Patch Notes for Remnant 2 covers information on content updates, bug fixes, performance improvements, and other changes made by Gunfire Games on the game. Once the game has launched and patches are live, Remnant 2 Patch Notes will be listed on this page in order of newest to oldest.

 

Remnant 2 Patch Notes

 

Patch Notes: The Forgotten Kingdom King DLC

General

Performance

  • Added support for DLSS 3.7 and XeSS 1.3.

DEV NOTE: These options are now available in the settings menu.

 

Quality of Life

  • Added cross platform friend invites and joining in-game.
  • Added an FOV modifier to console versions of the game.

 

UI

  • Fixed an issue where sometimes, certain items could not be equipped or unequipped without closing and reopening the inventory
  • Fixed an issue where Tutorial pop-up about Downgrading was incorrect
  • Fixed an issue where Weapon tooltips would not display RPS information correctly
  • Fixed an issue where the name of a spectator disappeared after a zone change
  • Fixed an issue where UI would display at max size while in downed state.
  • Fixed an issue where Rewards for defeating Annihilation would show up behind the credits screen if players skipped final game cinematic.

DEV NOTE: Items were always being rewarded; however, the UI toasts were hidden.


Player

General

  • Adjusted Melee Window after exiting a ladder (sooner)
  • Increased Buffer Window for Melee after all Forward Evades
  • Increased Buffer Window for Melee after Ultra Heavy Neutral Evade
  • Increased Buffer Window for Melee after Omen Dash
  • Increased Buffer Window for Melee after Mist Step
  • Increased Movement Speed Cap from 150% to 200% (Sprint, Jog, Crouch, ADS)

DEV NOTE: General QOL cleanup. Buffering a Melee Attack out of any Evade should feel much more responsive. Same for exiting a ladder.

 

Bleed Status Effect

  • VS Player: Properly halves healing when Triage is active
  • VS Enemies: Reduces Empathy and Regenerator Effectiveness by 50%

DEV NOTE: Added counterplay to certain boss affixes that work the same way they do against the player. Play smart!

 

Slow Status Effect

  • Enabled Interactions with items that require “Negative Status Effects” to trigger
  • Does not count as an “Elemental Status Effect”

DEV NOTE: Added another way to trigger items that are looking for Status Effects by making this one of our “core statuses” (Bleed, Burning, Overloaded, Corroded, Slow).

 

Exposed Debuff

  • Increases Incoming Damage by 15% from all sources

DEV NOTE: This is now a static value in singleplayer and multiplayer. No longer variable based on number of players in the game. We are considering making Expose a multiplicative debuff, but wanted see how this version performs at scale, first.

 

Shooting Range

  • Increased the active “Infinite Ammo/Damage” trigger volume
  • Added Mod Charges and Skill Charges to trigger volume
  • Fixed the DPS Meter from disappearing when certain damage values were reached

DEV NOTE: Casting Mods that push you out of the trigger volume made it hard to get solid DPS numbers. You now have more room behind to move about and get pushed back, but some things (like double Concussive Shot) will still push you out. We left some room so you could easily reset the tracker. Time to test Big Bang DPS! Oh yea, the refresh trigger volume also refills Mod and Skill Charges.


Enemies

Roaming Aberration Spawns

  • Spawn Rate has been increased on lower difficulties.

DEV NOTE: We doubled the spawn rate on Survivor and increased it slightly less on all difficulties other than Apocalypse which is still 50% chance. To clarify, Apocalypse still has the highest chance to spawn Roaming Aberrations.

 

Fae Knights

  • - Fixed an issue causing Fae Knights to teleport to their deaths

DEV NOTE: Dummies.


Traits

General

  • Some small Trait balancing and reworking here. Dark Pact was swapped to Grey Health Conversion instead of reducing the Grey Regeneration rate. We also restructured Swiftness to contain Wayfarer, and Amplitude to contain Resonance. With these updates, there should be some additional exciting choices to be made.

 

Dark Pact

  • Changed from Reduced Grey Health Regen to Grey Health Conversion Rate

DEV NOTE: We found the original design of Dark Pact to be too niche. Changing it to Grey Health Conversion Rate gives it more overall interactions, especially with many of the updated and new gear items.

 

Glutton

  • Increased Max Value from 30% to 35%

 

Handling

  • Reduced Max Value from 40% to 30%

DEV NOTE: Spread Reduction was still a bit too high across the board, so we made a few adjustments to most related items and perks, Handling included.

 

Wayfarer

  • Removed Trait
  • Combined Bonus with Swiftness Trait

DEV NOTE: While we will all miss Wayfarer as a standalone Trait, a new Trait can be obtained in its place. Head back to the original reward location and grab it!

 

Swiftness

  • Added Wayfarer Bonuses

DEV NOTE: The original values of Wayfarer have been fully rolled into Swiftness. This means that +10 Swiftness is now equivalent to +10 Swiftness and +10 Wayfarer.

 

Resonance

  • Removed Trait
  • Combined Bonus with Amplitude Trait

DEV NOTE: A new Trait is now rewarded in Resonance’s place. Adventure once again to claim the new prize and perhaps it will enhance your next build!

 

Amplitude

  • Added Resonance Bonus (same original Resonance 50% bonus)

DEV NOTE: Just like Swiftness and Wayfarer combo, you can now get both AOE and AURA bonus from a single trait, Amplitude!


Archetypes

hunter archetype remnant2 wiki guide 250pxHunter
  • Prime: Melee Weakspot Hits also extend Skill Duration.
  • Skill: Hunter's Focus: Added 0.75s Grace Period when leaving ADS
  • Skill: Hunter's Focus: Removed Critical Bonus
  • Mark (General): Reduced Critical Chance Bonus from 15% to 10%

DEV NOTE: Hunter Critical Chance with Mark gives a steady advantage over every other Archetype due to its multiplicative nature. Base amount was reduced, and the bonus during Hunter's Focus was removed following the new addition of the Grace Period to help maintain uptime. Their total Ranged and Weakspot Modifier keep them ahead of the pack as the go-to precision-based class. 

 

challenger archetype remnant2 wiki guide 250pxChallenger
  • Skill: Rampage: Reduced initial Rampage Fire Rate from 15% to 10%
  • Skill: Rampage: Adjusted Melee Window after Berserk activation (sooner)
  • Perk: Reduced All Critical Chance from 10% to 5%

DEV NOTE: Critical Chance wasn’t tapering off like the Damage does. After reassessing the strength of 10% All Crit only being on Challenger, we reduced it to 5% but always enabled it for any range (Damage still tapers off). For Rampage, it has been overperforming for quite a while. The Fire Rate reduction should smooth it out while allowing it to remain incredibly strong – capable of monster damage.

 

medic archetype remnant2 wiki guide 250pxMedic
  • Perk: Benevolence: Fixed an issue causing Benevolence from working consistently

DEV NOTE: Still Medic. Still good!!! =)

 

handler archetype remnant2 wiki guide 250pxHandler
  • Increased Armor of Very Good Boy (50% DR)
  • Companion Bleed no longer counts as a separate “unique” Bleed
  • Fixed an issue preventing petting Very Good Boy while wearing Atonement Fold

DEV NOTE: V.G.B. got a bit tougher. Also, not being able to pet Very Good Boy is inexcusable, but we will do better in the future!

 

gunslinger archetype remnant2 wiki guide 250pxGunslinger
  • Prime: Casting a Skill while ammo buff is active will properly refresh its duration
  • Skill: Quick Draw: No longer consumes excess Skill cooldown
  • Skill: Sidewinder: Increased Duration from 12s to 60s
  • Skill: Sidewinder: Reduced Cooldown from 80s to 50s
  • Skill: Sidewinder: Obtaining Ammo reduces Duration by 10s
  • Skill: Sidewinder: Reduced Swap Speed Bonus from 50% to 35%

DEV NOTE: Sidewinder has been the single most powerful skill in the entire game since launch. However, since it required quite a bit of skill and dexterity to play perfectly, it ended up being used by only the top 0.01% of players. Additionally, it was generally only useful with single-shot weapons due to the short duration. With this change, the hardcore players can still enjoy the “swapper” playstyle, and everyone else can utilize the excellent ADS Movement Speed buffs and still have plenty of time to utilize the free reloads. Sidewinder will not subtract duration if a Swap does not grant ammo.

 

summoner archetype remnant2 wiki guide 250pxSummoner

  • Prime: Ruthless: Sacrificing Enraged Minions deals more damage based on their HP
  • Changed Flyer Sacrifice Projectiles from Skill to Skill+Explosive
  • Reduced Flyer Sacrifice Projectile Damage to compensate for 2x DMG Types
  • Increased Armor of Minion: Hollow & Minion: Flyer (40% DR)
  • Increased Armor of Minion: Reaver (50% DR)
  • Fixed an issue that sometimes caused Minions to despawn when using yellow doors

DEV NOTE: In the previous build, Sacrifice causes Minion Explosions to deal more damage the lower their Health was. This has been reversed, so you no longer risk losing them to normal damage. All Minions are a bit tougher as well. This is a hidden interaction and not listed on the Tool Tip, but it is intentional.

 

alchemist archetype remnant2 wiki guide 250pxAlchemist
  • Skill: All Vials: Fixed an issue preventing proper cooldown behavior

DEV NOTE: Occasionally, Vials could get stuck in their Cooled Down State.

 

engineer archetype remnant2 wiki guide 250pxEngineer
  • Adjusted All Turrets Base Critical Damage from 110% to 150%
  • Increased Armor of all Turrets (50% DR)
  • Reduced Movement Speed Cap of Heavy Carry Modes from 200% to 150%
  • Metalworker: Reduced Ranged/Skill Critical Chance from 10% to 5%
  • Skill: Vulcan: Increased Turret Mode Damage from 0.4 to 0.5 of Carry Damage
  • Skill: Flamethrower: Increased Burn from 50 over 10s to 150 over 10s
  • Skill: Flamethrower: Increased Ammo Cost of Turret Mode from 10 to 15
  • Trait Loadout: Shifted -1 Expertise to +1 Endurance

DEV NOTE: Fixed the Critical Damage discrepancy of Turret Damage compared to other sources. We are looking into potentially looking at allowing Turrets to take some of the Engineer’s stats. For now, this should give a little more power.

 

archon archetype remnant2 wiki guide 250pxArchon
  • Prime: Removed Mod Generation Percentage Bonus
  • Prime: Increased the Max Level Base Mod Generation from 3/6 to 15/30
  • Spirit Within: Removed reference to Mod Power Refund over time
  • Power Leak: Reduced Base Gain from 200 to 100
  • Skill: Reality Rune: Added Automatic Mod Generation while inside Dome
  • Skill: Chaos Gate: Damage Dealt/Taken Debuff Grants Stacks (up to 50x)
  • Skill: Chaos Gate: Reduced Total Damage Buff from 50% to 35%
  • Skill: Chaos Gate: Reduced Bonus Mod Generation from 20% to 5%
  • Skill: Havoc Form: Increased Speed of Entering/Exiting
  • Skill: Havoc Form: Cancelling Havoc Form refunds some Skill Cooldown
  • Skill: Havoc Form: Reduced Cost of Blink
  • Skill: Havoc Form: Reduced Cost of Shield
  • Skill: Havoc Form: Increased Base Movement Speed
  • Skill: Havoc Form: Increased Firing Movement Speed
  • Skill: Havoc Form: Enabled momentum to continue during Havoc End
  • Skill: Havoc Form: Sped up recovery of Havoc End (can move/act faster)

DEV NOTE: Archon has received some significant changes. The original Prime was generating far too much Mod Power compared to every other source while the ticking Mod Generation was falling flat. We’ve made some large changes to how the Archon generates Mod Power now by drastically increasing the Ticking Rate and giving Reality Rune a lot more utility as well. Havoc also received quite a few changes which now allow it to stay active longer, feel more responsive, and get back into the action quicker after cancelling it, due to the Skill CD refund mechanic.

 

invader archetype remnant2 wiki guide 250pxInvader
  • S.H.A.R.K: Stacks are properly removed when unequipping Archetype
  • S.H.A.R.K: Fixed an issue preventing Stacks while sprinting with a Heavy Weapon
  • Skill: Worm Hole: Procs “Perfect Dodge/Evade” Bonuses
  • Skill: Worm Hole: Fixed an issue causing clipping errors when interacting with ladders

DEV NOTE: We have some plans to give Invader some additional love in the future. For now, we fixed a couple bugs and made Worm Hole trigger Perfect Dodge actions. This should open the Skill up for more interesting combinations.

 

explorer archetype remnant2 wiki guide 250pxExplorer
  • Starting Melee Weapon changed to Shovel

DEV NOTE: We will keep a close eye on this change. If the Shovel proves to be TOO powerful, we will take appropriate action! It’s a Shovel.

 

explorer archetype remnant2 wiki guide 250pxRitualist

  • Wrath: Fixed an issue preventing Skill / Mod Summons from getting Damage Bonus
  • Wrath: Reduced Critical Chance from 10% to 5%
  • Skill: Eruption: Increased Base Cooldown 30s to 40s
  • Skill: Eruption: Added Interaction with Slow
  • Skill: Eruption: No longer requires Line of Sight to spread Vile
  • Skill: Miasma: Reduced Base Damage from 500 to 300
  • Skill: Deathwish: Increased Damage Bonus from 35% to 50%
  • Skill: Deathwish: Now affected by Skill Duration Bonuses
  • Trait Loadout: Shifted -1 Endurance to +1 Spirit

DEV NOTE: Mostly smoothing out the rough edges here. Eruption gained a new interaction with SLOW and properly spreads Vile. Miasma Damage was reduced to bring it in line with other Skills. Deathwish received a nice damage boost. The goal was to make all 3 Skills appealing choices instead of just one.


