VT2 Intervention Systems + Other Relevant Systems
I have been working on this for a bit over 4 months… I got a bit overboard with it… have fun!
One of the lesser known mechanics in Vermintide 2 are the various functions designed to punish players for “less than desirable” behavior. This includes running ahead of the team, going out of bounds, or running through the map without killing enemies. There are three main functions used to deter/punish players for these actions including Rush Intervention, Navmesh Intervention, and Speedrunning Intervention. First I will explain systems that relate to the Invention Systems and then explain the different intervention systems. This post has gotten quite out of hand from what I was originally planning…
Threat value is a value that determines how many active enemies there are and how much of a threat they are to a player. Active enemies generally include patrols when they are in combat, Blightstormer’s Vortexes, any alerted enemies and any horde enemies. Enemies are general deactivated when they can’t find a target (doesn’t apply to horde enemies) and when an enemy is killed.
If your threat level is high enough no horde will be spawned until it is below the requirement. Which is:
- Recruit: 40
- Veteran: 50
- Champion/Legend: 60
|Raider, Clanrat with Shield||2|
|Bulwark (Radier with Shield)||4|
|Savage, Mauler, Plague Monk, Stormvermin||5|
|Lifeleech, Gutter Runner, Packmaster, Poison Wind Globadier, Ratling Gunner, Stormvermin with Shield, Warpfire Thrower, Burblespue Halescourge, Rasknitt||8|
|Blightstormer, Blightstormer’s Vortex||10|
|Chaos Warrior, Bödvarr Ribspreader||12|
|Gatekeeper Naglfahr (not sure about this one, I believe it is first phase/second phase)||12/32|
|Rat Ogre, Stormfiend, Spawn of Chaos, Bile Troll, Skarrik Spinemanglr, Deathrattler||32|
Intensity is a value applied to each player. It is used for going into different pacing states and functions of those states. Intensity is added when you take damage, when you are disabled (pounced) by a gutter runner, if you are downed, when you kill an enemy.
Intensity decays at a rate of:
- Recruit: 2 per second
- Veteran/Champion: 3 per second
- Legend: 4 per second
The decay also has a delay of 3 seconds.
The equations for each of these will not let intensity go above 100, which is the max intensity.
Damage Add Intensity: (only triggered for host and his health (for some reason))
Intensity Added Per Difficulty:
- Recruit: 1
- Veteran: 1.5
- Champion: 1
- Legend: 0.5
Adds (Percent of total heath lost) * (intensity added per difficulty) * 100
Downed Add Intensity:
Adds 50 intensity.
Pounced Add Intensity:
Adds 10 intensity.
Killed Enemy Add Intensity: (only triggered on host)
Adds 1 / ( the distance between the player and the killed enemy) * 1. Unless if the distance between is 0, 1 is added.
Is the sum of all alive players intensity, divided by the number of alive players.
Peak Intensity Thresholds
Values set to define if you have high intensity
- Recruit: Above 45 total intensity
- Veteran: Above 50 total intensity
- Champion: Above 55 total intensity
- Legend: Above 70 total intensity
I talk a lot about distance in the following sections, so for a point of reference, distance 10 is the distance at which potions can be shared via the “Proxy” trait, or the default distance at which an Ironbreaker can aggro enemies with his ultimate.
Main Path Distance
The Main Path can be thought of as a line that goes through the level. The Main Path is used as a reference point to determine how far the player has traveled through the map. To calculate how far the player has traveled, the nearest point on the Main Path to the player is found. The distance along the Main Path from this point to the beginning of the map is the Main Path Distance. This value is used to determine the target for Rush Intervention, Speedrunning Intervention and other spawning functions which will be explained later.
The area at the start of the map before you meet any enemies
Pacing is the system that controls specials pacing, hordes and roaming enemies.
There is not much info about roaming enemies I can find easily so I’ll leave that information out for now. If I find more later on I’ll update this post.
