.
buenas , se sabe algo de algun dlc con mapas nuevos o update gratis con mapas? , un saludo
ninio_vks escribió:buenas , se sabe algo de algun dlc con mapas nuevos o update gratis con mapas? , un saludo


28 de agosto, 2 nuevos mapas (de pago): https://www.youtube.com/watch?v=rYqlkFH3Fxo
Metalhead escribió:
ninio_vks escribió:buenas , se sabe algo de algun dlc con mapas nuevos o update gratis con mapas? , un saludo


28 de agosto, 2 nuevos mapas (de pago): https://www.youtube.com/watch?v=rYqlkFH3Fxo

¿Sólo los mapas o habrá nuevo nivel máximo y accesorios? ¿Se sabe el precio?
bluebeetle escribió:
Metalhead escribió:
ninio_vks escribió:buenas , se sabe algo de algun dlc con mapas nuevos o update gratis con mapas? , un saludo


28 de agosto, 2 nuevos mapas (de pago): https://www.youtube.com/watch?v=rYqlkFH3Fxo

¿Sólo los mapas o habrá nuevo nivel máximo y accesorios? ¿Se sabe el precio?


Que yo sepa sólo son 2 mapas, también dicen que traerá grandes cambios de balanceo en armas y talentos (esto último fuera del DLC obviamente). A lo largo de esta semana cuando pongan ya la página en Steam del DLC darán todos los detalles.

Respecto al precio yo esperaría lo mismo que los DLC del 1, unos 7-10€.
Metalhead escribió:
bluebeetle escribió:¿Sólo los mapas o habrá nuevo nivel máximo y accesorios? ¿Se sabe el precio?


Que yo sepa sólo son 2 mapas, también dicen que traerá grandes cambios de balanceo en armas y talentos (esto último fuera del DLC obviamente). A lo largo de esta semana cuando pongan ya la página en Steam del DLC darán todos los detalles.

Respecto al precio yo esperaría lo mismo que los DLC del 1, unos 7-10€.

No está mal, probablemente caiga. No soy muy pro-DLCs pero me gusta como trabaja Fatshark. A ver qué tal terminan pintando los nuevos mapas :p
Aparte de las webs habituales, que ronda los 12-14€ ¿Sabéis si en algún otro sitio se puede conseguir más barato?
Acabo de terminar el primero con unos amigos y nos hemos quedado con ganas de más, pero no soy muy amigo de los DLCs y más cuando rondan los 5€.

Por cierto, ¿en esta segunda parte el progreso del personaje y la adquisición de armas están más pulidos? Porque en el anterior es tedioso, lento, prácticamente nulo... y es algo que no me gustó en absoluto.
Aborerto escribió:Aparte de las webs habituales, que ronda los 12-14€ ¿Sabéis si en algún otro sitio se puede conseguir más barato?
Acabo de terminar el primero con unos amigos y nos hemos quedado con ganas de más, pero no soy muy amigo de los DLCs y más cuando rondan los 5€.

Por cierto, ¿en esta segunda parte el progreso del personaje y la adquisición de armas están más pulidos? Porque en el anterior es tedioso, lento, prácticamente nulo... y es algo que no me gustó en absoluto.


Lo del precio no te puedo decir nada pero de lo otro si, en este esta bastante mas pulido y ademas no es para nada lento conseguir equipo, no es como el primero que el equipo es aleatorio y no importa que personaje estes usando, aqui si estas usando al enano por ejemplo solo te cae equipo para el enano, cuando uses a la elfa te saldra equipo para la elfa y asi sucesivamente, te dan cofres con tres items cada vez que acabas un mapa, subes un nivel o haces algun desafio, la calidad del cofre y por tanto del equipo que lleva dentro varia en funcion de la dificultad en la que te hayas pasado el mapa o el desafio, en definitiva es mucho mas facil y rapido consguir equipo que con el sistema de dados del primero.

Salu2.
Ghandig escribió:Lo del precio no te puedo decir nada pero de lo otro si, en este esta bastante mas pulido y ademas no es para nada lento conseguir equipo, no es como el primero que el equipo es aleatorio y no importa que personaje estes usando, aqui si estas usando al enano por ejemplo solo te cae equipo para el enano, cuando uses a la elfa te saldra equipo para la elfa y asi sucesivamente, te dan cofres con tres items cada vez que acabas un mapa, subes un nivel o haces algun desafio, la calidad del cofre y por tanto del equipo que lleva dentro varia en funcion de la dificultad en la que te hayas pasado el mapa o el desafio, en definitiva es mucho mas facil y rapido consguir equipo que con el sistema de dados del primero.
Salu2.