Melee Weapons

Assassin's Dagger

  • Always deals Weakspot damage from behind enemy
  • Removed additional damage buff when attacking Bleeding targets.
  • Reduced base damage from 41 to 35.

DEV NOTE: We wanted this to feel a bit more assassinish. Give it a try!

 

World's Edge

  • Reduced Abnormally High Impact/Stagger Scalar
  • Reduced Base Damage on Wave
  • Reduced Critical Chance from 6% to 3%

DEV NOTE: The Impact Scalar was always meant to be –20% (0.8) but it was set at 1.8, which made this already mega-strong weapon, even stronger. It’s now fixed. The rest of the tweaks are to bring it more in line with other options, however, because of how it functions, it will always be a very desirable weapon.

 

Spectral Blade

  • Fixed an issue that prevented certain attacks from triggering Disengage Mutator

 

Stonebreaker

  • Reduced Impact Scalar from 10% to 5%
  • Removed Double Damage Stacking on Charge Attacks

DEV NOTE: Melee Weapons with special Charge Attacks always deal less damage on the physical part of the Attack – except Stonebreaker. This has been fixed.

 

Atom Splitter

  • Increased Weakspot Modifier from 90% to 95%
  • Increased Critical Chance from 5% to 6%
  • Increased Impact Scalar from 6% to 7%
  • Increased Projectile Width of Neutral Backdash Charge Attacks

DEV NOTE: Just a slight buff all around to make this weapon more appealing.

 

Hero's Sword

  • Reduced Stamina Cost for Charge Swing / Projectile
  • Reduced Minimum Stamina Required to Fire Projectile

DEV NOTE: A cool weapon that was charging the players extra Stamina when it was not required. This change should make it more appealing to fans of the original!

 

Huntress Spear

  • Adjusted Charge / Release Window to be earlier
  • Increased Weakspot Modifier from 100% to 110%
  • Reduced Critical Chance from 6% to 5%

DEV NOTE: In a world with Krell Axe, a secondary option is appreciated. We made a few tweaks to give the Huntress Spear a bit more purpose (and feel).

 

Smolder

  • Increased Burning Damage from 150 to 200 over 5s

DEV NOTE: A small tweak to give it a bit more burnination!

 


Standard Guns

General

While there are some very strong Standard Guns (those with swappable Mods), a few were falling behind regarding burst damage, total damage potential, or even just their overall feel. These changes are to bring them closer together and smooth out any rough edges that a few of them may have had.

Repeater

  • Increased Magazine Size from 15 to 20
  • Increased Fire Rate from 7.5 to 8.1

DEV NOTE: An excellent sidearm that often fell to the wayside when compared against some of the stronger options. It’s a bit quicker with a bit more sustain.

 

MP40-R

  • Increased Reserves by 42 (+1 Magazine)

DEV NOTE: Moar Bulletz.

 

Silverback Model 500

  • Increased Cylinder Capacity from 5 to 6
  • - Increased Total Ammo from 40 to 48

DEV NOTE: Even though back in the days, some gunslingers often left one chamber clear for safety, we’ve decided to remove all restraints. A little extra kick and a bit more total damage will come in handy. Don’t shoot your eye out!

 

Sureshot

  • Increased Damage from 105 to 110
  • Increased Total Ammo from 21 to 24
  • Increased Reload Speed

DEV NOTE: A few minor tweaks to bring this weapon up to par. Already decently strong, it packs a bit more punch now.

 

Tech 22

  • Increased Reserves by 60 (+2 Magazines)
  • Increased Reload Speed

DEV NOTE: Moar Bulletz... and a nice reload buff!

 

Service Pistol

  • Increased Magazine Size from 9 to 10
  • Increased Reload Speed

DEV NOTE: Small quality of life changes.

 

Western Classic

  • Increased Reserves by +6
  • - Increased Damage from 32 to 36
  •  Increased Fire Rate from 5 to 5.8
  •  Increased Reload Speed

DEV NOTE: A handful of changes to keep the Western Classic competitive. It was already a solid Handgun with excellent burst, now it has a bit more of everything!

 

Double Barrel

  • Reduced Damage from 110 to 105
  • Reduced Fire Rate from 2.3 to 2.25
  • Slightly reduced reload speed (~5%)
  • Increased Minimum Falloff from 7m to 8m

DEV NOTE: No major tunes outside of just bringing the Double Barrel more in line with its counterparts. Still packs a punch and gains a small range boost to compensate.

 

Rupture Cannon

  • Increased Ideal Range from 13m to 14m
  • Reduced Fire Rate from 3.1 to 2.75
  • Reduced Recoil per shot
  • Reduced Spread when not moving
  • Increased Spread slightly when moving
  • Significantly Increased Reload Speed

DEV NOTE: To make Rupture Cannon stand out in a sea of incredible Handguns, we increased the range and gave it a bonus for standing still. We also boosted the reload speed, recoil, and accuracy (the latter when standing still).

 

Bolt Driver

  • Increased Fire Rate from 7.4 to 7.63
  • Increased Projectile Speed from 12000 to 15000

DEV NOTE: The increased projectile speed makes this weapon more viable for longer range shots, and the fire range gives it a little more pep.

 

Huntmaster M1

  • Increased Reserves by +7 (1 Magazine)
  • Split Fire & Bolt Action Animations to allow faster Shoot > Move behavior

DEV NOTE: This change allows the player to release ADS and move right after the fire completes. They are no longer locked out while performing the bolt-action.

 

Wrangler (Lever Action)

  • Increased Reserves by +10
  • Reduced Horizontal Recoil
  • Reduced Vertical Recoil
  • Increased Recoil Recovery Rate

DEV NOTE: More Reserve Ammo. Better Accuracy. Enjoy.

 

Pulse Rifle

  • Significantly Reduced Horizontal Recoil
  • Slightly Increased Vertical Recoil

DEV NOTE: The Pulse Rifle was already a solid weapon. The accuracy was increased to help give it more of a unique flavor.

 

Widowmaker

  • Increased Reload Speed

DEV NOTE: One of the main pain points with the Widowmaker was slow reload... so we sped it up a bit. A heavy hitter that may find its way into more builds.

 

Crossbow

  • Increased Damage from 115 to 120
  • Increased Weakspot Modifier from 110% to 115%
  • Increased Firing Sequence Speed
  • Reduced Time to Ready (Fire Slightly Sooner)
  • Increased Reload Speed

DEV NOTE: Crossbow has been an underutilized weapon for a while. The overall damage boost and all-around handling increase give it new life.

 

Royal Hunting Bow

  • Increased Fire Rate from 4.3 to 5.3
  • Reduced Time to Charge Perfect Shot
  • Increased Reload Speed

DEV NOTE: To help separate each bow, the Royal Bow has become THE speed shooter option. It’s faster in almost every aspect.

 

Sparkfire Shotgun

  • Slightly reduced fire rate from 1.4 to 1.3
  • Slightly reduced Reload Speed

DEV NOTE: Minor tweaks here, as we want to keep the identity and power of Sparkfire, while bringing it more in line with other options.


Special Guns

Hellfire

  • MOD: Increased Base Damage from 155 to 175
  • MOD: Increased Fire DOT from 100 Damage over 5s to 250 Damage over 10s

DEV NOTE: While we have some additional plans for Hellfire, we first wanted to help separate some of the “Explosive Shot” style Mods. We made the Fire Proc hit harder and increased the total Burning Damage (both Total and DPS).

 

Rune Pistol

  • Increased Damage from 15 to 16
  • Increased Reload Speed
  • Reduced Horizontal Recoil
  • MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: A bit more damage, an accuracy boost, and a QOL buff when activating the MOD. This should make for a more appealing burst option in the Handgun slot, especially when in more of a support role.

 

Corrupted Rune Pistol

  • Increased Damage from 16 to 17
  • Reduced Horizontal Recoil
  • MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: Similar buffs to the regular Rune Pistol so it doesn't fall behind.

 

Meridian

  • Fixed an issue preventing Meridian from dealing damage over long distances

DEV NOTE: This is not something most people ever ran into. Bug fix.

 

Sorrow

  • Increased Projectile Speed from 12000 to 13500
  • Increased Primary Falloff Range from 18m to 19m
  • Reduced Horizontal Recoil

DEV NOTE: Simple Quality of Life tweaks to smooth out weapon performance and to make it more viable at slightly farther distances.

 

Corrupted Sorrow

  • Increased Projectile Speed from 9500 to 11500
  • Increased Fire Rate from 2.3 to 2.6
  • Reduced Horizontal Recoil
  • Slightly Reduced Reload Speed
  • MOD: Removed Ranged Scaling from Mod Damage

DEV NOTE: Mostly Quality of Life, but also a fix to address the wild Mod scaling. The speed and accuracy increases will help take down targets are father range.

 

Corrupted Nebula

  • Increased Wisp Speed from 800 to 1600

DEV NOTE: The travel time on Nanobots was often eating up some of its active time so we made sure it could get to its targets sooner.

 

Star Shot

  • Increased Reload Speed
  • MOD: Reduced Mod Requirement from 630 to 420

DEV NOTE: You and your team are definitely gonna die. Good luck.

 

Cube Gun

  • Increased Projectile Speed from 4000 to 6500
  • Moved the “Callback” trigger earlier in the Manual Reload animation
  • No longer triggers “Reload” behaviors when projectiles return to weapon
  • MOD: Fixed an issue preventing some player projectiles from penetrating Cube

DEV NOTE: The Cube Gun is quite powerful when you are in a situation that makes it hard to miss rounds (point blank). However, once one or two go flying off into the distance, you are at quite a disadvantage. We made a few adjustments so that when you do lose a round or two, you can get them back faster.

 

Corrupted Cube Gun

  • Reduced Heat per Shot from 0.2 to 0.1975
  • Reduced Windup Time from 0.5s to 0.35s
  • Increased Heat Reduction Rate from 0.45 to 0.50 per second
  • Reduced Heat Reduction Decay from 0.1 to 0.05
  • Reduced Secondary Falloff Range from 40m to 35m
  • Adjusted Projectile Hitbox for more accurate contact
  • MOD: Increased Heat Reduction from 15% to 20%
  • MOD: Increased Heat Reduction Rate from 50% to 75%
  • MOD: Fixed alignment to player instead of world space

DEV NOTE: Look. It’s just better all around. Maybe too good... but it shoots Cubes, and that’s all that really matters.

 

Anguish

  • Reduced Base Damage from 105 to 92
  • Reduce Charge Time to Perfect Shot
  • Reduced Ideal Range from 18m to 16m
  • MOD: Forces Auto Reload on activate if any rounds are available
  • MOD: Increased Mod Requirement from 500 to 915
  • MOD: Adjusted low health damage boost curve
  • MOD: Added text regarding damage bonus to lower HP enemies
  • MOD: Fixed improper scaling of Explosive Damage modifiers

DEV NOTE: Anguish was clearly outperforming most guns in the game and the goal here was to dial it back a bit while making the Charge Shot more rewarding. The Mod retains its Damage Bonus to weaker targets, while the inconsistent Explosive Damage scaling was fixed. Overall, a bit weaker but still incredibly strong.

 

Sagittarius

  • MOD: Refactored to allow Stars to “pulse” damage in the entire AOE

DEV NOTE: Much more viable for hitting grounded targets. However, you may find it trickier to deal with pesky flying enemies. Primary fire will work!

 

Merciless

  • Increased Projectile Speed from 5000 to 7500
  • Greatly increased Reload Speed
  • Increased Speed of Reticle Compression (Activate Bleed Sooner)
  • Reduced Bleed Damage from 250 to 200
  • MOD: Increased Cost from 315 to 500

DEV NOTE: The Projectile Speed increase makes the gun feel more accurate at longer ranges, and the quicker Reticle Compression Speed allows the Bleed to take hold quite a bit earlier. Reload is a win for anyone that loves this weapon. The MOD, however, was a bit too low-cost for how much damage it was dealing.

 

Corrupted Merciless

  • Increased Weakspot Bonus Damage from 100% to 105%
  • MOD: Changed to require 3 WS hits before reloading instead of in a row
  • MOD: Fixed an issue causing incorrect interactions with extended Magazine Size

DEV NOTE: A tricky weapon to balance, specifically regarding the MOD. No longer do you need to hit 3 Weakspot Hits in a row, but simply, 3 Weakspots before actually reloading. This means that Extender or Bandit can give you some leeway should you miss, if you still get those 3 total Weakspot hits in. We will keep a close eye on Corrupted Merciless and make additional adjustments where necessary.

 

Nightfall

  • Increased Projectile Speed from 10000 to 13500
  • Reduced Damage from 31 to 28
  • Increased Fire Rate from 4.35 to 5.25 (Overall DPS Increase)
  • Increased Magazine Capacity from 10 to 13
  • Increased Total Ammo from 90 to 117

DEV NOTE: While the Base Damage is lower, the Fire Rate is quicker. This is an overall DPS increase and helps make the gun feel more responsive.

 

Twisted Arbalest

  • Slightly Increased Reload Speed

DEV NOTE: Simple QOL. Not a game changer... but feels nice.