Time between hordes per difficulty:
- Recruit: 70-150 seconds
- Veteran: 60-110 seconds
- Champion/Legend: 50-100 seconds
There is a chance that they may be between 15-45 seconds or 120-180 seconds regardless of the current difficulty, I haven’t been able to find where it changes to these settings as of yet.
The horde will be delayed if the threat value is above a threshold. For each difficulty these are:
- Recruit: 40 threat value
- Veteran: 50 threat value
- Champion/Legend: 60 threat value
If there are more than 60 enemies currently alive. Then the horde will be delayed by 5 seconds.
There will be most likely 3 waves of enemies in every horde, unless you are on Recruit, then if you are in a chaos section, there will be 2 waves.
The frequency of these waves is determined from difficulty:
- Recruit: 10-15 seconds
- Veteran: 8-13 seconds
- Champion: 8-12 seconds
- Legend: 7-10 seconds #####Mini Patrols If Pacing is in Pacing Build Up, mini patrols can spawn. It checks if it can spawn any every 2 seconds. They will only spawn while you are within 1 – 15 total intensity.
If it successfully spawns a mini patrol. It will trigger again in 5 seconds.
It can spawn a Mini Patrol and a Chaos Mini Patrol.
Mini Patrol: 3-4 Clan Rats or2-3 Clan Rats with Shield or 2-3 Clan Rats and a Stormvermin
Chaos Mini Patrol: 2-3 Raiders
There are four states that Pacing can be in.
In this state, no hordes or specials will spawn, only roaming enemies.
There are three ways the Pacing can also advance into Pacing Build Up. You have a random duration. This duration is dependent on your difficulty.
Generally the duration will be in between these seconds:
- Recruit: 50-70 seconds
- Veteran/Champion: 35-45 seconds
- Legend: 25-seconds
There is a chance that they may be between 15-25 seconds or 25-35 seconds regardless of the current difficulty, I haven’t been able to find where it changes to these settings as of yet.
It will also advance if total intensity is 0.
It will also advance if you a rushing. How it determines if you are rushing is it sequentially picks each player, and records you main path distance every second. It also sets a start main path distance from when you first entered Pacing Relax. If the distance between that starting distance and you’re current main path distance is greater than 70, Pacing will advance into Pacing Build Up.
Pacing Build Up
In this state, hordes, specials and roaming enemies can spawn.
Pacing will advance into Pacing Sustain Peak if the total intensity is above the Peak Intensity Threshold.
Pacing Sustain Peak
In this state, hordes, specials and roaming enemies can spawn.
Pacing will go into Pacing Peak Fade generally after 3-5 seconds. But again there is a chance that is may be between 5-10 seconds. When it does this, again, I haven’t been able to find where it changes to these settings as of yet.
Pacing Peak Fade
In this state, no hordes or specials will spawn, only roaming enemies.
Pacing will advance into Pacing Relax. The Total Intensity has to be below a threshold. This threshold is generally, 32.5 Total Intensity. But there is a chance it will be 75 Total Intensity. Again I haven’t been able to find where it changes to these settings as of yet.
Specials Pacing is the system that controls special spawns outside of events. It is disabled until you exit the safe zone. Specials pacing can be disabled in events, and when Pacing is disabled, Specials Pacing is also disabled. Specials Pacing is also disabled when Pacing are in Pacing Sustain Peak and Pacing Peak Fade states which are only active while you have high intensity.
The game delays the spawning of specials after some things take place. There is 2-4 special slots that can be queued up to spawn specials. There are two delays with delay spawning; there is the delay, and the unit delay. The unit delay is a delay that is added to each consecutive special.
For example, the unit delay is 5 and delay is 30. The first special will have a total delay of 30 + 5 * 1 = 35 seconds, the second special will a total delay of 30 + 5 * 2 = 40 seconds, etc.
Once Pacing goes from a Pacing Peak Fade to Pacing Relax, specials will have a delay of 10 seconds and a unit delay of 5-10 seconds.
Once Specials Pacing is enabled, after being previously disabled through events, specials will have a delay of 20 – 30 seconds and a unit delay of 8 -16 seconds.