Eso ya me gusta más. :) Porque ya te digo que en el anterior, que encima estaba condicionado por el azar de los dados y además te podía tocar de cualquier personaje, habré jugado prácticamente el 90% de la aventura sin que me tocara ningún arma para la forestal (forja y rezos aparte).

Gracias compañero.
Ya está la página del DLC, todavía no hay precio: https://store.steampowered.com/app/8287 ... Bgenhafen/ . Ya se pueden jugar en el servidor de prueba.

Al parecer los mapas serán gratuitos para todo el mundo en quickplay. Al comprarlo lo que conseguimos es acceso a poder usarlos en partidas personalizadas y a las nuevas skins, marcos, cosméticos y misiones.

Lista completa de todos los cambios que trae, además, el parche del DLC:

Welcome to the beta test of version 1.2 - Shadows Over Bögenhafen!

In order to join, you will have to right-click "Warhammer: Vermintide 2" in your Steam Library. Select "Properties", then the "Betas" tab. In the drop-down, select the "Beta" branch. This will prompt Steam to download the 1.2.0 beta, which is around 9 Gb.

Here's what 1.2 has in store for you:

Explore the city of Bögenhafen with two new missions - 'The Pit', and 'The Blightreaper'.
There will be plenty of new Okri's Challenges that involve these new levels.
There will be Weekly Quests - for those of you who own the DLC. These Weekly Quests, along with the new Challenges, will reward you with Bögenhafen Strongboxes, which include a hat, a skin, or a weapon illusion.
These are brand new cosmetics and only available if you purchase the DLC.
The Weekly Quests and new Challenges will be available when 1.2 launches on August 28.
For this beta, you will be able to freely play the two new missions.
Any progress and loot you obtain on the beta branch will be yours to keep.


This is also our biggest release, by far, in terms of bug fixes. Do know, we're not done adding spit and polish and will continue to fix, adjust and tweak based on your feedback going forwards. With these bug fixes and balance changes we now have a stable base for future, grander balance changes.

As always, feedback is very welcome and it really does help us a lot! Please share your feedback with us on the dedicated subforum[forums.fatsharkgames.com] and through our official survey.


Optimizations

In this version, we're bringing over all performance improvements that we did for the XBox One version of Vermintide 2. Together, these optimizations will have a large impact on all types of PC systems.

Level unit complexity reduced and assets are reworked and combined to reduce draw call counts. Improves CPU and GPU performance by reducing draw call counts.
Level occlusion improvements. Improves CPU and GPU performance by reducing draw call counts.
Level lighting optimization pass. Removes and reduces the ammount and size of local light sources througout the levels that didn't affect the visual result. Increases CPU and GPU performance.
Removed particle spawned lights and replaced them with manually spawned light units and code controlled flicker lights. Reduces the amount of lights created and destroyed each frame. Improves CPU performance for all particle effects that previously spawned a lot of lights.
Particle rendering culling. Improves CPU and GPU performance significantly due to reduced overhead in drawcalls.
Particle simulation culling. Improves CPU performance significantly by only simulating particle effects that are needed.
Moved blood effect spawning and pooling from Lua to C++. Improves CPU performance when spawning a large amount of blood effects and decals.
Horde enemy pooling. Resurrect dead enemy units and put them in a freezebox to be reused instead of spawning new ones when spawning a large amount of enemies during hordes. Improves CPU performance during horde events.


Audio

Sounds have had a major overhaul. We've made changes to how Specials - like Gutter Runners, and Vortex Sorcerers, will play sounds when they appear, to make them more audible. These changes includes increasing the range at which you can hear these sounds, and making them higher priority. The obstruction of a sound take in account how important that sound is. For example a Packmaster will be heard better behind a house than a Clanrat.

We have also migrated to a new version of the sound engine with many new features and optimisations, as well as the risk of some bugs as with any such migration, so keep an ear out and let us know your experiences!

The Gutter Runner will play its "stinger" (the sound it players when it spawns) earlier. This means that you won't have situations where you hear the stinger as the Gutter Runner pounces.
Backstab sounds will play more consistently now.
Interesting conversations between charactes will play more often, and more consistently - not being as easily interrupted.