 

Corrupted Twisted Arbalest

  • Lowered Reserves by 8 (-1 Magazine)

DEV NOTE: Was dealing too much Total Ammo Damage when considering reserves, bounce, and explosions. Minor change to bring it in line.

 

Deceit

  • MOD: Added Melee Damage to Ring Swords and Thrown Swords
  • MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
  • MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
  • MOD: Reduced Proximity Ring Sword Damage from 35 to 25
  • MOD: Added clarification text for Charge Melee Fragment debuff

DEV NOTE: While we have some additional plans for Deceit in the future, these changes were made to make the “full loop” playstyle more rewarding and to make Melee Mod Generation and trigger options more viable.

 

Corrupted Deceit

  • MOD: Added Melee Damage to Sawblade

DEV NOTE: Same Melee Damage change as regular Deceit.

 

Monarch

  • MOD: Properly Scales with Mod Duration Bonuses

DEV NOTE: The King doesn’t really need any more wins...

 

Plasma Cutter

  • Slightly Reduced Heat Buildup per Pulse/Shot
  • Increased Weakspot Modifier from 75% to 80%
  • Lowered Reserves by 100 (-1 Magazine)
  • Added a slight Heat Decay Delay after firing

DEV NOTE: When comparing all weapons, Plasma Cutter was dealing over 40% more Total Damage due to its ramping nature and total amount of reserves. The change brings it to about about 10% more total damage. The Burst DPS and Sustain DPS have not changed at all. We also adjusted the Heat buildup so wearing Microcompressor will allow a full Magazine to be spent without overheating on the final shot.

 

Savior

  • Lowered Base Damage from 72 to 50
  • Increased Perfect Charge Modifier from 2.3x (166) to 3.4x (170)
  • Increased Overcharge Modifier from 1.85x (133) to 2.65x (133)
  • Increased Fire Rate from 1.9 to 2.1
  • Increased Reload Speed
  • Reduced Reserves by 6 (-1 Magazine)
  • MOD: Removed Weakspot / Kill Requirement for Fragments

DEV NOTE: Basic Uncharged (mash) Damage has been reduced but compensated for with the increase to Perfect and Overcharge modifiers. The Total Ammo Damage was too high without investment. Reload Speed and Fire Rate increases as a trade-off for losing some reserves. A highly-rewarding weapon.

 

Corrupted Savior

  • Reduced Magazine Size from 50 to 40
  • Reduced Total Ammo from 300 to 200
  • Increased Base Fire Rate from 3.0 to 3.15
  • Reduced Max Fire Rate at Full Mod Power
  • Reduced Horizontal Recoil
  • Reduced Vertical Recoil
  • Increased Reload Speed
  • Added New Reticle for Clarity
  • MOD: Reduced Mod Cost from 400 to 330 Per Charge
  • MOD: Added Activate Animation
  • MOD: Increased Fire Speed by 300%
  • MOD: Now Reloads 20% Primary Ammo per Charge consumed
  • MOD: Added new Reticle for Clarity

DEV NOTES: This bad boy came out of the gates SUPER HOT, heavily overperforming in most categories except MOD. We wanted more back and forth between Primary Fire and the MOD so we made a few adjustments to make casting it more appealing. You can now build up the MOD much quicker, fire it faster, and reload Ammo back into the Primary Magazine based on charges spent. Another weapon we will be keeping a close eye on for future adjustments.

 

Aphelion

  • Enabled Full Auto Fire
  • Significantly increased the Width of Primary Fire Wave
  • Increased Vertical Thickness of Wave
  • Adjusted VFX to better sync with Hits
  • Increased Primary Fire Projectile Speed from 2000 to 3000
  • Removed almost all Recoil on Wave
  • Removed All Aim Assist on Wave
  • MOD: Increased Collision Size on Orb
  • MOD: Reduced Recovery on Fire
  • MOD: Increased Deactivation Speed (Manual & Post Fire)
  • MOD: Increased Projectile Speed from 350 to 850
  • MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: This is basically all Quality of Life. We made a handful of changes to really push Aphelion towards its intended purpose. It’s an excellent crowd control weapon and it deals solid damage to single targets as well. Activating the Mod generates 1 Primary Ammo instead of reloading from Reserves. This allows the Supernova to always be destroyed by the Primary Fire.

 

Corrupted Aphelion

  • Increased Magazine Size from 6 to 8
  • Reduced Total Ammo from 48 to 40
  • Increased Primary Fire Projectile Speed from 2000 to 4500
  • Increased Damage from 21 to 33 (63 > 99 Total Damage)
  • Reduced Fire Rate from 2.2 to 1.45
  • Increased Reload Speed
  • Reduced Vertical and Horizontal Recoil
  • Increased Vertical Thickness of Wave
  • MOD: Reduced Recovery on Fire
  • MOD: Increased Deactivation Speed (Manual & Post Fire)
  • MOD: Made Orb Spread consistent 
  • MOD: Increased Base Explosion Damage from 50 to 75
  • MOD: Increased Base Explosion Range from 1m to 1.25m
  • MOD: Increased Secondary Explosion Damage from 100 to 150
  • MOD: Increased Secondary Explosion Range from 2m to 2.75m
  • MOD: Reduced Fire Damage from 350 to 200
  • MOD: Increase Mod Cost from 850 to 1000
  • MOD: Increased Projectile Speed from 350 to 500
  • MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: To better separate Corrupted Aphelion from the original, we re-tuned many of the values to give it more of a “laser shotgun” feel. It hits harder and faster. More importantly, the MOD has been overhauled. It’s now much easier to exploit the chain reaction of Micronova and the behavior of the orbs is much more consistent. Activating the Mod also generates 1 Primary Ammo like Regular Aphelion.

Alpha / Omega

  • Reduced Windup Time from 0.5s to 0.25s
  • Reduced Base Damage from 15 to 14 (Max 23 to 21)
  • Lowered Fire Rate from 2.0 to 1.87
  • Increased Reload Speed
  • Greatly Reduced Horizontal Recoil
  • Reduced Vertical Recoil
  • Fixed an issue causing lower damage when Charge Speed was greatly reduced
  • MOD: Increased Projectile Speed from 4000 to 10000
  • MOD: Beta Ray detonation is prioritized over Reload

DEV NOTE: Faster Windup makes Alpha / Omega more responsive as soon as you start firing it. To compensate, base damage was slightly lowered, but total damage has been increased due to the Windup and the faster Reload. To make detonation of Beta Ray more fluid, it will always take priority over Reloading if there are any to be detonated. This means that even if Alpha / Omega is missing ammo in the magazine, detonation will always occur first, thus requiring a second button press for reloading. This also means that detonation can be done without forcing a reload when you don’t want it.

 

Starkiller

  • Reduced Horizontal Recoil
  • Reduced Vertical Recoil
  • Adjusted Reticle to better represent actual accuracy
  • Greatly Reduced Spread while Stationary
  • Significantly Increased Spread while Moving
  • Greatly Reduced Vertical Recoil when Scoped
  • MOD: Drastically Increased Fire Speed
  • MOD: Reduced Buildup time from 5s to 4s
  • MOD: Increased Damage from 250/200 to 375/250
  • MOD: Reworked Behavior so it properly affects all non-Boss enemies
  • MOD: Forces Auto Reload on activate if any rounds are available
  • MOD: Shrunk reticle slightly for clarity
  • MOD: Adjusted Explosion VFX for a bit more punch
  • MOD: Adjusted Explosion SFX for added cool factor

DEV NOTE: Starkiller (Particle Accelerator in R1) has always been a fan favorite, but it wasn't performing up to par. The changes to the Primary Fire are for quality of life and feel. The changes to the MOD, however, were made with the goal of returning Starkiller to its’ former glory... or at least close (It was pretty crazy, before!).

 

Repulsor

  • Greatly increased Reload Speed
  • MOD: Reduced Mod Power Cost from 500 to 250
  • MOD: Disabled Deactivation Animation after firing Mod
  • MOD: Lowered Charges from 3 to 1
  • MOD: Fixed an issue preventing Mod Charge Bar from displaying properly after use

DEV NOTE: The Reload Speed was the biggest pain point for most players. The MOD 
was changed to 1 Charge, but it also builds much faster. The purpose of this change was to let you Banish and return to the action more seamlessly. We also enabled it to skip the MOD Deactivate upon firing Banish for responsiveness.

 

Sporebloom

  • Increased Fire Rate from 1.55 to 1.95
  • Reduced Secondary Falloff from 30m to 25m
  • MOD: Removed Explosive Damage
  • MOD: Cloud applies HASTE to allies (retains SLOW vs enemies)
  • MOD: Cloud DOT no longer deals Friendly Fire Damage
  • MOD: Reduces Charges from 2 to 1

DEV QUESTION: Did this thing really need a buff? Who knows, but it feels more responsive, and the MOD is more enticing to use. Let it rock!


Swappable Mods

Blood Draw

  • Fixed an issue that sometimes caused Blood Draw to not deal damage

 

Bore

Increased Duration from 6s to 10s
Increased Weakspot Modifier from 150% to 165%
Reduced Charges from 2 to 1
Increased Mod Cost from 500 to 750

DEV NOTE: With the increased duration and overall damage increase, we felt that Bore needed a bit more of a cost. The reduced Charge is to allow you to get back to the action without needing to manually deactivate. Give it a try!

 

Energy Wall

  • Increased Base Size by 25%

 

Familiar

  • Fixed an issue causing Familiar to attack Summoned Minions

 

Fargazer

  • Fixed a bug allowing more than one Fargazer at a time
  • No longer scales with Status Duration Increases

 

Firestorm

  • Properly Scales with Mod Duration Bonuses

 

Knight Guard

  • Damage Type changed to Physical + Mod
  • No longer applies Curse
  • No longer triggers Melee Mutators

DEV NOTE: Curse was unintentional. Players don’t apply BLIGHTS on enemies.

 

Ring of Spears

  • Reduced Cost from 1800 to 1250
  • Added Melee Damage to Ring Spears, Thrown Spears, and Recalled Spears
  • Added Explosive Damage to AOE upon return
  • Increased Projectile Speed from 3000 to 5000
  • Reduced Return Time from 0.5s to 0.25s

DEV NOTE: Due to the high original cost, Ring of Spears didn’t see much use. We lowered the cost and added a few extra sweeteners to enable more combos.

 

Rotted Arrow

  • Increased Base Impact Damage from 20 to 75
  • Increased Impact Weakspot Modifier from 50% to 125%
  • Increased Explosive Damage from 60 to 100
  • Reduced Explosive Range from 4m to 1.5m
  • Increased Projectile Speed from 5000 to 12500
  • Removed Damage Over Time
  •  Reduced Charges from 3 to 2

DEV NOTE: In our desire to better distinguish “Explosive Shot” style MODS from each other, Rotted Arrow gained more of a focus on precision. It hits much harder against Weakspots and it gets to the target much faster. However, it’s also more focused on a single target as opposed to a wide area of effect.

 

Scrap Shot

  • Removed Original Caltrops unique DOT behavior
  • Increased Bleed Damage from 220 to 400 over 10s
  • Reduced Slow Duration from 5s to 3s

DEV NOTE: This is more about consolidating what the MOD is meant to do. It has a much stronger BLEED and retains the SLOW but for a shorter duration. It’s also part of our desire to help separate SLOW MODS from each other. More to come on that front!

 

Song of Eafir

  • Reduced Enemy Damage Reduction from 15% to 10% 

 

Voltaic Rondure

  • Properly scales with Increased Mod Damage Bonuses


Ranged Mutators

General

There were some large discrepancies in power between the many Ranged Mutator offerings. Quite a few were re-tuned/rebalanced while others were reworked. Our goal has always been to enable more build options and build variety.

 

Extender

  • Increased Capacity Bonus from 40% to 45% 
  • Increased Reload Speed Bonus from 15% to 20%
  • Fixed an issue where Extender remained on/visible on unequip

 

Bulletweaver

  • No longer affects both weapons.

 

Momentum

  • Reduced Critical Bonus per stack from 3% to 2%

DEV NOTE: This change was to bring it in line with many of the other Ranged Mutators as it was providing an incredibly powerful damage increase for low investment.

 

Lithely

  • Reworked Primary behavior to factor Base Damage Dealt instead of kills

DEV NOTE: “Base Damage Dealt” over “On Kill” is a more player-friendly option in a game where you may not always have a scrub enemy to kill. This helps the Mutator become immediately more viable.

 

Twisting Wounds

  • Increased Bleed Duration from 200 over 10s to 200 over 20s

 

Transpose

  • Reduced Range Damage Bonus from 20% to 15%
  • Reduced Duration from 20s to 15s
  • Adjusted text to clarify that net Ammo Gain is what activates the trigger

DEV NOTE: Generated Ammo was not originally designed to trigger Transpose (Band of Accord, Corrupted Cube Room, Aphelion Mod, C. Aphelion Mod, Transference, Refunder, Engineer & Alchemist Perks, etc). However, we thought it was cool, so we adjusted the duration and power and allowed this interaction to exist. It does not work on Ammo shifting from reserves to primary. It must be a net Ammo gain.

 

Timewave

  • Reworked Primary to increase Ranged Damage to Slowed Enemies
  • Reworked L10 to apply SLOW on Mod Usage for 5s (10s CD)
  • Increased Range of SLOW application from 7.5m to 10m

DEV NOTE: Timewave was providing too much SLOW for very little investment, especially when considering MODS like Prismatic Driver and Stasis having dozens of activations per second. We reworked it so the SLOW application was more balanced, and the Primary Effect was more versatile.

