Posts by Aqshy

Forum Streamline Icon: https://streamlinehq.com

I believe we have a hotfix coming out in the near future. Getting the console fixes out is the priority at the moment due to the progression issues they’re having.

It should be yes!

Hopefully later today if all goes well! We’re just waiting on the green light in certification!

Read more
Forum Streamline Icon: https://streamlinehq.com

No, no need to purchase her a second time. She should still be there when your progress returns.

Forum Streamline Icon: https://streamlinehq.com

The game won’t start for you, no; you’ll be met with a crash. As of January, you’ll likely have issues with Steam as a platform as well.

Forum Streamline Icon: https://streamlinehq.com

Probably a ticket to our support desk and a penalty for griefing depending how often you do it. :person_shrugging: True Necromancers raise the dead, not help it along.

Forum Streamline Icon: https://streamlinehq.com
V2_Necro_Gameplay_Steam_Cover V2_Necro_Gameplay_Steam_Cover800×450 37.2 KB

Hello there, my name is Karl and I’m one of the designers on the v2 team. My task is to follow up our glorious leader’s post on general necromancer production with some insight into some of the challenges and decisions we made on the gameplay level.

Creating a career starts with a fantasy plucked from the Warhammer universe that we want to translate into our game. Usually the fantasy gives you a hunch about what tools the career possesses, how it is going to play and what role it will fill. The Necromancer deviated slightly from this. We knew that she was going to summon skeletons and throw death magic around. How exactly she was going to play and what role she would fill was a bit more of a uncertainty as player minions as a concept was completely new.

Raised skeletons in Warhammer lore are not known to be the most kill-y unit. They serve as a vanguard to keep their master and their more important units safe. A replenish...

Read more
Forum Streamline Icon: https://streamlinehq.com

I don’t think the Skellies make noise; I believe they refer to the rotbloods; likely for those who need descriptive captioning but aren’t lore-inclined (easier to type than “rotting infection bags of pus and disease”).

Forum Streamline Icon: https://streamlinehq.com

Fatshark Sister wrote these! Hedge wrote the ones prior! :slight_smile:

Read more
Forum Streamline Icon: https://streamlinehq.com

You’ll need to put in a support ticket here: https://support.fatshark.se/hc/en-us/requests/new

Forum Streamline Icon: https://streamlinehq.com

It’s cooking! :slight_smile: All I can say for now.

Forum Streamline Icon: https://streamlinehq.com

Sienna the Necromancer joins the fray! - Check out the Necromancer gameplay trailer here! :point_down:

*Psst, check out the launcher when you boot up the game for an extra special treat!

Read more
Forum Streamline Icon: https://streamlinehq.com

Hey there, it’s been back burner-ed for now as we needed those devs to work on more performance-type things for the main game, but it’s something we have some implementation in place, just a matter of getting it back on the priority list. :slight_smile:

V2_Necro_Design_Steam_Cover V2_Necro_Design_Steam_Cover800×450 386 KB

My name is Joakim and I’m the design director on Warhammer: Vermintide 2. I’ve been a part of Fatshark even longer than Lohner and for 15 years I’ve been working mainly with level creation and design in pretty much all of our games. Earlier this spring I took on the role of leading the design vision and direction of Vermintide 2 - like being the resident mission giver.


Hello darlings,

Now that the long-awaited career for Sienna - the Necromancer - is just around the proverbial Ranaldstrasse corner, I want to look back at the journey leading up to this point and show you some behind the scenes production footage in this dev blog.

But first, if you haven’t read the narrative lore post then go here to get the story.

When the team started exploring what Siennas new career could be, they started with our three general career goals in mind:

  • To create a career that was fun and cool, and that had its own gameplay space in the lineup.
  • To explore s...
Read more
Forum Streamline Icon: https://streamlinehq.com

I appreciate the excitement and totally get it, but right now, I want to just set expectations and not set them too high. As you mentioned, players can feel different ways about different things, so I don’t want to start potential fires where they can be avoided. But speaking of fires, we are looking at Pyro, as well as other career spots. They likely won’t all get addressed, but we’re trying to hit the larger ones.

Forum Streamline Icon: https://streamlinehq.com

So this has to do with, from my understanding, the token needing to be refreshed. Right now, we’ll need a patch to fix it, so we’re refreshing the token manually until we roll out that fix.

Forum Streamline Icon: https://streamlinehq.com

Answered previously here! Reddit - Dive into anything

Regarding OP, our last “big balance beta” was around three years ago. Which is a long time, to be fair, I know. We’ve had minor balance passes here and there on a per weapon/career/ability/ad hoc basis. There will not be a balance patch arriving with Necromancer. We would like to do one for Q4 for this year (still nailing down feasibility; will make an attempt to keep everyone updated if this changes), and we’re making a hit list of what we’d like to address, but I’m not sure of the extent of this pass just quite yet.

We’ve just gone through years worth of feedback, though, and have a punch list if it’s to pass.

Read more
Forum Streamline Icon: https://streamlinehq.com

I can answer maybe two of these, the rest I’d need to ask our lore masters. :slight_smile:

  • Has Bardin been dyeing his hair? I was surprised by the grey beard when OE released. From my understanding, it’s stress. Since the careers aren’t something they switch between day-to-day canonically, he’s not suddenly grey one day and auburn the next (or is he?). Or maybe he’s just been eating the paintbrush pigment.
  • Is the finale of Righteous Stand divine intervention by Sigmar? I believe it is, yes.
Read more
Forum Streamline Icon: https://streamlinehq.com

Not sure I would call this exactly a development blog :sweat_smile:

Give it time; we have more “development” type blogs in the pipeline for you. :slight_smile:

Forum Streamline Icon: https://streamlinehq.com

Let me check on that one; we just locked down the extraneous patch notes (stuff that doesn’t involve Necromancer) yesterday.

Forum Streamline Icon: https://streamlinehq.com
V2_Necro_Lore_169 V2_Necro_Lore_1691920×1080 137 KB

The Ubersreik Five have been through some stuff haven’t they? Confounding the evil machinations of the Skaven at Ubersreik (even if they couldn’t quite save the city in the process). Then thwarting the Pactsworn alliance in the depths of Helmgart (again, a bit late to actually save the city, but who’s quibbling?). Little did they know that these weren’t isolated invasions of the kind the Empire has endured since its founding, but harbingers of a new and terrible age: the End Times, when the laughter of the dark gods finally swallows the world.

The Five have known for a while that something isn’t right, of course. Tzeentch, the Chaos God of Change, has been dabbling away with the causality of the mortal world, tangling fate and destiny into new designs for no other reason than because he can.


Divine Interventions

This isn’t to say that our bold Five have drawn the attention of the Chaos Gods … well, perhaps the odd curious eyeball from time to time...

Read more
Forum Streamline Icon: https://streamlinehq.com

As far as I know it’s one of those “it’s not a bug, it’s a feature!” things. I can bring it up to the team, but I suspect it might require a pretty hefty overhaul for how our enemy AI paths and how the slot system functions.

Edit: A word