Levels

All levels have been worked over to resolve issues where players would get stuck, positions where bots wouldn't properly help you when players fall off ledges, and places where players fall through the world.
We have made some changes to all Lord arenas. This involves bug fixes where the Lords could move into positions where the players couldn't reach them, or they push players into stuck positions.
Boss doors will now spawn for all bosses further into the level. You need to defeat the boss before proceeding. Also fixed issues where boss doors didn't despawn after the boss was defeated.
Fixed an issue where Skarrik Spinemanglr would wait longer than intended during his defensive phase. Moved some of his attack triggers to better match his animation. Slowed down animation time on his dual-wield normal attacks.
Fixed so that Gatekeeper Naglfahr still transforms to a low health Chaos Spawn if he dies during his transform animation.
Fixed an issue on 'Against the Grain', where the barn door sometimes opened too early. Made sure the trigger for the door isn't activated until the Boss spawns.
Fixed a crash that could occur if Rasknitt got staggered whilst having no target and being mounted.
Fixed so that Naglfahr doesn't open the gates until his blessed form is also dead.
Fixed a situation where clients could get disconnected near the wagon event on 'Hunger in the Dark'.
Fixed an issue that could cause clients to disconnect. Occurred frequently on 'Convocation of Decay' but could also occur on other maps.


User Interface

There is now an option available under Settings to enable Gamepad Controller HUD and menu layout, while playing on the PC.
Added an on-screen indicator shown when losing contact with the host.
Updated all tooltips to show proper numbers when relevant.
Added a new Options setting for specifying Bot character spawn priority.
Removed the video option 'High Quality Fur', since it hasn't done anything since Vermintide 1.
Font rendering has been improved on non-english fonts.
Portrait frames no longer overlap the host icon.
You can no longer refresh a Daily Quest that has been completed.
Added subtitles for the 'Prologue' cinematic.
Added a hotkey for 'Okri's Challenges'. (O)
Tap (F) to favorite items in your inventory. Favorite items do not show up in Salvage selection. Favorite items show first in inventory screens.
Hats are no longer first in the Salvage selection of items.
Added server ping (in milliseconds) to each player in Tab menu.
You can now switch to the previous spectator target by pressing the right mouse button (B on controller).
Updated the presentation of Hero Selection.


Tweaks

Added a damage cap to 'Skittergate' generators, to prevent them being one-shotted by certain attacks.
All Career Skills, bar Huntsman and Shade, can now be cancelled by tapping the block button or reload button. There are now draw, hold, and cancel animations for weapon based Career Skills.
Many animations for weapons have been slightly tweaked to give them better readability.
Significantly increased the impact damage and damage over time of Incendiary Bombs.
Reduced the camera sway when jumping. Camera sway from jumping and landing is now turned on or off via the Camera Shake gameplay option.
When players join a party and replace a bot, they should now spawn closer to the rest of the group.
Trolls turned out to be quite hard to kill on higher difficulties, especially when facing them alone. To balance this, we have changed the passive regeneration of Trolls to pause for 3 seconds after taking damage.
Hats now have rarities of their own, so 'common' hats should drop more often than 'rarer' hats. NOTE: the colour scheme only has been applied to the DLC Beta, the drop chances will be altered when the DLC goes live!


Weapon Fixes & Changes

Single target weapons will now more consistently hit the target being aimed at.
Increased push radius for all melee weapons.
Increased push strength for all melee weapons.
Reduced stamina regen delay after pushing.
Reworked damage calculation for headshots minimum damage output. Headshots should now scale better on higher difficulties for weak armor piercing weapons against armored enemies.
Reloads have been overhauled. They should now more smoothly transition into other actions such as blocking after firing a ranged weapon, for example a longbow. This should fix issues where you would fire, switch weapon to try and block very rapidly and the block action getting eaten causing you to get hit by the enemies.
Made chain actions more reliable. Previously there were rare cases where inputs would get missed if very rapid inputs were given.
Fixed an issue where you couldn't switch weapons while aiming with ranged weapons that were out of ammo. Should now always allow switching weapons when out of ammo but block out aiming.
Fixed an issue with Dual Daggers where you could not use charged attacks after a push stab.
Fixed an issue with Cermonial Dagger where blocking inside and outside the block arc had the same stamina consumption. Blocking inside the block arc will now cost less, and out of arc now cost more.
Fixed an issue where area-of-effect damage from projectiles like the charged attack on Sienna's Fireball Staff, wouldn't affect surrounding enemies when it impacted on an armoured or shielded enemy.
Fixed an issue where Dual Swords and Dual Sword and Daggers push attack could chain directly into another push instead of going into block first.
Fixed an issue where Dual Swords and Dual Sword and Dagger push attack could recieve a dead input after the push attack.
Fixed an issue where in certain cases shooting at a door would significantly increase the range of the flamespray of Flamestorm Staff and Drakegun.