Once Burblespue Halescourge, Bödvarr Ribspreader, Rasknitt are killed, specials will have a delay of 120 seconds and a unit delay of 20 seconds.
Once Gatekeeper Naglfahr is killed, specials will have a delay of 40 seconds and a unit delay of 20 seconds. Once Skarrik Spinemanglr is killed, specials will have a delay of 160 seconds and a unit delay of 20 seconds.
I suggest you have a look at Grimalackt’s post about Terror Events if you want to know more about them, and where Terror Event disable Specials Pacing.
Intervention Special Spawning
There is a function that all three intervention systems use to find a location to spawn specials. This function will first try to find a position that is hidden from the selected player. If unsuccessful, the function will attempt to find a hidden spawner. If it fails, it will find a random position around the selected player with a radius of 30. If the function is still unsuccessful, it will not spawn anything.
There is also separate functions for each type of intervention, but I will explain them below in my in-depth analysis of each system.
Medium: 35 – 40 Skavenslaves
Large: 50 -55 Skavenslaves
Chaos Medium: 20 Fanatics or 3-4 Raiders and 15 – 20 Fanatics
Chaos Large: 25 – 30 Fanatics or 5-6 Raiders and 20-25 Fanatics
Rush Intervention is a mechanic that punishes a player for rushing ahead of the team. It is only triggered for the player which is the “ahead player” and spawns specials and hordes if a player is sufficiently far away from other players. If a single player is alive, or the group hasn’t progressed more than 50 main path distance from the start of the map, Rush Intervention is disabled.
Each alive player is assigned a loneliness value. To determine the loneliness value for a specific player, the distance from that player to all others (eg. player A to player B, player A to player C, etc) are added up into a cumulative sum. This cumulative sum is divided by the number of players present to determine the loneliness value. This represents the average distance from the player to all others. This is done for each alive player. Bots are also treated as players (the distance of the player to any bots contributes to their loneliness value). The player with the highest loneliness value will be the target of Rush Intervention.
To trigger Rush Intervention, the loneliest player has to have a value above 30 (that player has to be further than 30 average distance away from all players). If this loneliest player is disabled, such as being grabbed by a Packmaster, or if special pacing is disabled, this mechanic will be disabled.
When Rush Intervention is called, this is where the intervention special spawning function occurs. The specials that can spawn are Packmaster, Gutter Runner, Lifeleech and Ratling Gunner, depending on the current special settings. Everytime a player triggers rush intervention, there is a 25% chance to get a horde as well as a special. This horde is a medium horde on Recruit/Veteran and a large horde on Champion/Legend. After triggering Rush Intervention, a player cannot trigger Rush Intervention for another 20 – 30 seconds, 30 – 40 seconds if you get a horde, depending on the map. A player cannot trigger Rush Intervention again until they move a further main path 30 distance in the map. You then cannot get another special or horde until another 20 or 30 seconds (+ 10 if you get a horde). You also can’t get another rush intervention for 30 main path distance.
Speedrunning Intervention is a system to punish players for speedrunning and not killing enemies. From the way this system is made it suggest that the goal is to punish a group of speedrunners not a singular speedrunner. Which is fine, but the odd chance that some idiot starts speedrunning, they might trigger speedrunning intervention which punishes him, but can punish the rest of the players as speedrunning intervention can spawn some enemies near the behind player. It does this by having it only activated once you exceed a certain threat level:
- Recruit: 40 threat level
- Veteran: 50 threat level
- Champion/Legend: 60 threat level
It will also only enabled for 30 seconds. It will also disable before the 30 seconds if you are above the Peak Intensity Threshold. Though if Pacing is in Pacing Peak Fade, Speedrunning Intervention will continue for the remaining seconds. It will also be disabled if specials pacing or pacing is disabled.
