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Official Vermintide Public Test VerminTest
GROUPE STEAM
Official Vermintide Public Test VerminTest
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3 novembre 2015
À PROPOS DE Official Vermintide Public Test

Vermintide Public Test Group

As part of our ongoing effort to continue expanding & improving Vermintide, we'd like to invite you to participate in our Public Test enviroment!


Why are we doing this?
1. We need your feedback.
Without our community and our players we would not be where we are today. This is your game as much as it is ours, and we want to include you in the future of it.

2. There are some things we just can't test alone.
We are not a massive studio with unlimited resources. We're a small, independent developer that loves making fantastic games. Despite having our own in-house Quality Assurance team and working with external testing partners, it is impossible for us to cover everything without your help.


If you'd like to opt in to the latest Public Test version, please follow these steps:
To opt in:
1. Right-click Vermintide in your Steam Library
2. Click on Properties
3. Click on Betas
4. In the drop-down menu, select the branch named "publictest"
5. Download and play!


Thank you for helping make Vermintide even better!

Official Vermintide Website[www.vermintide.com]
Official Vermintide Wiki[vermintide.gamepedia.com]
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1.10 - Death on the Reik - BETA PHASE TWO
Heroes!

Welcome to Phase 2 of the 1.10 Beta.

In order to get access to the beta build, you will need to sign up to the branch:

1. Right-click Vermintide in your Steam Library
2. Click on Properties
3. Click on Betas
4a. Enter the Password: Hof73cG265xa
4b. In the drop-down menu, select the branch named "reikwald_beta"
5. Download and play! (around 5gb)

We REALLY WANT YOUR FEEDBACK so be sure to complete the following survey: https://docs.google.com/forms/d/e/1FAIpQLSdynJ4N5IUTUWEUFtvDcZcO79elrK6s-JpSCFohTP_2vLcivw/viewform?usp=sf_link

You're also welcome to join the Fatshark Discord Channel and drop your feedback in to the Beta Feedback channel: https://discord.gg/Zkm7CJK

Else, feel free to provide your thoughts here in the Public Test Forums.

Here is the changelog for Phase 2:

Fixes & Tweaks
  • Heaps of fixes on the beta map
Balance
  • Explosive Ordinance: Reduced radius decrease from 40/50/60% to 20/30/40%
  • Berserking: Attacks are now uninterruptible for buff duration
  • Killing Blow: Now requires the attack to deal damage to the target to trigger
  • Trueflight Longbow: Increased ammo capacity from 15 to 20
  • Longbow: Increased ammo capacity from 36 to 46
  • Longbow: Increased max penetrations of light shot from 1 to 2
  • Longbow: Increased max penetrations of charged shot from 2 to 3
  • Shortbow: Increased max penetrations of charged shot from 1 to 2
  • Dual Wield Daggers: Added 2.5x Headshot multiplier to heavy attack
  • Falchion: Reverted attack speed to previous levels
  • Pick: Increased attack range of light attack and heavy attacks
  • Pick: Increased attack speed of light attacks slightly
  • Pick: Reduced charge time needed to trigger super heavy charge attack
  • 2h Axe: Increased attack speed of light attacks
  • 2h Axe: Increased attack range of light and heavy attacks
  • 2h Hammer: Increased attack range of light attacks
  • 2h Sword: Increased attack range of light and heavy attacks
  • Glaive: Increased attack range of heavy attacks

1.10 - Death on the Reik - EARLY BETA - LIVE
Heroes!

It's time to test! Today we've released a very much beta build of the Death on the Reik DLC - you can view the change log below. Remember, this is a BETA, so things are subject to change prior to release and your feedback could be instrumental in that.