Kerillian's Two-Handed Sword - Heavy attacks can now be held indefinitely.
Empire Longbow - Increased accuracy when zoomed in.
Executioner Sword - Slightly increased movement speed for heavy attacks.
Two-Handed Swords - New attack: Push attack is now a heavy cleave from above. Pierces armor.
Two-Handed Swords - Increased attack range of all attacks.
Two-Handed Swords - Heavy attacks now cleave through armored enemies.
Sword & Shield - Increased damage of push stab attack.
Sword & Shield - Increased movement speed of shield slam attack.
Hammer/Mace & Shield - New attack: Push attack is now a downward slam. Pierces armor.
Hammer/Mace & Shield - Increased movement speed of shield slam attack.
Two-handed Hammer - Increased damage multiplier versus Chaos Warriors from 0.75 to 1.1.

Fighting Monsters with melee weapons turned out to be very inefficient and unsatisfying for some weapons. We have increased the damage multiplier versus Monsters for these melee weapons:
Two-handed Hammer - Increased multiplier from 1.5 to 2.5 on light attacks.
Cermonial Dagger - Increased multiplier from 1.0 to 1.5 on all light attacks.
One-handed Sword - Increased multiplier from 1.5 to 2.0 on all slashing light attacks.
Flaming Sword - Increased multiplier from 1.5 to 2.0 on all slashing light attacks.
Sword & Shield - Increased multiplier from 1.5 to 2.0 on all slashing light attacks, 1.5 to 2.25 on stab attack.
Dual Swords - Increased multiplier from 1.0 to 2.0 on all slashing light attacks and heavy attacks.
Sword & Dagger - Increased multiplier from 1.0 to 1.5 on all slashing light attacks.
Rapier - Increased multiplier from 1.0 to 1.5 on all slashing light attacks and charged stab attack.
Flail - Increased multiplier from 1.0 to 1.5 on diagonal attacks.
Elven Spear - Increased multiplier from 1.5 to 2.25 on light attacks, 1.5 to 2.0 on charged stab.
Two-handed Sword for Kerillian - Increased multiplier from 1.5 to 2.0 on charged stab.
Halberds - Increased multiplier from 1.5 to 2.25 on light stab attacks, 1.5 to 2.0 on heavy stab.
Fixed the texture on Bardin's Crossbow "Warrior's Drekmakaz" to not be blurry and low resolution.