The system checks every 2.5 seconds. If you have travelled more than 40 main path distance since the last successful check, you trigger Speedrunning Intervention. If triggered the checks then are every 10 seconds. If there is a captured player(s)/bot(s) are in front of you in terms of main path distance, Speedrunning Intervention will be temporarily disabled until your main path distance is ahead of the main path distance of the captured player(s)/bot(s) or you rescue them.
There is a 25% chance a group of enemies will spawn or a 75% chance a special will spawn.
The group of enemies can have a few different combinations. You only have one type of breed of enemy spawn and have a random amount of those enemies. Here’s a list of those enemies and in brackets the amount of those enemies can spawn.
- Plague Monks (2-3)
- Savages (2-3)
- Raiders (5-8)
- Maulers (2-3)
It will try and spawn the group in a hidden spot, in a spot that is 20 distance from the ahead player. If failed it will try to spawn the group from a hidden spot that is 20 distance from the behind player. If failed again, it will add an additional 20 distance to the calculations and try again. It will then find a random combination to spawn these enemies up to 8 times (which may mean some enemies may not spawn).
Regardless of if the enemies spawned or not there is 8 to 12 seconds until Speedrunning Intervention is triggered again.
The specials will not spawn if specials pacing is disabled. The specials that can spawn are Packmaster, Gutter Runner, Lifeleech and Ratling Gunner, depending on the current special settings. Then the special spawning intervention function will try to spawn a special. If successful you the delay time between each time Speedrunning Intervention can be triggered again is dependent on how far you are in the map:
- If you are 79 or less main path distance through the map, there is a 15 to 30 seconds until speedrunning intervention can be triggered again.
- If you are 80 to 159 main path distance through the map, there is 12 to 24 seconds until speedrunning intervention can be triggered again.
- If you are 160 to 139 main path distance through the map, there is 8 to 18 seconds until speedrunning intervention can be triggered again.
- If you are 319 to more main path distance through the map, there is 5 to 12 seconds until speedrunning intervention can be triggered again.
If unsuccessful it can trigger again in 5 seconds.
Side Note: There is a misconception about CPU overload “making the game easier” and therefore speedrunning “makes the game easier”. I’d like to point people towards this comment from Robin explaining why the characteristics of CPU overload happen:
Outside Navmesh Intervention
Outside Navmesh Intervention is a system that punish players for being out of bounds, it only applies to one player outside of navmesh. The navmesh is geometry which defines where the AI can and cannot path and how they will move. Navmesh Intervention seems to be disabled as default but I have had reports of similar behaviour when you are outside navmesh. Navmesh Intervention is only enabled if someone outside of the navmesh has aggro of a boss, 1+ specials or 5+ other enemies. Once it is enabled it checks your current position and compares it to known navmesh positions. If you are on a ladder, this method gives false positives so it checks if you are on a ladder and discards that positive.The central point being the bottom of your character, it checks if there is navmesh up to 1.5 distance above the central point, up to 7.5 distance below the central point and up to 1 distance horizontally from the central point. If it doesn’t find a navmesh position you have a small 5 second timer to go back into navmesh to avoid triggering Navmesh Intervention. If you are still outside navmesh for 5 seconds, the system will use the Intervention Special Spawning function to find an appropriate spot to spawn a special. The specials that can be spawned are Ratlings, Globadiers and Warpfire Throwers. If a special did spawn Outside Navmesh Intervention can’t trigger for another 10 seconds. If a special didn’t spawn it will continue to try find a position it can spawn until you go back into navmesh or on a ladder.
I have created an Intervention QoL Mod that displays all the information needed without giving too much away, so it could possibly be sanctioned. It displays the lonlinese value of each of the players and bots, it indicates when an intervention is triggered, and has invention timers for how long until that intervention can be triggered again. It’s fully customizable and compatible with UI Tweaks and Numerical UI.
The loneliness values will work off host, but the intervention indicator and timers will not work unless the host also has the mod. I also plan to add the specific specials that can spawn when each intervention is triggered in some sort of UI. But unfortunately I’ve been busy and haven’t gotten around to finishing it, so look for it on the Steam Workshop.
Source: Original link
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