 

Refunder

  • Increased Max Refund Chance from 35% to 50%
  • Reduced L10 bonus from 50% to 25%

DEV NOTE: Basically, a ton more Ammo. While not a highly desirable Mutator due to many other options featuring Damage Bonuses, Mutator can now ensure you very rarely run out of Ammo in most cases.

 

Failsafe

  • Increased Maximum Mod Damage from 20% to 25%

 

Ghost Shell

- Reduced Consecutive Weakspot Hit requirement by 1

DEV NOTE: A very minor change here that should see immediate results. However, this is definitely a Mutator we are watching with a close eye.

 

Feedback

  • Increased L10 bonus from 10% to 15% Damage Dealt into Mod Power

 

Deadly Calm

Increased ramping Damage Bonus from 20% to 25% after 3s

 

Battery

  • Fixed an issue that sometimes applied all Stacks for minimum Mod amount spent
  • Fixed an issue that prevented stack application from calculating properly

 

Spirit Healer

  • Reduced Mod Spend Requirement from 500/300 to 150/50
  • Reduced Healing per Mod Spend from 5% to 2%
  • Increased Duration from 5s to 10s

DEV NOTE: Making Spirit Healer more fluid by allowing it to activate more often. The healing amount has been reduced to balance it out, and the duration increased to make it more viable overall.

 

Ingenuity

  • Reduced Max Heat Reduction from 50% to 30%
  • Increased Maximum Reload Speed Bonus from 50% to 55%
  • Increased the Max Reload Speed Heat Range from >90% to >85%

DEV NOTE: The Heat Reduction was overbudget, so it was reduced while giving some love to the other bonuses.

 

Sequenced Shot

  • Increased Buff Duration from 3s to 5s
  • Reduced Total Stacks from 20 to 15

DEV NOTE: Sequenced Shot has always been for providing the player with a second Charge-related Mutator in case they want to run two Charge weapons. It was being outshined by Supercharger so we made a few tweaks to give it a bit more power.

 

Bottom Heavy

  • Reduced Baseline Fire Rate to 7% (Max 25%)
  • Changed L10 to 1.5% Reload Speed per 10% Magazine Missing (Max 30%)

DEV NOTE: Slight adjustment to the Fire Rate, and a significant Quality-of-Life update to the Reload Speed Bonus.

 

Bottom Feeder

  • Renamed to Spirit Feeder
  • Reworked Design
  • Reloading increases the damage of the Attached Mod by 25% for 5s
  • L10: Casting Attached Mod increases Reload Speed by 25%. Lasts 5s

DEV NOTE: Bottom Feeder turned out to promote a clunky playstyle that was a slog to set up. Once active, it blew most Mutators out of the water for its very specific application. We decided to rework this one completely to give players an additional source of Mod/Reload gameplay.

 

Fetid Wounds

  • Reduced Corrosion from 200 over 10s to 75 over 10s
  • Added Interaction with Slow

 

Sleeper

  • Reduced Stow Time Requirement from 7s to 5s
  • Increased Proc Durations from 3s/5s to 5s/10s at Max

 

Dreadful

  • Fixed a bug preventing it from rewarding the damage bonus
  • Reduced Grey % Requirement from 10% to 5%
  • Reduced Damage Bonus from 2%/4% to 1%/2% (Max 20% at 50% Grey)
  • Increased Reload Bonus from 15% to 25%

DEV NOTE: Fixing the bug on this one will help, but also making it more granular of a damage increase should make it more noticeable without having the full 10% Grey to proc. The total damage bonus is completely unchanged, but now it works!

 

Prophecy

  • Changed L10 bonus to Movement Speed per Stack

DEV NOTE: This was adjusted to give the Mutator a more cohesive feel. The Mod Cost Reduction was basically the same as additional Mod Generation.


Melee Mutators

General

Melee Mutators also had some large discrepancies in power that we wanted to take care of. Like Ranged Mutators, the goal is to provide more build options and overall variety. Lots of adjustments here for both balance and usability.

Vampire Blade

  • Increased Maximum Melee bonus from 25% to 30%

 

Reinvigorate

  • Increased L10 Charge Melee Bonus from 15% to 20%

 

Overdrive

  • Reworked Base Effect to Scale with Level
  • Changed Duration of Base Effect to be Static
  • Removed Critical Damage from Base Effect

DEV NOTE: The Critical Damage Bonus pushed this Mutator well out of range of most other options, so we made a few adjustments.

 

Striker

  • Fixed an issue that prevented Stacks to properly decay over time
  • Adjusted so Stacks now fall off one at a time

 

Misfortune

  • Fixed an issue preventing unique Status Effects from properly calculating
  • Increased Maximum Damage from 5%-8% to 6%-10%
    Increased L10 Duration from 2s to 3s

 

Steadfast

  • Reduced Damage Reduction from 10%-20% to 5%-10%

DEV NOTE: The pure Damage Reduction bonus was granting too much defense for a single Mutator, especially one which allows all Grey Health conversion while Charging.

 

Disengage

  • Reduced Strike Requirement from 5 to 3
  • Increased Damage per Stack from 10% to 15%

DEV NOTE: We made Disengage easier to trigger and increased the Damage Bonus to make it a more enticing option.

 

Transference

  • Reworked L10 to increase Reload Speed by 50% after Ammo transfer

DEV NOTE: The L10 Bonus was changed to make the Mutator more thematically cohesive. Transference gives you the Ammo, and now you can utilize it quicker.

 

Vengeful Strike

  • Increased Minimum Damage Bonus from 20% to 25%

 

Resentment

  • Increased Minimum Damage Bonus from 10% to 15%
    Increased Maximum Damage Bonus from 30% to 35%

 

Shielded Strike

  • Increased Max Per-Strike Shield Bonus from 4% to 5%
  • Increased Max Total Shield Bonus from 40% to 50%
  • Reduced Duration from 10s to 5s

DEV NOTE: An overall buff. You’ll need to keep attacking to maintain the SHIELD for an extended period of time.

 

Weaponlord

  • Increased Strike Bonus from 10% to 15% per Stack
  • Reduced Strike Bonus Duration from 7s to 5s
  • Reduced Strikes Required for L10 Crit from 5 to 3

DEV NOTE: With a reduced cost to trigger the L10 Bonus, Weaponlord will reward those with a more Melee-focused setup.

 

Dervish

  • Changed L10 to Base Damage Dealt instead of On Kill
  • Removed L10 cooldown

DEV NOTE: Another case of replacing “On Kill” with “Base Damage Dealt” to make this a more player friendly option.

 

Shocker

  • Reduced Strikes Required to Proc from 5 to 3

 

Opportunist

  • Critical Buff now lasts for 2s instead of “Next Melee Hit”

DEV NOTE: ... sheesh.

 

Tainted Blade

  • Reduced Damage from 500 to 250
  • Reduced Duration from 20s to 10s
  • Reduced Max Damage Bonus from 10% to 8%

 

Guts

  • Fixed a bug preventing Maximum Crit Damage from being attained
  • Adjusted L10 Melee Critical Damage from 2.5% per 10% Grey to 0.5% per 1% Grey

DEV NOTE: This is a bug fix which now makes the Mutator more viable, seeing as it does what it says it does. It was previously locking the Crit to a low value and thus not making any sort of real impact. Now it does!

 

Executor

  • Increased Max Range from 10m to 20m


Trinkets - Amulets

General

Amulet adjustments are a tricky endeavor. Damage is King in the neck slot, and it’s very challenging to entice players to pick anything else (understandable!). Our priority when making balancing adjustments was to ensure there were proper tradeoffs for Damage Bonuses. If there’s an All Damage bonus with no requirement, then it will generally be a lower bonus than if there were a condition needed to enable it. We looked through each Amulet and weighed the pros and cons to better adjust their power budget.

For all other non-damage trinkets, we looked at increasing benefits and reducing penalties where applicable. We hope this inspires you to try trinkets you may never have built into. Let’s see what you come up with!

Abrasive Whetstone

  • Reduced Critical Damage Bonus from 30% to 15%

DEV NOTE: As one of the very few multiplicative damage bonuses, Whetstone scaled way out of proportion with almost every other trinket. This change brings it more in line and still provides a solid multiplicative bonus which rewards building into it.

 

Ankh of Power

  • Reduced Total All Damage Bonus from 30% to 25%

DEV NOTE: The Ankh is an excellent well-rounded All Damage Amulet. The slight reduction to the Bonus was to bring it in line with many of our other adjustments.

 

Birthright of the Lost

  • Increased Exposed Debuff from 10s to 15s
  • Added 10% Bonus to All Damage

 

Butcher's Fetish

  • Reduced Duration from 15s to 5s

DEV NOTE: To keep the power of the item while maintaining more of a Melee focus, the time reduction pushes this out of the pure Ranged camp. It’s an incredible neck for Melee and for weaving, but with the original duration, it was outperforming almost every other trinket in the game. With the recent changes to other trinkets, this adjustment allows Melee enjoyers who weave in Ranged, Mod, and Skill Damage to still greatly benefit from the full strength provided.

 

Cost of Betrayal

  • Increased Damage Bonus from 20% to 25%
  • Increased Damage Taken Penalty from 20% to 25%
  • Reduced Relic Recharge Delay from 30s to 15s

DEV NOTE: More Damage. More Pain. Halved the Recharge Delay... now you just need to survive to reap the benefits!

 

Daredevil Charm

  • Removed Damage Taken Penalty
  • Slightly Increased Movement Speed Buff per Missing Armor Piece

DEV NOTE: The penalty for not wearing armor is already huge. We removed it and rewarded additional Movement Speed to fuel your risky ways!

 

Decayed Margin

  • Increased Melee Damage from 25% to 35%
  • Increased Lifesteal from 1.5% to 3%

 

Death's Embrace

  • Reduced All Damage Bonus from 20% to 15%
  • Added 10% All Damage Bonus when below 50% HP (25% Max)

DEV NOTE: A Total Damage Increase when below 50% HP.

 

Death-Soaked Idol

  • Increased Damage Bonus from 5% to 6%
  • Added Interaction with Slow

 

Difference Engine

  • Increased Lifesteal Value from 1.5% to 3% of Base Damage dealt

 

Downward Spiral

  • Increased Ranged Bonus from 3% to 4%
    Increased Melee Bonus from 4% to 5%

 

Emergency Switch

  • Increased Relic Save Chance from 35% to 50%
  • Reduced Cooldown from 60s to 30s

DEV NOTE: Using an Amulet that has no Damage Bonuses is usually a tough sell, so the Relic Save Chance was increased, and the Cooldown reduced. It could save your life!

 

Energized Neck Coil

  • Overload can now properly activate the Explosion
  • Fixed Explosion Damage Calculations to be more accurate
  • Reduced Status Damage bonus from 25% to 20%
  • Enabled Explosion Size to scale with Amplitude
  • Reduced Base Explosion Range

DEV NOTE: We found Energized Neck Coil calculations to be way out of line. The calculations are more reliable now. However, the DPS increase is still very respectable.

 

Full Moon Circlet

  • Increased Range Damage Bonus from 20% to 25%

 

Gift of Euphoria

  • Reduced Stamina Threshold from 25 to 20
  • Reduced Duration from 7s to 5s
  • Adjusted so that Stacks fall off one at a time

DEV NOTE: All Quality-of-Life adjustments to make this trigger more often and remain active for longer.

 

Gift of the Unbound

  • Removed Max Health Reduction
  • Added 5% Movement Speed per Burden Lifted (Max 20%)

DEV NOTE: Gift of the Unbound has been Unbound.

 

Gunfire Security Lanyard

  • Increased Rate of Automatic Ammo Fill

DEV NOTE: Previously, Lanyard had only a small number of specific applications. With an increase to the Ammo Fill Rate, you may find that there are more ways to avoid having to manually reload your Firearm. In most cases, it won’t give you the damage of the heaviest hitting Amulets, but always having bullets available feels great!

 

Gunslinger's Charm

  • Increased Reload Speed from 20% to 25%

DEV NOTE: More competitive for low-capacity magazine weapons that reload often.

 

Hyperconductor

  • Reduced Skill Cooldown Penalty from +50% to +25%
  • Removed Mod Generation Penalty

DEV NOTE: Another Amulet that had some specific applications but never quite caught on. The penalties have been greatly reduced. It’s time to shine! Try with Invoker!

 

Indignant Fetish

  • Removed “Enemy Damage” Requirement (works on any damage taken)
  • Reduced All Damage Bonus from 25% to 20%
  • Reduced Duration from 20s to 15s
  • Fixed a case where Buff remained on Unequip

DEV NOTE: Changing “Enemy” to “Entity” allows players to trigger the Amulet themselves. Incredibly easy to maintain, especially with Atonement Fold.

 

Inert Overcharger

  • Increased Movement Grace Period from 1.5s to 2s
  • Clarified the initial “Standing Still” Duration Requirement as 0.5s.

DEV NOTE: A strong Amulet that had a strict requirement. It has been loosened up enough to give you more breathing room.

 

Jester's Bell

  • Reduced All Damage Bonus from 20% to 15%

 

Kinetic Shield Exchanger

  • Increased Mod Generation from 15% to 20%

 

Laemir Censer

  • Reduced Mod Cost Penalty from 15% to 10%

 

Leto's Amulet

  • Increased Stamina Cost Reduction from 30% to 35%

 

Necklace of Supremacy

  • Increased Full Health Damage Bonus from 25% to 30%
  • Reduced Time to Proc from 7s to 5s

DEV NOTE: Git gud. Git rewarded. Consolidating many “don’t get hit” options to 5s.