Bugfixes

Fixed an issue where buffs such as Zealots "Pleasure from Pain" would be permanently active and stack with further applications.
Fixed many issues involving enemies which would keep attacking players that go invisible during enemy attacks.
Fixed an issue where the "Last wound" visual effect would appear when getting healed while playing a Deed with "Sudden Death".
Fixed hit boxes on Fanatics' right arm to now better fit its mesh shape.
Fixed an issue where vines could become invincible when attacked by Shade Kerillian while under the effect of Infiltrate.
Fixed an issue where ranged weapons with magazines - such as Repeating Handguns and Grudge-Rakers, could get more than the maximum reserve ammo by picking up a cache of Ranger Veteran Bardin's Survivalist Ammunition.
Fixed an issue where the Barrage trait would not always register a successive shot in a series, and therefore not increase the power boost from the trait correctly.
Fixed an issue where explosive barrels picked up and carried by clients wouldn't explode when the fuse burnt out, instead exploding as soon as they where thrown. Exploding barrels will now correctly explode in the hands of a carrying player when the fuse burns out, regardless of being host or client.
Fixed an issue where the "Boon of Shallya" trait incorrectly healed wounds from the player using the Medical Supplies.
Fixed an issue where Raiders and Bulwarks dealt less damage than intended on higher difficulties.
Fixed an issue with the Deed mutator "Harder, Better, Faster, Stronger" - Elites now deal the intended 100% increased damage, not the unintended 300% increased damage.
Fixed an issue with the countdown timer getting stuck on screen when cancelling mathmaking while in the waystone bubble.
Added runed skins to the two Veteran items which didn't have them - the Halberd "The Gilded Glory", and the Repeating Crossbow "The Judge's Mark". When version 1.2.0 is live, all players that have these weapons will be refunded a corresponding Weapon Illusion in their inventory.
Fixed an issue that caused effects that triggered when out of ammo to stay until out of ammo if ammo was regained from a trait on the last shot.
Fixed an issue where pushing just before reviving would prevent you from blocking during the revive.
Fixed an issue where a player could create a ghost member in a lobby by cancelling the joining process before a real connection had been made.
Fixed so that Curse Resistance on allies is correctly displayed when playing as a client.
Fixed issue where Cooldown Reduction wasn't correctly applied to Career Skills when spawning into a level.
Fixed a crash that could happen when a last man standing player went invisible whilst Bödvarr or Skarrik did a defensive attack action.
Properly handle ammo indicators for party members who have buffed max ammo values.
Fixed issues where some text, in some languages, would stretch outside the user interface.
Fixed an issue where auto-aim projectiles sometimes targeted critters - like rats, instead of enemies.
Fixed an issue for Career Skills using a weapon, which affects Waystalker Kerillian, Ranger Veteran Bardin, Bounty Hunter Saltzspyre, and Pyromancer Sienna. These couldn't be activated whilst having something else than a ranged or melee weapon equipped.
Fixed an issue where screen space effects from the Career Skills from Ranger Veteran Bardin, Huntsman Kruber, and Shade Kerillian would get stuck on the screen if another instance of the skill were activated before the duration had run out.
Fixed an issue where players could start sliding backwards until a wall was hit if they got into a catapulted state (for example from a Rat Ogre swipe), and was standing in, or landed at, an upwards incline.
Fixed an issue where it would appear that a player got block broken twice if going into a catapulted state when fighting Bödvarr Ribspreader; once when starting, and once when ending the state.
Fixed a bug where players got undetectable after being grabbed by a Chaos Spawn at the same moment it got killed.
Fixed bug where "Ammo on Headshot" bonuses would not give the correct amount when near full ammo for magazine based weapons (i.e. if the bonus were to yield full ammo it would actually result in one less than full ammo).
Fixed an issue where blood splatters were spawned in the air, away from any hit enemy.
Fixed an issue where an explosive barrel would be dropped on the ground if a player carrying an oil jug were incapacitated (for example by a Gutter Runner or Packmaster).
Fixed a crash when taking damage from venting Overcharge.
Fixed an issue where temporary health could be higher than max health when carrying one or two Grimoires.


Patrols

The patrol code has been almost completely reworked.
There are now three types of patrols. Patrols that walk back & forth, patrols that walk in circles, and patrols that walk a long distance and don't go back.
Patrols will now start patrolling as soon as they spawn, instead of waiting in silence for a duration.
Patrols have been optimized to use less CPU.
Patrols should no longer get stuck in terrain.
Patrols should now make their patrolling sound as long as they are patrolling.
Patrol paths in all levels have been updated to avoid situations where players can't avoid them.


Kerillian

Fixed an issue with Waystalker Kerillian's Talent "Ironfeather Flights" which wouldn't properly restores ammo when a boss was defeated, while playing as client.
Waystalker Kerillian have always had an ability to zoom using her ranged weapons, by using the Weapon Special keybind. This is now shown on Hero Selection as a Career Perk called "Asrai's Vigil".
Fixed an issue with Waystalker Kerillian's Perk "Asrai's Vigil" where the camera snapped back when zooming out.
Elven Shortbows now correctly have two zoom levels, down from three. (No zoom and zoom)
Elven Longbows now correctly have two zoom levels, down from three. (Zoom and increased zoom)
Waystalker Kerillian's Career Skill "Trueflight Volley" will now more reliably seek enemies.
Fixed an issue with Handmaiden Kerillian's Talent "Gift of Ladrielle", where the loss of perception was not refreshed if using the ability with the effect applied. Also added a buff indicator.
Activating Handmaiden Kerillian's Career Skill "Dash" sets her into a dodging state, which makes it easier for her to avoid certain enemy attacks - such as overhead swings.
Activating Shade Kerillian's Career Skill "Infiltrate" sets her into a dodging state, which makes it easier for her to avoid certain enemy attacks - such as overhead swings.


