Fatshark have released a new patch for Warhammer: Vermintide 2 which improves the visuals if you are playing on one of those swanky new PlayStation 5 consoles. Improvements include:. Fixed crash that would happen when a client tries to lift an AI unit with the Lifestaff that has already been despawned on the server.
Fixed a crash that could occur if a terror event was spawned as a level was being unloaded. Fixed crash caused when SotT gets despawned dies or leave the game before a placed Thorn Wall expires.
Fixed Javelin automatically issuing a light attack after a charged attack if player has high attack speed. Saltzpyre should no longer get stuck in aiming third person after shooting with the crossbow. Fixed an issue where Bardin's 'Throwing Axes' could accidentally show the third person axes in first person. Fixed an animation issue when Kerillian was sidestepping with the 'Spear'.
Fixed Kruber's Halberds heavy stab attack's damage window to be more accurate to the animation. Camera movements during Saltzpyre's Bill Hook attacks are now a bit less extreme. Camera movements during Kerillian's Javelin melee attacks are now a bit less extreme.
Bolt of Change should no longer start triggering when players are still in the 'safe zone'. Fixed barrels disappearing into the player inventory when the 'Pockets Full of Bombs' potion activates. Added a 4s delay after triggering a Chests of Trials to allow players to read the trial name. Fixed upgraded weapons being put in the wrong slot when holding a non-weapon whilst interacting with the upgrade reliquary.
Map voting now favours majority voting instead of weighted anarchy coin flip on a draw. Fixed an issue where a black screen would be displayed when going to the shrine while having the in-game menu open. Added text to the Shrine interface to inform users that purchases require a 'hold' action.
The Citadel of Eternity - Fixed an issue where players could get knocked through the floor and survive, resulting in them remaining stuck for the remainder of the level. The Citadel of Eternity - Moved some pick ups that were stuck in geometry or floating above it. The Citadel of Eternity - Fixed an issue players with a dash could dash through a stairway. Count Mordrek's Fortress - Fixed a bunch of spots where players could get stuck. Count Mordrek's Fortress - Fixed some out of bounds areas.
Count Mordrek's Fortress - Fixed an issue where players could respawn behind the arena entrance. Count Mordrek's Fortress - Fixed some some enemy spawns which spat out dead Skaven. The Forbidden Trail - Fixed some enemy spawners that spawned corpses. Grimblood's Stronghold - Fixed a boss spawner that could spit out a dead Rat Ogre. Holseher's Tower - Fixed various places where players could get stuck. The Lost City of Marakza - Moved some pick ups that were stuck in geometry or floating above it.
The Lost City of Marakza - Fixed a spot where bots would get stuck. The Lost City of Marakza - Fixed various places where players could get stuck. Pinnacle of Nightmares - Fixed various places where players could get stuck. Pinnacle of Nightmares - Fixed some enemy spawners that spawned corpses. Slaughter Bay - Fixed various places where players could get stuck. Heroes, Patch 4. Added rumble to gamepads for PC players.
Now collision damage is just a calculation using collision power and not adding the flat Charge Bonus, this essentially means charging into braced Infantry will result in much lower damage on impact than unbraced Infantry.
These two changes reinforce our intentions of how Cavalry and Infantry should interact:. Cavalry should be favoured in fights against counter-charging Infantry — of course, the relative strengths of the units will still be important. Braced Infantry should receive less damage than counter-charging Infantry, so there is a benefit to bracing Infantry against Cavalry.
Now for the gritty details. First, some terminology and calculation specifics:. Collision damage : the amount of damage dealt when a large entity collides with a small entity. The normaliser and modifier are factors that are used to modify the output of collision power into collision damage. Collision power : This represents the momentum difference between entities. Bracing : when infantry is standing still and facing the enemy, they will get a bracing multiplier to their mass.
A braced entity can have significantly improved mass, reducing the collision power and damage considerably. Knockdown getting up delay : the game has a random delay for how long entities will stay on the ground before getting up following a knockdown. The changes themselves are as follows:.
The check for entities in front of others before charging means that infantry units get fewer charge attacks in when counter-charging.
We have tweaked the collision damage calculation formula to have a bigger delta for possible damage difference in range of damage output and increased the amount of damage per collision power. However, charge bonus is no longer added into the collision power as this was reducing the impact of bracing on collision power. The largest change should be seen with Heavy Cavalry that have relatively small charge bonuses. Collision damage normaliser has increased from 0. The knockdown getting up random delays have been increased as cavalry would often not have a window to disengage cleanly as infantry would get up inside the cavalry unit and disrupt disengaging when cycle charging.
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