 

Nightweaver's Grudge

  • Reduced Critical Chance from 20% to 15%
  • Increased Range from 15m to 20m

DEV NOTE: Grudge shined above almost all other Amulets. The Critical Chance reduction allows it to stay strong, but it now has a lot of competition.

 

One-Eyed Joker Idol

  • Reduced Stamina Cost Penalty from +30 to +15

 

Onyx Pendulum

  • Changed Bonus from 25% Additive to 1.2x Multiplier
  • Reduced Threshold Trigger from 150 Base Damage to 100

DEV NOTE: This is one of the only multiplier trinkets in the game. The potential damage is much higher than the original 25% additive bonus.

 

Samoflange

  • Increased Damage Reduction Duration from 2s to 5s

DEV NOTE: Another Amulet that has a strong effect but is hard to justify when there are so many enticing Damage options. This change allows it to be exceptionally good at what it does. It may stand out in a few more builds.

 

Shaedbloom Crystal

  • Increased Physical/Elemental Damage Bonus from 30% to 35%

 

Stalker's Brand

  • Increased Base Ranged Bonus from 10% to 12.5% (max 25%)

 

Soul Anchor

  • Reworked to increase All Damage by 20% while at least 1 Summon is active

 

Twisted Idol

  • Increased Encumbrance Reduction from -15 to -20

 

Whispering Marble

  • Reduced All Damage Bonus per Bulwark Stack from 3% to 2%

DEV NOTE: An incredible Amulet that grants both Damage and Defense. The Damage has been reduced but the Defense Bonus remains untouched.

 


Trinkets - Rings

Acid Stone

  • Increased Acid Damage Bonus from 10% to 12%

 

Ahanae Crystal

  • Changed to Additive Damage Bonus
  • Reduced Damage per Stack from 5% to 4%
  • Added Interaction with Slow

 

Akari War Band

  • Reduced Critical Chance from 15% to 10%
  • Reduced Critical Damage Bonus from 15% to 10%

 

A'Taerri Booster

  • Applies benefits to both Heavy Carry and Turret Mode

 

Atonement Fold

  • Reduced Critical Bonus from 10% to 5%

DEV NOTE: Even without the Critical Damage Bonus, Atonement Fold turned out to be one of the most interesting Rings we’ve ever created due to how many things it activated with the auto-Bleed. We reduced the Critical Chance slightly so that the core focus remains self-activation... but overall, it’s still a super-versatile Ring.

 

Band of Accord

  • Increased Ammo Bonus from 25% to 50% per ally

DEV NOTE: Teamwork makes the dream work.

 

Bitter Memento

  • Added 33.5% Health to Grey Health Conversion on Skill Use

DEV NOTE: Part of our drive to make more Grey Health build options available. Many things combo with Grey Health, and even more to come.

 

Blackout Ring

  • Changed to increase Reload Speed by 3% per 20% missing Magazine (max 15%)

DEV NOTE: This is just a Quality-of-Life simplification. Easier to understand, and more versatile to offset the slight Reload Speed reduction.

 

Blasting Cap Ring

  • Increased Explosive Damage Bonus from 10% to 15%

 

Braided Thorns

  • Changed to grant 10% Critical Chance
  • Removed “On Kill” behavior

DEV NOTE: Started from the bottom, now we’re here.

 

Bridge Warden's Crest

  • Increased Melee Damage Bonus from 15% to 20%
  • Increased Duration from 7s to 10s

 

Burden of the Audacious

  • Increased Healing on Perfect Dodge from 20% to 25% of Max Health

 

Burden of the Destroyer

  • Increased Range Penalty from –25% to –35%

DEV NOTE: In many of the cases where Destroyer was used, the Range Burden didn’t come into play. We increased the Burden to make it a bit more of a... Burden... and are still keeping a close eye on how things unfold.

 

Burden of the Divine

  • Increased Damage Penalty from 10% to 15%
  • Reduced Shared Healing from 50% to 30%

DEV NOTE: The Burden was not a large enough deterrent for the sheer power of the Shared Healing amount. Reduced it to make it a bit more of a commitment.

 

Burden of the Follower

  • Reduced Mod Generation from 50% to 25%

DEV NOTE: Like Burden of the Divine, the sheer power of the Bonus was dwarfing the Burden aspect. Instead of making the Burden more painful, we dialed in the Mod Gen.

 

Burden of the Gambler

  • Reduced Critical Damage Bonus from 20% to 15%

 

Burden of the Mariner

  • Reduced Skill Cooldown Penalty from 25% to 15%
  • Increased Mod Generation from 10% to 15% per Skill on Cooldown

 

Burden of the Sciolist

  • Reduced Ammo Reserves Penalty from 25% to 20%

 

Cataloger's Jewel

  • Increased Mod per Sec from 8 to 10

 

Celerity Stone

  • Increased Consumable Use Speed from 20% to 25%
  • Fixed a bug causing double speed for Relics only

 

Compulsion Loop

  • Increased Duration from 7s to 10s

 

Conservation Seal

  • Increased Max Save Chance from 25% to 50% (at 50% HP)

 

Crimson Dreamstone

  • Increased Damage Bonus from 1% to 2%
  • Reduced Stacks from 15 to 10
  • Reduced Duration from 10s to 5s
  • Stacks fall off one at a time

DEV NOTE: Buffs all around. Very useful for Crit and Skill builds.

 

Deep Pocket Ring

  • Increased Reserves from 25% to 35%

 

Devoured Loop

  • Changed to grant 1 Charge per Proc (per Skill)

DEV NOTE: Like in the original Remnant, Devoured (Devouring) Loop was providing far too much power with a flip of a coin. We reigned it in.

 

Digested Hog Lure

  • Increased Duration from 5s to 7s

 

Dran Scavenger Ring

  • Increased Healing Amount from 15% to 50% Max HP over 30s

 

Dried Clay Ring

  • Reduced All Damage Gain from Bulwark DR from 60% to 50%

 

Elevated Ring

  • Increased Encumbrance Reduction from -5 to -10
  • Increased Dodge Threshold from +5 to +10

 

Embrace of Sha'Hala

  • Increased Damage Reduction from 5% to 7.5% per Negative Status or Blight
  • Added Interaction with Slow
  • Reduce Max Stacks from 5 to 2

 

Endaira's Endless Loop

  • Reduced Time Trigger from 2s to 1s
  • Increased Health Regen from 1.5 to 2

 

Fae Hunter Ring

  • Increased Range Bonus from 30% to 35%

 

Faelin's Sigil

  • Increased Mod Generation from 10% to 15%

 

Faerin's Sigil

  • Increased Mod Generation from 10% to 12.5%

 

Fire Stone

  • Increased Fire Damage Bonus from 10% to 12%

 

Focusing Shard

  • Increased Spread Reduction from 30% to 70%
  • Increased Duration from 3s to 4s

DEV NOTE: Smaller value changes didn’t have much of an effect on Focusing Shard so we went in the other direction. Extreme!

 

Frivolous Band

  • Reduced Duration from 10s to 7s

 

Galvanized Resupply Band

  • Increased Ammo Pickups from 50% to 100%

DEV NOTE: Hope you have big pockets.

 

Grounding Stone

  • Increased Shock Damage Bonus from 10% to 12%

 

Jewel of the Beholden

  • Increased Duration from 10s to 15s

 

Lighthouse Keeper's Ring

  • Increased Mod per Sec from 3 to 4 per Stack
    - Increased Range from 10m to 15m

 

Metal Driver

  • Increased Duration from 7s to 15s
    - Increased Bonus Reload Speed Bonus from 5% to 10%

 

Momentum Driver

  • Reduced Sprint Duration Requirement from 2s to 1.5s

 

Outcast Ring

  • Reduced Duration from 15s to 10s

 

Painless Obsidian

  • Added 1 Stack of Bulwark while Grey Health is present (in addition to Haste)

DEV NOTE: Another change towards our Grey Health initiative. Bulwark and Haste for any Grey Health is not a bad deal.

 

Point Focus Ring

  • Increased Spread and Recoil Reduction Bonus from 25% to 30%

 

Power Saver

  • Increased Save Chance from 25% to 35%

 

Probability Cord

  • Reduced Critical Damage Bonus from 30% to 20%

DEV NOTE: Way. Too. Strong. But seriously... the value of this ring was dominating every other option. It’s fairer now and opens the door to other choices as well.

 

Provisioner's Ring

  • Increased the rate at which stowed weapons auto reload

 

Reaping Stone

  • Increased Lifesteal Amount from 3% to 5%

 

Reserve Boosting Gem

  • Increased Base Regen from 0.333 to 0.5
  • Increased Max Regen from 2 to 2.5 (below 50%)

 

Ring of the Damned

  • Changed to grant 0.4% All Damage for each 1% Grey Health
  • Added 5% Critical Chance when the wearer has 50% or more Grey Health

DEV NOTE: A nice bump for another Grey Health option. The Damage bonus can go much higher than before, depending on how much Grey Health you can get. The Crit bonus is an extra little something for your effort.

 

Ring of Deflection

  • Increased Deflect Chance from 35% to 50%

 

Ring of Restocking

  • Increased Duration from 1.5s to 5s

 

Ring of Retribution

  • Damage & Reload Mod from 10% to 15%

 

Ring of the Vain

  • Reduced iFrame Reduction from 50% to 35%

DEV NOTE: We like the concept of “don’t Evade” builds, but the penalty on Ring of the Vain was quite punishing. It still hurts, but it’s not nearly as bad.

 

Sapphire Dreamstone

  • Increased Skill Cooldown Refund from 3% to 4%

 

Shaed Stone

  • Increased Skill Damage Bonus from 12% to 15%

 

Shiny Hog Lure

  • Increased Range from from 25-30 to 25-50 Mod Power Gained
  • Disabled Effect from working with Cube Gun Automatic Bullet Return

 

Singed Ring

  • Changed to Additive Damage Bonus
  • Increased Bonus from 10% to 12%

DEV NOTE: Previously multiplicative, Singed was changed to Additive to bring it closer to other Damage Ring options.

 

Soul Shard

  • Increased Damage Bonus from 4% to 5% per Summon
  • Increased Max Damage Bonus from 12% to 15%

 

Stockpile Charger

  • Increased Damage Bonus from 13% to 15%

 

Stone of Continuance

  • Reduced Skill Duration from 25% to 15%

 

Stone of Expanse

  • Reduced All “Other” Damage Penalty from 6% to 5%

 

Stream Coupler

  • Increased Healing Amount from 10% to 25% of Max Health
  • Increased Duration from 5s to 10s

 

Tempest Conduit

  • Reduced Duration from 20s to 15s
  • Increased Damage Bonus from 10% to 15%

 

Tomb Dweller's Ring

  • Increased duration from 10s to 15s
  • Increased Fall Damage Reduction from 25% to 50%

 

Vestige of Power

  • Reduced Time to Proc from 7s to 5s

DEV NOTE: Part of the consolidation of “don’t get hit” durations. A similar change that Necklace of Supremacy received.

 

Worn Admiral Ring

  • Increased All Damage Bonus from 10% to 15%

 

Zania's Malice

  • Increased Stacks from 3 to 4
  • Reduced Bonus per stack from 10% to 5%
  • Reduced Duration from 7s to 5s

DEV NOTE: Ek is jammer, Zania!

 

Zohee's Ring

  • Increased Mod Duration from 15% to 20%

 


Relics

General

Relics have turned out to be a fan-favorite addition to the Remnant franchise. Our goal is to make them all appealing, even if some are very niche. However, much of that can be done through adjusting other items that interact with Relics. In this patch, we’ve made some adjustments to make certain Relics more thematic, and we have our sights on even more Relic adjustments for the future.

 

Broken Heart

  • Increased Speed at which 50% Health is granted On Use
  • Added Innate –2 Health Regen above 50% Health
  • Disabled interaction with other Healing Items (i.e. “Broken Heart”)

DEV NOTE: To complete the “Broken” theme, we disabled interaction with Healing Bonuses. We also enabled a constant degeneration so that if you are above 50% health, you will slowly return to 50%. A very interesting Relic that can be used for a quick heal while still working well with 50% Health builds.

 

Lifeless Heart

  • Removed all Healing
  • Added 50% Use Speed Bonus

DEV NOTE: Another thematic change. Lifeless Heart no longer grants any innate healing but is much faster. A good choice for Relic Perk and “On Relic Use” builds.

 

Paper Heart

  • Heals 100% of Max Health over 0.1s. 
  • Grants 10 Stacks of “Paper Heart” for 10s
  • Dealing 75 Base Damage of any Damage Type Removes 1 Stack of “Paper Health”
  • After 15s, remaining Stacks are converted to Grey Health (10% per Stack)

DEV NOTE: Like anything related to Leywise, Paper Heart is “fake”. To better represent the phony nature of the heart, we cleaned up how the Stacking behavior works. Dealing Base Damage will remove Stacks, and if any of them remain after the timer ends, they are converted into Grey Health... which... may not be a bad thing!

 

Salvaged Heart

  • Reduced Use Speed Bonus from 50% to 25%

DEV NOTE: Salvaged was doing quite a bit so we reduced the Use Speed Bonus and gave it to Lifeless Heart to spark more variety. Salvaged is still doing a lot.