Bardin

Fixed an issue where Ranger Veteran Bardin's Career Skill "Disengage" would not end if he moved too far away from the impact position, when the talent "Ranger's Ambush" was active.
Fixed an issue with Ranger Veteran Bardin's Talent "Master Brewer" where Concentration Potions never spawned from defeated Specials.
Fixed an issue where Ranger Veteran Bardin's Career Skill "Disengage" wouldn't work on low performance systems.
Fixed an issue where Ranger Veteran Bardin's Passive Ability "Scavenger" ammo would sometimes spawn under the ground.
Fixed an issue with Ironbreaker Bardin's Passive Ability "Gromril Armour" to no longer be removed when hit by an attack that does zero damage.


Kruber

Fixed an issue with Foot Knight Kruber's Talent "Glory Hound": Bonus power level is now properly applied when playing as client.
Fixed an issue with Foot Knight Kruber's Career Skill "Valiant Charge", when playing as client, it would not get the correct power level when combined with the talent "Glory Hound". This could cause your charge to hit fewer targets than intended.
Fixed an issue with Huntsman Kruber's Career Skill "Hunter's Prowl". Removed the zooming effect after community feedback. Replaced it with the former Hawk Eye trait (same as Kerillian Waystalkers "Asrai's Vigil" perk) for the duration of the ability.
Fixed an issue with Huntsman Kruber's Career Skill "Hunter's Prowl" where the current magazine were reloaded, instead of reloading the current magazine and giving an additional magazine. This will prevent issues of only being able to fire one shot if activating the ability with a single shot weapon with one ammo left.
Fixed an issue with Huntsman Kruber's Career Skill "Hunter's Prowl" where a reload animation would be played if activating the ability while zooming with a weapon, regardless of needing a reload or not.
Fixed an issue with Huntsman Kruber's Career Skill "Hunter's Prowl" where the "surge" colour grading would become stuck on the screen if the ability was activated, an enemy was hit by an attack, the ability was activated again, and the duration then run out while stealthed.


Sienna

Fixed an issue with Battle Wizard Sienna, where the trail of fire is now more reliably spawned when teleporting up or down ledges, and when teleporting through objects.
Fixed an issue with Battle Wizard Sienna's Passive Ability "Tranquility" to no longer reset the overheat buff when hit by attacks that do zero damage.
Fixed an issue where the Heat Sink trait did not correctly remove movement and attack speed slowdowns on high overcharge if the trait procced and caused the overcharge level to sink below the threshold.
Fixed an issue with Unchained Sienna's Perk "Unstable Strength": When playing as client, you would receive an incorrectly capped power level increase. And when playing as host you would receive double the power level increase.
Fixed an issue with Unchained Sienna's Talent "Dissipate" which wouldn't properly vent overheat while playing as client.
Fixed an issue with Unchained Sienna where, if you took fatal damage while on max overcharge, you would be revived in overcharged state and explode.
Fixed an issue with Unchained Sienna's Talent "Volcanic Body" where max health was not increased while playing as client.
Getting knocked down now vents all overcharge.


Saltzpyre

Fixed an issue with Bounty Hunter Saltzpyre's Career Skill "Locked and Loaded" where the spread of the blunderbuss attack had a too narrow spread. Now it will more reliably be able to blanket a horde, especially with the Buckshot Talent.
Fixed an issue with Bounty Hunter Saltzspyre's Career Skill "Locked and Loaded" which would get delayed if you held, then released the button with a very specific timing.
Fixed an issue with Bounty Hunter Saltzspyre's Career Skill "Locked and Loaded" where it did not zoom out correctly when activating it from an zoomed crossbow.
Fixed an issue with Bounty Hunter Saltzspyre's Career Skill, its animation sometimes played twice if you released the button during its wind-up animation.
Fixed an issue with Bounty Hunter Saltzspyre's Passive Ability "Blessed Shots" which would be reset when killing an enemy with the secondary pistol attack from Saltzpyre's Rapier.
Fixed an issue with the Bounty Hunter Saltzspyre Talent "Prize Bounty", where the initial reload with a crossbow would be very slow.
Fixed an issue with Witch Hunter Captain Saltzpyre, where the passive damage bonus on tagged enemies did not refresh if the target was tagged already.
Fixed an issue with Witch Hunter Captain Saltzpyre's Passive Ability "Witch-Hunt" which was sometimes re-applied when a enemy tag ended.
Fixed an issue with Witch Hunter Captain Saltzpyre's Career Perk "Eternal Guard" where block arcs where unreliable when playing as client.
Fixed an issue with Zealot Saltzpyre's Passive Ability "Fiery Faith", and Talent "Holy Crusader", so the effect can go beyond 5 stacks if you have a trinket with increased health.