In order to get access to the beta build, you will need to sign up to the branch:

1. Right-click Vermintide in your Steam Library
2. Click on Properties
3. Click on Betas
4a. Enter the Password: Hof73cG265xa
4b. In the drop-down menu, select the branch named "reikwald_beta"
5. Download and play! (around 5gb)

We REALLY WANT YOUR FEEDBACK so be sure to complete the following survey: https://docs.google.com/forms/d/e/1FAIpQLSdynJ4N5IUTUWEUFtvDcZcO79elrK6s-JpSCFohTP_2vLcivw/viewform?usp=sf_link

You're also welcome to join the Fatshark Discord Channel and drop your feedback in to the Beta Feedback channel: https://discord.gg/Zkm7CJK

Else, feel free to provide your thoughts here in the Public Test Forums.

Fixes & Tweaks
  • Cursed Rune: Corrected a location where items spawned partially embedded in map decoration
  • Cursed Rune: Fixed location where the player character could hang from a ledge out of reach from team mates
  • Cursed Rune: Fixed a small hole in the geometry seen after the finale
  • Cursed Rune: Fixed location early in the level where rats climb out of solid ground. 
  • The Enemy Below: Fixed a small hole in the geometry, above the first grimoire location
  • Engines of War: Removed collision from a section of the cave prior to the Skaven encampment that should not have had collision
  • Engines of War: Fixed spot by the second grimoire where Skaven appeared through walls
  • Garden of Morr: Fixed floating tree at the entrance of the cemetary 
  • Garden of Morr: Fixed uneven geometry on a tomb steps when looking for the source of the poison
  • Garden of Morr: Fixed a small hole in the geometry right beside the huge intentional hole as you begin the escape event
  • Supply and Demand: Fixed small hole in the geometry
  • Trial of the Foolhardy: Players should no longer be insta-stomped by a special when traversing the portals. 
  • White Rat: Improved network sync of the bell strikes. Hosts and clients should see the visuals more or less at the same time now.
  • Wizard's Tower: Removed a jump that allowed you to meddle with the bridge illusion
  • Fixed a couple of cases where enemies (mainly the Gutter Runner) would die when staggered whilst mid-air
  • Fixed a case of Gutter Runners killing themselves by launching in to walls
  • Fixed a case where enemies (Rat Ogre in particular) could phase through the geometry when staggered
  • Fixed so that blood no longer fades instantly when spectating
  • Fixed case where enemies falling out of the world would not give progress to contracts.
  • Fixed crashes that could occur if client disconnected while being pulled up or while pulling up from ledge
  • Completely overhauled bot jump code to reduce the number of failed jumps resulting in bots needing to be pulled up from ledge
  • Fixed an issue that could cause bots from getting stuck in a loop of instantly falling off the ledge after getting helped up
  • Fixed issue causing environmental effects on snow levels to not work on bot characters for clients
  • Fixed animation bug making the made Kerillian play third person crouch animations after wielding a glaive while aiming a bow
  • Fixed so that when hot-joining a match, you'll no longer be prompted to interact with nearby 'single use' environment objectives that have already been used (think levers, switches, etc)
  • Fixed some cases where enemy path-finding would fail
  • Fixed it so that the it no longer shows "left button **" for unbound keys in the keybinding options menu
  • Fixed Gutter Runner destroying doors from too far away.
  • Made some improvements to Gutter Runner pathing when there are no available targets
Balance
  • Haste: Changed, now causes reloads not to consume ammo for the duration instead of shots not consuming ammo.
  • Quick Foot: Reduced movement speed bonus from 4/8/12% to 4/6/8%
  • Grenadier: Reduced proc chance from 20/30/40% to 20/25/30%
  • Hawkeye: Reduced multiplier bonus from +2 to +1
  • Trueflight Bow: Reduced max ammo count from 24 to 15
  • Trueflight Bow: Reduced headshot multiplier from 4 to 3
  • Longbow: Increased exotic charged shot damage versus unarmored from 8 to 10
  • Longbow: Reduced ammo count from 54 to 36
  • Longbow: Reduced max penetrations from 3 to 2
  • Dual Wield Daggers: Increased exotic unarmored damage from 3 to 3.5
  • Handgun: Reduced reload speed from 2.5 to 2 seconds
  • Handgun: Increased damage versus resistant to 26/31/36
  • Flaming Sword: Increased light stab dot damage
  • Flaming Sword: Increased heavy attack dot damage
  • Falchion: Slightly reduced attack speed
  • Falchion: Reduced attack range by 20%
  • Ratling Gunner: Increased health to match Stormvermin
  • Ratling Gunner: Increased stagger resistance while firing gun
Known Issues
  • VFX planes clearly visible and distorted
  • Missing audio when wooden barricade breaks down at barrel event
  • Very very dark suddenly during the "rush through camp" event in the middle
  • Two UI markers will be shown when picking up barrel on end event
  • Bots not able to save player if ledge hanging at the tip of the branch at grimoire location
  • Skaven can run through the blockade on Reikwald Forest before the barrel has been placed
  • Invisible blocker on Reikwald forest where enemies can walk
  • Player can jump outside level bounds at the open area before the drop down
  • Can see outside level at the ammo crate after fence
  • Possible to get outside of level bounds after fence by slide jumping up on the rocks
  • Possible to jump up on some rocks and get outside level bounds near fence and vista
  • Player can jump up and outside level bounds after the hollow tree trunk
  • Possible to go outside level bounds near beginning of level
  • Very noticeable invisible wall
  • Angular looking waterfall a bit before getting into the burning town
  • No backside to rock on side path near beginning of level
  • Culling issue with burning wooden prop near end of Reikwald Forest
  • Did not unlock nightmare on "Reikwald Forest" level after completing Hard difficulty