 

Tormented Heart

  • Fixed a bug causing irregular Damage Scaling
  • Increased Use Speed from 20% to 25%
  • Reduced Lifesteal Amount from 25% to 20%
  • Properly Scales with Lifesteal & Lifesteal Efficacy Bonuses

DEV NOTE: Mostly fixing weird behavior, but also making sure that Tormented Heart benefits from other Lifesteal Bonuses.

 

Relic Fragments

General

Though we have a more comprehensive Relic Fragment update coming soon, some small adjustments were made for this patch to set a more balanced foundation. This also coincides with our large overhaul of many/most trinkets in the game.

Armor Effectiveness

  • Reduced Max from 15% to 10%

 

Melee Critical Damage

  • Reduced Max from 20% to 15%

 

Ranged Critical Chance

  • Reduced Max from 10% to 7.5%

 

Ranged Critical Damage

  • Reduced Max from 20% to 15%

 

Skill Duration

  • Reduced Max from 15% to 10%

 

Weapon Spread

  • Reduced Max from 20% to 15%

 


Concoctions

General

Like the Relic Fragment changes, the Concoction adjustments were made to provide more interesting choices when weighing available options. Defensive options, such as Meat Shake and Mudtooth’s Tonic, still give excellent survivability for the investment.

Meat Shake

  • Reduced Damage Reduction Bonus from 8% to 6.5%

 

Mudtooth's Tonic

  • Reduced Flat Health from 25 to 20

 

Mudtooth's Stew

  • Reduced Flat Stamina from 25 to 20

 

Root Water

  • Increased Health Regen from 0.75 to 1.0 Health per Second

 

Sacred Lakewater

  • Reduced Grey Health Conversion from 50% to 30%
  • Increased Grey Health Regeneration from 1 to 2

 

Sanguine Vapor

  • Removed Incoming Damage Penalty
  • Reduced Lifesteal from 3.5% to 2% Base Damage Dealt (all sources)

 

Tranquility Font

  • Reduced All Bonus from 25% to 20%

 


Consumables

General

Only a small set of changes regarding consumables. The goal is always to provide more choices, and sometimes, certain options outshine everything. A few minor adjustments to bring Brightstone and Pipe Bomb power down, and another Grey Health option buff by way of Mystery Jerky that may give you a few ideas.

 

Cost Adjustments

  • Reduced Cost of Ammo Box from 250 to 200
  • Reduced Cost of Injectors from 200 to 150

 

Brightstone

  • Reduced Base Explosion Damage from 75 to 50

 

Mystery Jerky

  • Reduced Duration from 30s to 15s
  • Increased Conversion Rate from 1.0 to 6.66 (Spooky!)

 

Pipe Bomb

  • Reduced Bleed Damage from 450 Base to 250 Base


Misc Fixes

  • Fixed an issue where Wallace was unable to purchase items from players
  • Fixed an issue where players could get stuck inside a Root Nexus
  • Fixed an issue where beam weapons would sometimes not play impact sounds
  • Fixed an issue where handgun would sometimes look like it’s floating while running
  • Fixed an issue where Spectator could become misaligned in Root Madness hallway
  • Fixed numerous collision issues in various locations throughout the game
  • Fixed an issue where Meridian’s Mortar projectile was using incorrect material
  • Fixed an issue where Tormented Heart Visual Effects were not showing up for clients
  • Fixed an issue where soft targeting sometimes would not center to player viewpoint
  • Fixed an issue where the reviving player would thank the revive
  • Fixed an issue where spectating in cinematics or NPC interactions could cause issues
  • Fixed an issue where Primogenitor corpses would persist throughout all worlds
  • Fixed an issue with “You Shall Pass” Achievement not being awarded to some players

DEV NOTE: Re-Interacting with the Bridge warden while in possession of the Bridge Warden’s Crest should now properly award the Achievement.

 

Patch Notes: Crossplay Update

Crossplay is now Available on Remnant 2

Players can now play together across different platforms to fight against the root. Players can team up with friends or make new ones across different platforms to embark on a journey to defeat the root. For console players, the Crossplay feature is set to ON by default. Make sure that crossplay settings are in sync to team up with other players. If the feature is set to "OFF", this can prevent you from joining a game that has Crossplay enabled.

NOTE: PC settings that allow frame generation currently block the Epic Online Services overlay. This may affect Crossplay functionality because it is required to join friends in-game. A workaround for this if you don't want to disable the frame generation is to accept invites via the Epic Launcher before starting up the game. 

Aberration Domination Event

The Root have seized yet another opportunity to unleash a horde of menacing Aberrations across all worlds! From February 29th to March 5th, gear up and face this challenge head-on. Defeat these sinister foes and collect the elusive Corrupted Shards, a rare material with untold potential. Head over to the enigmatic Dwell in Ward 13, where you can trade these Corrupted Shards to craft corrupted versions of some NEW special weapons. Show the Root that even in the darkest of times, our resolve shines brighter than ever!

DEV NOTE: This is our second big aberration event; we figured why not celebrate the addition of Crossplay with another Aberration event! We’ve added even more corrupted weapons to acquire, so group up and take on the Root!

Quality of Life

General

  • Added support for FSR 3. This option is now accessible in the Video Settings.
  • Fixed an issue for players who started with Gunslinger Archetype from the pre-order bonus, but switched to a different machine or account which caused them to be locked out of their character.
  • Added support for friend invites for Sony PlayStation 5.

Balance

DEV NOTE: While we have a larger balance patch planned for DLC2, we wanted to make a few adjustments to certain elements to set the stage for the larger patch. While not comprehensive, these changes should provide room for a bit more experimentation before the larger balance patch.

Archetypes

Hunter

  • Reduced Hunter’s Focus ADS requirement from 1s to 0.5s.
  • DEV NOTE: This means that the player need only AIM for half a second before Hunter’s Focus bonus is applied, instead of the full 1 second before.

Challenger

  • Die Hard now grants 1 Stack of Bulwark while it is unavailable.
  • War Stomp now deals Explosive Damage.
  • DEV NOTE: We wanted to make Die Hard a bit more impactful since it is a Prime Perk. While having an extra life is great, the 10 minute down time is very long. Instead of shortening the cooldown, the Challenge becomes tougher until Die Hard is available again.

Medic

  • No changes.
  • DEV NOTE: Medic is already powerful… what did you expect? Calm down!

Handler

  • Pack Hunter no longer requires the Companion to be “up” to grant the bonus.
  • - Pack Hunter now also increases Melee Damage and Melee Crit Chance (30%/5% at Max).
  • Companion Howl sizes are now affected by Aura size increases.
  • DEV NOTE: When the Companion went down (after taking too much damage), the Handler lost all damage bonuses. We now only require the Handler to be in range of their Companion. However, you should always try to get your buddy up, cause that’s the right thing to do! We also included Melee damage to their Damage Perk to make them a bit more versatile.

Gunslinger

  • Increased Quick Draw charges by +1.
  • Increased damage by 50%.

Summoner

  • Dominator gains Explosive damage type.
  • Dominator no longer grants a damage increase to Ranged/Melee on Sacrifice.
  • Dominator now always grants a bonus to Mod/Skill/Explosive damage.
  • DEV NOTE: We received much feedback from players wishing to play the Summoner as a more Minion-focused Archetype, so we removed the damage benefits to Ranged and Melee, added an Explosive Damage bonus -- which works for Sacrifice and all other explosive options -- and made them always active. This should give more options for Mod, Skill, and Explosive builds, while leaving Ranged and Melee to other Archetypes. There are potentially more Summoner changes in the works.

Alchemist

  • Added Melee Speed and Melee Charge Speed to Frenzy Dust.
  • Added Skill reset if Thrown Vial does not find the ground after a certain period of time.
  • Enabled Flash Caster and Throw Speed to benefit Vial Skills.

Engineer

  • Added Ranged Damage to Metalworker (Damage Perk). Max 25% at Level 10.
  • Turrets can now Critical Hit.
  • DEV NOTE: To make Engineer a bit more viable with the Turret placed, we added a damage boost to the Engineer’s Ranged damage. Note: The Heavy Weapon itself is still considered Skill damage. This is to benefit their primary/secondary weapon when not brandishing or deploying a Heavy Weapon.

Archon

  • Increased the damage of Chaos Gate from 15% to 50%.
  • Chaos Gate now causes increases incoming damage by 15%. Lasts 10s after leaving.
  • Power Creep now properly allows Mod Generation while a Mod is active.
  • DEV NOTE: We wanted to buff Chaos Gate while keeping the original design concept. It now grants a noticeable damage buff but the tradeoff is that the incoming damage penalty cannot be avoided by simply leaving the AOE. Players will need to be more careful after obtaining the buff.

Invader

  • Stacks of S.H.A.R.K (Prime Perk) now fall off one at a time.
  • Reduced the total duration of S.H.A.R.K. to 10s from 15s.
  • Perfect Dodge/Evade now instantly grants 5 stacks of S.H.A.R.K.
  • DEV NOTE: The original S.H.A.R.K. buff lasted 15s total. There were many cases where it would fall off and require you to start building it all over again, thus making the Invader harder to keep active. We changed it so that the buffs fall off individually and lowered the individual buff time to 10s (for a total of 50s total damage increase). We will monitor the durations and make adjustments where necessary.

Explorer

  • Dramatically sped up the dig animation of Gold Digger.
  • DEV NOTE: It was tricky for many players to get a handful of fountains going during combat, so we basically halved the time it takes for one to appear.

Ritualist

  • Erupt now deals Explosive damage.
  • Deathwish now respects Kinship Trait again but does not get reduced by Armor (as it once did). 
  • Deathwish no longer kills the player and will instead leave them at 1 HP.

Gear and Items

  • Atonement Fold: Disabled Voice Lines for “I’m Bleeding” when worn.
    DEV NOTE: While not really a balancing issue, the constant Voice callouts were pretty annoying, so we disabled them while wearing the ring.
  • Point Focus Ring: Reduced Spread Reduction from 35% to 25%.
  • Focusing Jewel: Reduced Spread Reduction from 35% to 30%.
  • Focusing Jewel: Increased Recoil Reduction from 25% to 50%.
  • Spread Reduction Fragment: Reduced Max Spread Reduction from 30% to 20%.
  • Spread Reduction Fragment: Reduced Min Spread Reduction from 3% to 1%.
  • Tranquility Font: Reduced Spread Reduction from 35% to 25%.
    DEV NOTE: Spread Reduction was getting out of hand (and it’s still incredibly strong). We haven’t put a cap on it yet, but we may do so in the future. For now, we dialed the numbers back a bit so that if you want to turn shotguns into snipers, you’ll need to invest a bit more into it.
  • Feedback Mutator can now generate Mod Power while a Mod is Active.
  • Reprocessed Heart can now generate Mod Power while a Mod is Active.

Weapons

  • Anguish: Fixed weapon scaling to properly cap at 3x instead of 2x (Level 10).
  • Crescent Moon: Overcharged Shots during Moonlight Barrage no longer shoot 2 Bolts.
    DEV NOTE: Total damage potential of this weapon is unchanged. The only difference is that we no longer reward a non-perfect charge. You must hit perfect charge to reach maximum damage.
  • Twisted Arbalest: Primary Fire now refreshes any current Guardian Mark on hit while Mod is active.
  • Nebula: Nanoswarm now applies a very small Corrosive DOT.
  • Huntress Spear:
    - Added a small Corrosive DOT on hit.
    - Increased Projectile Speed.
    - Increased Charge Speed.
  • Spectral Blade:
    - Removed the ability to scale with AOE/AURA traits.
    DEV NOTE: This was never intended. Slipped through the cracks!

Bug Fixes

Progression & Rewards

  • Fixed an issue where the MP60-R or Chicago Typewriter wouldn’t spawn in some player’s Wards.
  • Fixed an issue where some players were not receiving credit for acquiring 50,000 scrap.

Archetypes

Ritualist

  • Fixed an issue where Ritualist’s Wrath perk was not granting increased critical chance.
  • Fixed an issue where players could have more than one Ragged Poppet in their inventory.
  •  Fixed an issue where Miasma did not function as described.
  • Fixed an issue where Eruption did not function as described.

 Handler

  • Fixed an issue where Support Dog skill was not healing for the correct value.

Alchemist

  • Fixed an issue where thrown vials failed to enter cooldown if thrown out of bounds in a world.

Challenger

  • Fixed an issue where Face of Danger was not working as described in description.