Known Issues:

Due to some incompatabilities with the new version the Vermintide Mod Framework is not working at full capacity which could possibly cause instability in other mods that rely on this mod. Mod Options can only be accessed by its direct key shortcut (default F4) and is not visible in the ESC menu.
Slayer talent "Crippling Wounds" currently display 0.2% damage taken increase instead of intended 20%. This is only a display error and the talent functions as intended.
The animations for initiating and cancelling weapon based Career Skills are sped up to the point of looking instantaneous.
The option for UI scaling is kind of broken - be aware.


https://steamcommunity.com/games/552500 ... 6047823930
buenas chicos ya soy nivel 30 con la arquera , en que cofres pueden salir objetos rojos? y en que dificultad si tiene que ser en cualquiera o campeon,leyenda , ya tengo unas dagas rojas de 300 de poder pero no recuerdo en que cofre me salio ,gracias chicos , por cierto los mapas nuevos los probe en la beta y no son gran cosa...
ninio_vks escribió:buenas chicos ya soy nivel 30 con la arquera , en que cofres pueden salir objetos rojos? y en que dificultad si tiene que ser en cualquiera o campeon,leyenda , ya tengo unas dagas rojas de 300 de poder pero no recuerdo en que cofre me salio ,gracias chicos , por cierto los mapas nuevos los probe en la beta y no son gran cosa...


En los cofres que te dan al subir de nivel pueden salirte rojos, aunque con un chance bajísimo.
En Campeón, sólo salen rojos en los cofres de Emperador.
En Leyenda, en cofres de General y Emperador.

A mayor dificultad, mayor chance.

El poder de los objetos no va ligado a los cofres, siempre te va saliendo un poquito más alto hasta que te sale casi todo de 300, indpendientemente del tipo de cofre (de todas formas los rojos siempre salen con poder 300 y con las propiedades al máximo posible).
Como puedo echar a un jugador del grupo? antes de empezar la partida..
Ayer lo estuve jugando yo por primera vez, desde el Geforce Now Beta, y espectacular.

Me parece un juego que no está teniendo el éxito que debería. Ni ralentizaciones, ni cosas raras, y muuuucha gente en pantalla.

Me ha encantado.

Lo de ayer fue el comienzo de una gran amistad xD
oso20 escribió:Ayer lo estuve jugando yo por primera vez, desde el Geforce Now Beta, y espectacular.

Me parece un juego que no está teniendo el éxito que debería. Ni ralentizaciones, ni cosas raras, y muuuucha gente en pantalla.

Me ha encantado.

Lo de ayer fue el comienzo de una gran amistad xD

Hombre, a nivel de ventas ha cumplido de sobra, si no roza ya el millón poco le faltará. Pasa como con su primera parte. Y en cuanto a su comunidad, no es una gran comunidad pero si es más o menos fiel. Yo pienso que si ha tenido éxito en todos los sentidos.

Cierto que es un juego de medio-bajo presupuesto y eso te limita mucho a nivel mediático, pero aún así lo de la saga Vermintide es para estar contentos tanto por ventas como por críticas.
chupakabras escribió:Una duda, creéis que es normal que el juego en extremo y con una gtx 1060 6gb y un i5 6500 me de bajones en algunas zonas de 40 fps??

yo tengo tu misma tarjeta gráfica y voy a 80-90 fps, con 16 de ram y un ryzen 1700
merece la pena el juego base sin dlcs?
rubee3n escribió:merece la pena el juego base sin dlcs?

Si.
Alguien sabe como se consigue el povo brillante rojo?
Eddie11 escribió:
rubee3n escribió:merece la pena el juego base sin dlcs?

Si.

gracias ya lo he pillado, si alguien también es novato que avise
¿No se dijo que iban a poner servers dedicados?

