Vermintide releases Death on the Reik DLC, patch 1.10 out

The sequel to Vermintide is due next year, but Fatshark still have a piece of DLC in them for the first game. ‘Death on the Reik’ is available today, and for those who pre-ordered Vermintide 2, it’s automatically unlocked in-game.

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I know this, because it’s written in big capital letters no fewer than three times throughout the post on Vermintide’s Steam community hub. Hopefully everybody should be able to spot that.

Death on the Reik otherwise costs $7.00 USD and adds a pair of new maps to the game (Reikwald Forest and River Reik). Your trip to the Reik is in an effort to chase down one of the Innkeeper’s men, who has stolen some dangerous books. It’s probably best if the Skaven don’t get hold of those, so you’ll need to get to the Dawnrunner barge, capture the thief, and destroy those tomes.

In addition, Vermintide has been patched to version 1.10. After the trailer, you’ll find the notes for both DLC and patch.

New Features

Two NEW adventure maps – Reikwald Forest and River Reik
One new weapon available to roll for in Ranald’s Bones for the Bright Wizard: Sienna Fuegonasus
All new DLC achievements

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
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 Bow: Reduced max ammo count from 24 to 20
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 46
Longbow: Reduced max penetrations from 3 to 2
Longbow: Increased max penetrations of light shot from 1 to 2

Shortbow: Increased max penetrations of charged shot from 1 to 2

Dual Wield Daggers: Increased exotic unarmored damage from 3 to 3.5
Dual Wield Daggers: Added 2.5x Headshot multiplier to heavy attack

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

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


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