Gear/Items

  • Fixed an issue where Sequenced Shot max value was calculating incorrectly.
  • Fixed issue where A'taerii Booster was sometimes not providing its buff when the player equips a heavy weapon.
  • Fixed an issue where activating Bloodline Mod immediately after applying Bleed would result in infinitely reapplying Bleed with Merciless
  • Fixed an issue where unequipping Embrace of Sha'hala would cause all status and buff effects in UI to no longer work.
  • Fixed an issue where Blood Jewel did not scale with duration.
  • Fixed an issue where Twisted Wounds did not scale with duration.
  • Fixed an issue where Energized Neck Coil did not scale with duration.
  • Fixed an issue where Detonation Trigger did not work correctly with Eruption.
  • Fixed an issue where Compulsion Loop would trigger from Space Crabs Mod explosions.
  • Fixed an issue where Fetid Wounds corrosive damage wasn’t affected by weapon’s level.
  • Fixed an issue where Red Ring of Death was not working correctly with Fire Tornado.
  • Fixed an issue where Kill Switch Mutator’s damage was reduced when attached to shotguns.
  • Fixed an issue where Monarch was incorrectly draining ammo reserves while using Bulletstorm.
  • Fixed an issue where Corrupted Meridian was not working with Sequenced Shot while wearing Archer Ring.
  • Fixed an issue where Corrupted Merdian was dealing weak spot damage and being affected by damage falloff.
  • DEV NOTE: As Corrupted Meridian fires an explosive projectile, it was never meant to behave in this way.
  • Fixed an issue where Endaria’s Endless Loop would not activate if player took damage while already sprinting.
  • Fixed an issue where if you fired a second Soulbinder projectile at the same target, the second one would not refresh the timer and it would expire at the same time as the first.
  • Fixed an issue where while Bore and Soulbinder were on the same target, Wormhole damage buff could be consumed.
  • Fixed an issue where Increased casting speed was not affecting Hunter’s Mark or Bulletstorm.
  • Fixed an issue where Feast Master’s Leftovers were not considered unique, and it was possible to acquire multiple.
  • Fixed an issue where Hardcore Metal Band did not function as described.
  • Fixed an issue where Participation Medal did not function as described, instead of providing 10 health it was providing 10%.
  • Fixed an issue where the All-Seeing Eye was able to be sold for 0 scrap.
  • Fixed an issue where Chain of Command Mod were homing back towards failed harpoon shot.
  • Fixed an issue where Overloaded was dealing more than the intended amount of damage.
  • Fixed an issue where Super Nova was unaffected by damage boost from Harmonizer.
  • Fixed an issue where Weaponlord buff was not being consumed and applied to Faultline shockwave damage on Stonebreaker.
  • Fixed an issue where Stone of Malevolence and Faerin’s Sigil were not functioning as described.
  • Fixed an issue where Reboot was working incorrectly with some item combinations. 
  • Fixed an issue where Vulcan Turret fires to the right of reticle when held and when not aiming directly at an enemy.
  • Fixed an issue where Windfall Blades were only doing damage when hitting protective plating, explosives or weak spots.
  • Fixed an issue where fire damage from Black Tar grenade was dealing less damage when the player had more status duration bonuses.
  • Fixed an issue where Starkiller’s reload particle effects could accumulate over time.
  • Fixed an issue where Anguish’s charged shots had a chance to benefit twice from Bandit mutator.
  • Fixed an issue where Overloaded’s AoE explosion fired off every second when it was applied by Ritualist’s Purge Perk.
  • Fixed an issue where Overloaded status was dealing reduced damage when spread with the Vile Prime Perk.
  • Fixed an issue where Overloaded explosions could deal critical damage.
    DEV NOTE: Status effects are not meant to deal critical damage.
  • Fixed an issue where the Impact Cannon in Heavy carry mode would play unintended visual effects when performing a melee attack.
  • Fixed an issue where Nebula’s Corrosive DOT would not end.
  • Fixed an issue where AOE damage was not affecting non-combat environmental critters.

Enemies

  • Fixed an issue where Root Flyer’s projectiles were tracking the player too much.
  • Fixed an issue where the Sunken Witch and Bruin, Blade of the King were not playing some of the voice lines.
  • Fixed an issue where Generating Band was not working correctly, and updated UI to reflect proper behavior.
  • Fixed an issue where Ring of Spears was able to be triggered while in wounded state.
  • Fixed an issue where the Pan Brute was not playing death animation if killed while vaulting.
  • Fixed an issue where invincible Root Zombies could spawn in the Legion boss fight.
  • Fixed an issue where Nano Phase mod could potentially cause the game to crash.

UI

  • Fixed an issue where Corrupted Shard text would disappear from tooltip while in Dwell’s shop.
  • Fixed an issue where players could experience duplicate question options while interacting with McCabe.
  • Fixed an issue where if the Medic Archetype was active and the Tranquil Heart was equipped, it would cause the stats text to flash.
  • Fixed an issue where Ritualist’s Affliction displayed a negative value in its description after resetting Trait points with Orb of Undoing.
  • Fixed an issue where Invader’s Worm Hole ability’s icon would display incorrect value.
  • Fixed an issue where the color on text in Tainted Blade Mutator was incorrect.
  • Fixed an issue where the damage numbers for Hot Shot Mod were displaying incorrect values.
  • Fixed an issue where the damage numbers for Tainted Blade and Fetid Wounds Mutator were displaying incorrect values.
  • Fixed an issue where the stat numbers for Kill Switch Mutator were displaying incorrect values.
  • Fixed an issue where sometimes changing secondary archetype would change primary archetype instead.
  • Fixed an issue where buffs were displaying incorrectly under health bar.
  • Fixed an issue where it was possible if holding down multiple buttons to bypass the second confirmation to delete a character.
  • Fixed an issue where changes to status effects from Affliction trait were not updating while in character menu.
  • Fixed an issue where Corrupted Merciless stated it was doing 0 bleed damage over 10 seconds in item description.
  • Fixed an issue where some mods were not changing the color of damage numbers when equipped on a bow weapon.
  • Fixed an issue where some Relic Fragments had inconsistent descriptions when inspected.
  • Fixed an issue where UPGRADE was displayed in UI pop-up when downgrading a Mutator.
  • Fixed an issue where Chaos Gate active buff description was missing in character screen.
  • Fixed an issue where after unequipping a second Archetype, the Archetype menu would no longer open for some players.

Misc Fixes

  • Fixed various issues with environmental collision throughout the game.
  • Fixed an issue where players could destroy tamps in Mother Mind’s arena with Merciless.
  • Fixed an issue where Sparkfire and Boltdriver were not triggering controller vibrations.
  • Fixed an issue where if Toggle Sprint was set to Off there would be a delay for stamina regeneration.
  • Fixed an issue where Ring of the Castaway was missing after traveling to sewer and back.
  • Fixed an issue where a player could potentially draw enemy aggro and be killed during Red Prince cinematic.
  • Fixed an issue where some players were unable to unequip the Ritualist archetype if it was equipped as a secondary archetype.
  • Fixed an issue where some players could not sell items to Whispers unless they first bought something of the same value from him.
  • Fixed an issue where Tal’Ratha’s door would not open if the player died to friendly fire while attempting to open it.
  • Fixed an issue where the player would not have the correct follow up interaction with the Dran Preacher if they previously spoke to him, received the ring and then changed their armor.

 

 

Patch Notes: The Awakened King DLC

--Quality of Life--

General

  • Added matchmaking regions. You will be prompted for your region on first startup and can change it later if necessary. When you are searching for a public game, it will only show users in your region, and your region will determine which users can see your public games. Friends’ games are always visible, regardless of region settings.
  • Fixed an issue where player’s data wasn’t always saved when a host quit or kicked them from a session.

 

Enemies

  • Increased global spawn rate for aberrations.

 

--Bug Fixes--

Progression & Rewards

  • Fixed an issue where “Carnage in C-Minor” Achievement / Trophy was not able to be acquired.
  • Fixed an issue where Scroll of Binding was not able to be acquired.

 

Archetypes

engineer archetype remnant2 wiki guide 250pxEngineer
  • Fixed an issue where Flamethrower Turret projectile was misaligned.
handler archetype remnant2 wiki guide 250pxHandler
  • Fixed an issue where a player could be executed while very good boy was reviving them and cause the player to become immobilized.
archon archetype remnant2 wiki guide 250pxArchon
  • Fixed an issue where some enemies would not take damage from Havoc Form’s Lightning Tendrils attack.


Gear / Items

  • Fixed an issue where Fae Shaman Ring was not working as intended with Dense Silicon Ring.
  • Fixed an issue where One-Eyed Joker amulet was affecting projectiles heading direction
  • Fixed an issue where Energized Neck Coil would play explosion vfx incorrectly in multiplayer.
  • Fixed an issue where Rotted Arrow mod explosion was negated when shooting metal fence in some location in Losomn.
  • Fixed an issue where Crescent Moon Moonlight Barrage mod failed to return to player when Hunter’s Shroud skill was active.
  • Fixed an issue where Merciless Bleed was incorrectly triggering with Bandit Mutator.
  • Fixed an issue where players were able to bypass some doors using World’s Edge charge attack.
  • Fixed an issue where Tomb Dweller’s Ring was not stacking 3 times.
  • Fixed an issue where Corrupted Meridian was not scaling correctly with intended damage type.
  • Fixed an issue where Corrupted Shards could be sold to vendors, this was not the intention and has been removed.
  • Fixed an issue where Corrupted Merciless was not applying Bleed when Bloodshot mod was active.
  • Fixed an issue where Shocker mutator didn’t scale with weapon level or show as active when charged.
  • Fixed an issue where Energy Wall mod was emitting bright lights when mod power was full.
  • Fixed an issue where Fae Bruiser Ring was triggering on destroying breakables.
  • Fixed an issue where Killswitch mod wasn’t requiring a switch to ranged weapon to proc and damage wasn’t scaling off of weapon level.
  • Fixed an issue where Sequenced Shot would not proc correctly, now it requires all subsequent shots to be charged shots to proc.
  • Fixed an issue where some items would persist across all worlds and not be able be picked up.
  • Fixed an issue where kills with Scattershot would not proc fragmented shot.
  • Fixed an issue where Beta Ray mod had an increased range when attached to an enemy.
  • Fixed an issue where Detonation Trigger was not applying the correct damage with Corrupted and regular versions of Aphelion mod.
     

Enemies

  • Fixed an issue where aberration in Twisted Chantry would not path to player correctly on stairs.
  • Fixed an issue where Trapper affix was not being removed once the aberration was defeated.
  • Fixed an issue where the Cube Boss would glitch creating a safe spot.
  • Fixed an issue where the Custodian’s Eye VFX would linger after death.
  • Fixed an issue where Shaed Knight’s auras were not visible to clients.
  • Fixed an issue where Gwendil: The Unburnt’s bombs were not able to be shot while in her hand.
  • Fixed an issue where Metaphysical Tal’Ratha was unable to have Burn status applied to him.
  • Fixed an issue where the Fae Praetor couldn’t be hit while being kicked away after grabbing a player.
  • Fixed an issue where Root Flyers could grab players while on elevators and get stuck.


UI

  • Fixed an issue where some Mods did not update their descriptions when equipping rings that changed Mod Damage.
  • Fixed an issue where some aberrations were missing their health bar.
  • Fixed an issue where the doorway to the Lost Temple in the Faithless Thicket was showing up as a side dungeon in the minimap.


Misc Fixes

  • Fixed an issue where some collision could trap players on Yaesha.

 

Patch Notes: 10.26.23

Major Quality of Life Improvements Update

--Aberration Domination Event--

Embrace the eerie atmosphere as the veil between realms grows thin, granting the Root an opportunity to unleash a horde of menacing Aberrations across all worlds! From October 27th to October 31st, gear up and face this haunting challenge head-on. Defeat these sinister foes and collect the elusive Corrupted Shards, a rare material with untold potential. Head over to the enigmatic Dwell in Ward 13, where you can trade these Corrupted Shards to craft corrupted versions of some special weapons. Show the Root that even in the darkest of times, our resolve shines brighter than ever!

 

--Performance and Crashes--

  • General optimizations to improve performance in many areas of the game.
  • Addressed performance issues with Annihilation boss fight.
  • Addressed performance issues with Bloat King boss fight.
  • Addressed performance issues with Mothermind boss fight.
  • Fixed an issue where some players would get stuck on initial splash screen.
  • Fixed an issue where using the Soulbinder mod during the 2nd phase of Sha'Hala fight could cause a crash.
  • Fixed an issue where the game could potentially crash when starting a new game with no internet connection.
  • Fixed an issue where Cancer's tentacle attack would cause too many vines to appear and affect performance.

 '

--Quality of Life--

General

  • Improved Evade detection as client in multiplayer games.

DEV NOTE: We made some changes that should noticeably increase the responsiveness of Evading while in Co-Op as a client.

  • Updated the Multiplayer Join process to make for a smoother overall experience.

DEV NOTE: Clients will now join at or near the host's location instead of automatically starting in Spectator Mode, unless the host is in a boss fight or event region.

  • Added Loadouts.

DEV NOTE: Players can now create a gear preset and then recall it with a single button press. This includes Weapons, Mods, Mutators, Archetypes, Skills, Relics, Fragments, etc. Loadouts will also save and recall Traits but will only recall them if you have the Orb of Undoing in your inventory. Loadouts cannot be used in combat.

DEV NOTE: We've added lots of brand-new aberrations. These will have the potential to spawn in all play modes and difficulties.

DEV NOTE: Lots of new and challenging affixes for the new and existing aberrations.

DEV NOTE: Fun new mutators to test out and find the right one for your build!

  • Added a new currency acquired from aberrations.

DEV NOTE: New currency to gain access to something new. Perhaps Dwell might be interested in this new currency...

 

--Progression Balance--

General

In this patch, we wanted to clean up armor and damage reduction. There was a large discrepancy between different armors when considering armor granted versus weight. Some armors would grant incredible armor per weight point, others would fall behind greatly. Our goal was to smooth this out. We did this by creating a curve where light armor has the most efficient ratio of armor granted per weight cost, and the heaviest armor was the least efficient (but still grants a lot more than light armor). There are a few variances, but lighter armor sets and individual pieces will have a higher armor to weight ratio than heavier armor.

With this change, we also moved some armor weight values around to make sure we could maintain a proper ratio across the board. Because of this, some armors gained weight (like Challenger's Armor, for example), but to compensate, we've made an adjustment to Strong Back which you can read about in the Trait section.