Mira que me gusta, pero tirarte una hora sufriendo para a falta de nada perder la conexión con el anfitrión... :(
buenas, justo estaba buscando un juego cooperativo tipo así y me he acordado de este y veo que la gente lo sigue jugando, lo que no sé apenas nada de el, merece la pena? que es tipo left4 dead de ir pasando pantallas no?
Lo compré en navidades y ya tengo a todos los personajes a nivel 14-15.

Está genial, sólo juego partidas rápidas.

Lo único malo es cuando entras en una partida y están en la fortaleza y no empiezan a jugar, te sales, vuelves a intentar otra partida rápida y te vuelve a meter en la misma partida. Te sales, vuelves a intentarlo y más de lo mismo.

Y ahí es cuando aprovechas para jugar a otra cosa [+risas]
Yo lo estoy jugando ahora con unos amigos y me parece uno de los mejores del género "L4D". Mucho más que la primera parte, que tenía bastantes defectos y parecía a medio terminar. Eso sí, para mí este tipo de juegos con desconocidos no es ni la mitad de la mitad de divertido que con amigos.
Ayer puse el mod aprovado para ser el host en partidas rápidas y madre mía, que gozada.
merece la pena comprarlo por 12 euros o el juego esta muerto?

gracias
mafias escribió:merece la pena comprarlo por 12 euros o el juego esta muerto?

gracias

Lo tienes por 3.5-4e en el hilo de compraventa de aqui
No diría que está muerto
https://steamcharts.com/app/552500
rubee3n escribió:
mafias escribió:merece la pena comprarlo por 12 euros o el juego esta muerto?

gracias

Lo tienes por 3.5-4e en el hilo de compraventa de aqui
No diría que está muerto
https://steamcharts.com/app/552500

gracias compañero.. a que hilo de compraventa te refieres ? no lo veo
Joe, pues estaba muy bien ese precio. Yo lo tengo de salida pero me hubiera interesado para un amigo xD
El dlc que han anunciado sera de pago?
si alguien le da que me agregue Haliax89 que es un coñazo jugar solo con guiris, no tengo mucho nivel porque al no jugar con españoles termine dejandolo
Es una gozada el juego y eso que cuando salió, lo compré en steam y lo devolví porque no me terminó de convencer el tutorial (y estaba mosqueado con Fatshark por otras cosas).

Ahora utilizo un addon permitido en los servidores oficiales para poder ser el host y así ya no me preocupo que el host se pire en las partidas rápidas y te quedes tirado después de jugar la partida para nada.

Sigo jugando en recluta que es lo que más me divierte, con todos los personajes en 17-18 actualmente.
bluebeetle escribió:Nuevo tráiler.




Veremos a ver que tal es
Buenas gente.
Hago este post con la finalidad de encontrar jugadores experimentados para poder pasarnos de una puñetera vez Fortunes of War. Llevo varios días intentándolo con unos amigos y se nos hace complicado porque al no tener matchmaking, si no somos 4 es imposible hacer trys con posibilidades reales de éxito, es por eso que estoy aquí. Buscamos jugadores que estén acostumbrados a jugar en Legend o Legend+, y en resumen que tengan un nivel de entendimiento avanzado de las mecánicas del juego.
Teniendo en cuenta que juego con varios amigos más, decir los personajes que están disponibles es absurdo, pero por si acaso aquí dejo los míos.

Main - Kerillian (bastante obvio)
Alters - Victor y Bardin.

Los otros 2 los tengo a nivel bajo, imposible hacer fortunes con ellos. Por supuesto, estoy dispuesto a jugar con cualquiera de estos 3, puedo adaptarme si es necesario.

Si estáis interesados dadme un toque y mañana os meto en steam. ¡Gracias!
@Gray Fox- si necesitais una Sienna o un Victor contad conmigo ratataaaa
ak4ever escribió:@Gray Fox- si necesitais una Sienna o un Victor contad conmigo ratataaaa

Por supuesto, precisamente Sienna es de lo que menos tenemos XD Envíame tu nombre de Steam y te añado o hazlo tu directamente si prefieres. Busca por Dementia (Mark, Barcelona España).

Un saludo Fuegonasus!
@Gray Fox- Perfecto! Sienna ha sido mi main de siempre, con baculo de rayo o de conflagración según las necesidades del grupo. Lo jugué bastante de salida y aunque hace tiempo que no lo juego me conozco bien las mecánicas y estoy acostumbrado a jugar en leyenda, voy a ir echando alguna partida para desoxidarme XD
641 respuestas
19, 10, 11, 12, 13