24 commentaires
[Fatshark]LiVam 👽 21 janv. 2016 à 9h47 
I've disabled adding of comments here as there is no good way to reply to them. Please create a thread in the discussion boards with any issues or feedback instead:
http://gtm.steamproxy.vip/groups/vermintest/discussions
Perceiveall 20 janv. 2016 à 21h41 
- Significant pathing problems with the Rats on Engines of War. After the finale, in the lane where you leave the camp there were maybe 20 rats that walked right past us into the event. The ignored us. We could hit them, and kill them. I've never seen that behavior before.

- Rats are standing off at a much further distance than before when trying to encircle you. Sometimes so far that the simply do not move. This happened many times.

- I experienced loss of 3rd page shrine progress (trait value rerolling) on my Empire Solider 2H Hammer, and my dwarf 1H and 2H hammers to the tune of ~120 orange scrap. It just reset the values to the original values. I only played in between, I did not restart the program. I have restarted since and the current rerolls seem to stick.

Otherwise it looks good!
Perceiveall 20 janv. 2016 à 21h41 
All of this is reported from Cataclysm games only.

- There are invisible rats that randomly appeared on Black Powder and Engines of War (during the barrel event)

- I crashed on entering a game the very first time I attempted to after downloading the 1.1.5

- Globe Rats are Nutzo now! They instantly appear and instantly globe you down with nearly 100% accuracy. With the team I played with someone was ALWAYS hit. There was no way to even, lots of short range throws.

- Engines of War Finale now has special rats walking through the cellar door to devastating effect (i.e. Globe rat walks in and bombs the whole place). Pretty much insta wipe if the team does not have the trinket on a few people.

[Fatshark]LiVam 👽 20 janv. 2016 à 2h31 
Patch 1.1.5 Deployed to Public Test!
Mema 19 janv. 2016 à 10h07 
We are waiting for a new patch:)
Stainless Steel Rat 19 janv. 2016 à 6h09 
Did your testing early on after launch. You know the period when you installed the test 8.9GB, all earned gear gone, reinstalled Public account--> re-download 24GB, all reset to :zero: again, gear gone again did that 3 times. In an effort to better this game.

I am happy test new builds but not at the expense of previous assorted gear.
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