In addition, we've fixed the Stamina Cost penalty for each armor weight class so that they represent a better tradeoff between Damage Reduction, Weight, and Stamina Costs. What this means is that the heaviest armor will have a stronger Stamina Cost for stamina-based actions. Light Armor and Medium Armor will maintain their +2 and +1 iFrame buffs.

With these armor changes, we've also made a bunch of adjustments to utility and survivability items (buffs) so that players who want to wear armor that grants less survivability than Leto's 1 and 2 have more survivability options via trinkets, and more reasons to use many of the other utility items as well.

Ultimately, the goal is to make sure there is a real investment required to go full damage reduction. We have absolutely no problem with players hitting the DR cap (and being extremely tanky), but because it was so easy before, many of the survivability items were often relegated to your bags. It also meant that many of the armors were tossed aside to go MKII above all else.

 

Armor

  • Adjusted Armor to Weight Ratio for all armor sets.
  • Adjusted Weight Class Stamina Penalty for Medium, Heavy, and Ultra Heavy.

 

Traits

  • Changed the behavior of Strong Back from granting reduced encumbrance to increased weight class threshold.

DEV NOTE: Better fitting with the moniker “Strong Back”, players spec'ed into the Trait will be able to wear heavier armor, fit into a lighter weight class, while still maintaining their actual weight. The Trait value has changed from -10 encumbrance to +15 Weight Class Threshold. This means that a player wearing a 65 weight armor will still be in the “Medium” Weight Threshold, since it increased the baseline 50 by +15. This should open up the design space a bit for more things like Haymaker's Ring and Weightless Weight (which are based on total weight amount).

 

Gear / Items

 

Weapons

  • Rune Pistol Mod (Soul Brand): Converted to Aura instead of a single-burst AOE. The effect now travels with the player while active so that they may mark enemies they come in contact with.

 

Archetypes

Challenger:
  • Rampage: Reduced the Rampage Damage Requirement to trigger Berserk from 400 per stack to 135 per stack. Increased Movement and Reload Speed while active.
  • Juggernaut: Added reduced Melee Stamina Cost while active.

 

  Gear / Items

  • Fixed an issue where Ravager's Mark bonuses were reversed.
  • Fixed an issue where Gunfire Security Lanyard's effect remained active after removing it.
  • Fixed an issue where Matriarch's Insignia was not rewarding stamina correctly on kill.
  • Fixed an issue where players could trigger their own One-Eyed Joker Idol.
  • Fixed an issue where Blood Jewel dealt less damage than it described.
  • Fixed an issue where Ring of Omens would negate the effects of the Bright Steel Ring and not work properly with Mist Dash stamina cost.
  • Fixed an issue where Mist Dash disabled neutral backdash attacks.
  • Fixed an issue where Mist Dash transitioned into the wrong melee attacks.
  • Fixed an issue where Stone of Malevolence and Faerin's Sigil would still generate mod power while a mod was active.
  • Fixed an issue where Black Cat Band's effect triggered without reducing damage when hit with Root Walker's scream attack.
  • Fixed an issue where Black Cat Band would activate when taking damage while in downed state when its cooldown expired.
  • Fixed an issue where flops performed while wearing the Ring of Omens would not count towards flop challenge.
  • Fixed an issue where Crystal Heart failed to refresh healing effect when using a second charge during initial Relic use.
  • Fixed an issue where Shielded Heart failed to reset 20 seconds shield uptime when using a second charge during initial Relic use.
  • Fixed an issue where Healing Effectiveness was applied twice to Resonating Heart.
  • Fixed an issue where Quick Draw would not target Primogenitor in the Hatchery.
  • Fixed an issue where if players are downed while Void Cloak is active and they take damage, they could dodge and stand up out of downed state.
  • Fixed an issue where Reality Rune visual effects were not being removed after debuff expired.
  • Fixed an issue where Reality Rune and Chaos Gate were unusable while Star Shot's Big Bang mod was active.
  • Fixed an issue where some weapons could not hit the weakspot on Fae Painless.
  • Fixed an issue where Alpha-Omega long gun did not benefit from Mod Damage mutators.
  • Fixed an issue where Meridian couldn't damage some enemies and some enemy projectiles.
  • Fixed an issue where Familiar mod consumed an additional charge if mod power was regenerated while Familiar was active.
  • Fixed an issue where Familiars summoned with Familiar Mod would not correctly retain summon effects from items.
  • Fixed an issue where Familiar Mod was not scaling correctly.
  • Fixed an issue where Blood Draw would not react correctly on nearby enemies.
  • Fixed an issue where Gravity Core Mod would not affect some enemies.
  • Fixed an issue where Firestorm mod could bounce off target dummy's legs and hit the player.
  • Fixed an issue where Helix Mod would fire an inconsistent number of missiles.
  • Fixed an issue where All-Seeing Eye was removed from quickbar after using a consumable.
  • Fixed an issue where Fruit of Death would show as greyed out for client after host fully consumed it.
  • Fixed an issue where Mudtooth's Elixir would sometimes have no timer and couldn't be replaced.
  • Fixed an issue where some Melee Mutators had no effect certain Special Melee Weapons.
  • Fixed an issue where Lithely Mutator was not working with Engima.
  • Fixed an issue where Misfortune applied Slow permanently instead of for 2 seconds.
  • Fixed an issue where some weapons procced too frequently when using the Bandit Mutator.
  • Fixed an issue where Kill Switch Mutator was not getting correct cooldown at level 10.
  • Fixed an issue where Mutator Feedback's buff failed to activate when using weapon's mod on which the Mutator was equipped.
  • Fixed an issue where Cooldown Reduction was not working with some items.
  • Fixed an issue where Black Tar Burning damage was inconsistent with description.
  • Fixed an issue where Ouroboros Blades would not trigger on neutral dodge attacks.
  • Fixed an issue where Impact Cannon's effective radius was reduced as a client.
  • Fixed an issue where Items purchased in a Co-Op session would sometimes not save correctly.
  • Fixed an issue where Burden of the Stargazer would not work correctly with some Archetypes.
  • Fixed an issue where in Co-Op the Prismatic Driver could trigger repeatedly in some situations
  • Fixed an issue where Mist Step's post-dash melee behaviors were not working correctly.

 

Enemies

  • Fixed an issue where clients could experience invisible Root Horror tentacles that would trigger an interactive on them.
  • Fixed an issue where a shockwave effect would play when players entered the Annihilation arena.
  • Fixed an issue where player's spirit from Wastes Phantom grab attack would persist in world after player death.
  • Fixed an issue where if successfully escaping interactive attack with Chainsaw Dran the player could get stuck in collision in some locations.
  • Fixed an issue where Annihilation could do damage to its own projectiles.
  • Fixed an issue where Labyrinth sphere enemies could hide their weak spot too quickly for clients.
  • Fixed an issue where Mothermind's acid puddles were dealing more damage than they should have.
  • Fixed an issue where if Root Flyers grabbed a player while they were using an elevator they would get suspended in midair indefinitely.
  • Fixed an issue where some enemies would not respond to players that were too far below them.
  • Fixed an issue where Ripsaw had issues traversing to the outside from inside in the Morrow Parish.
  • Fixed an issue where the orange Phantom on N'Erud would sometimes be invisible to clients.
  • Fixed an issue where explosions that hit the player after The Hatcher fight could remove active concoctions.
  • Fixed an issue where Cancer boss would appear passive to clients who joined mid cutscene.
  • Fixed an issue where Labyrinth enemies would sometime ignore players.
  • Fixed an issue where Root Zombies could grab players through doors players were opening.
  • Fixed an issue where if the orbs in the second phase of the Annihilation fight were destroyed too quickly, the boss would get stuck and not react.
  • Fixed an issue where flying summons would die upon reaching Annihilation in the second phase of fight.

 

UI

  • Fixed an issue where the UI was not updating ammo with Provisioner's Ring.
  • Fixed an issue where the lock icon was not displayed for melee weapon that come with integrated mods.
  • Fixed an issue where a dead Hardcore character could still be selected and used from player selection screen.
  • Fixed an issue where cursor would be unresponsive when attempting to scroll while examining items in inventory.
  • Fixed an issue where Trait Bonus Displays were sorting incorrectly.
  • Fixed an issue where when exiting mod or inspect menus, the mouse would lose focus. (PC)
  • Fixed an issue where Bleed display information was the wrong color.
  • Fixed an issue where Mods would not correctly display their current state if switching to alt fire then back.
  • Fixed an issue where Vigor Leaf was missing its description when active.
  • Fixed an issue where if a player died while allocating trait points, those choices were saved.
  • Fixed an issue where the Sorrow mod UI would not display correctly when used.
  • Fixed an issue where a user without any friends would display incorrect error message.
  • Fixed an issue where All-Seeing Eye did not display information in relation to duration.
  • Fixed an issue where consumables would sometimes be used when switching to system tab.
  • Fixed an issue where Harmonizer while slotted on the Cube Gun incorrectly displayed the message “No effect for this weapon”.
  • Fixed an issue where Binding Orb would appear to double in inventory for clients.
  • Fixed an issue where Chaos Driver was correctly being affected by Mod Duration, however the description was not being updated to
  • eflect new value.
  • Fixed an issue where Summoner perk Incite says minions but was meant to say summons as the ability affects all summons.
  • Fixed an issue where Turrets did not show up as summons in the UI for clients.
  • Fixed an issue where there was a duplicate “Quest Complete” notification after defeating the final Bone Harvester in the Charnel House.
  • Fixed an issue where Nexus health bar would not appear.

 

Audio

  • Fixed an issue where lever sound effects would play during loading screen after quitting out in some locations in Losomn.

 

Misc Fixes

  • Fixed an issue in the Labyrinth where players would sometimes get hung up on a ledge causing them to fall to their death when it looked like they should have cleared the jump.
  • Fixed an issue where one of the numbers for the safe puzzle in Losomn was obscured from view.
  • Fixed an issue where it was possible under certain conditions to achieve higher than 80% Damage Reduction.
  • Fixed an issue where summons would sometimes refuse to travel through Boss Fog Doors.
  • Fixed an issue where clients would not walk through Fog Doors when interacting with them.
  • Fixed an issue where players could vault out of the world in the Hidden Grove.
  • Fixed an issue where players could get stuck behind some staircases in the Beatific Palace.
  • Fixed an issue where players could get stuck behind collision in Butcher's Quarter.
  • Fixed an issue where players could get stuck behind collision in Terminus Station.
  • Fixed an issue where players could get stuck behind collision in Fractured Ingress.
  • Fixed an issue where players could get stuck behind collision in the Corrupted Harbor.
  • Fixed an issue where players could get stuck behind collision in the Ashen Wasteland.
  • Fixed an issue where players could get stuck behind collision in Ironborough.
  • Fixed an issue where enemies could get stuck inside collision The Dreamless Sleep and The Putrid Domain.
  • Fixed an issue where columns in Corruptor boss fight would not display correctly when broken in subsequent attempts.
  • Fixed an issue where players would lose aggro after speaking to the Custodian in certain situations.
  • Fixed an issue where players could select two different archetypes in the tutorial.
  • Fixed an issue where the size of the Hero's Sword in hand and stowed were not consistent.
  • Fixed an issue where black textures appear on the floor near the Eon Vault.
  • Fixed an issue where players were unable to pick up a piece of Forged Iron on a storage box near the Spectrum Nexus.
  • Fixed an issue where players could get out of the level in the Ashen Wasteland.
  • Fixed an issue where players could get stuck in an area in Gilded Chambers.
  • Fixed an issue where players could get stuck in an area in Cotton's Kiln.
  • Fixed an issue where players could get stuck in an area in the Corrupted Harbor.
  • Fixed an issue where players could get stuck in an area in the Butcher's Quarter.
  • Fixed an issue where players could upgrade an item to +5 by purchasing its crafting material.- Fixed an issue where a doe could get stuck when running into an invisible collision wall.
  • Fixed an issue where visual effects were disabled after shooting fusion coil in the Putrid Domain.
  • Fixed an issue where syringe type items would not display correctly during use animation.
  • Fixed an issue where players could repeatedly receive the Quest Complete reward for the chimney event on Yaesha.
  • Fixed an issue where players were still actively receiving Burning status effect when stepping out of fire puddle during Gwendil The Unburnt fight.
  • Fixed an issue where players could get pushed by explosions during an evade.
  • Fixed an issue where Overheat animation could be cancelled with certain item uses.
  • Fixed an issue where shooting the Rotted Arrow mod on a wall and repeatedly pressing f11 could potentially allow you to launch into the air and out of the world.
  • Fixed an issue where town children could be pushed up ramped surfaces causing them to T-Pose.
  • Fixed an issue where Hunter's glowing eye visual effects persisted through phase 2 of Annihilation boss fight.
  • Fixed an issue where summons from Familiar mod would sometimes not dissolve out properly.
  • Fixed an issue where Chimney crystals would break instantly after being shot by some weapons.
  • Fixed an issue where spectator camera could lock if a player disconnected at certain times.
  • Fixed an issue where players could get pushed while interacting with Master Portal Key pedestal.
  • Fixed an issue where final cutscene music would continue to play for clients after host disconnected.

 

Patch Notes: 09.11.23

Xbox: 1.0.0.15
PS5: 01.000.011

--Performance and Crashes--

  • Fixed an issue with Archon's Chaos Gate skill that was impacting performance.
  • Fixed an issue with Archon's Havoc Form skill that was impacting performance.
  • Improved performance on all stages of Annihilation Boss Fight.
  • Fixed an issue where picking up an item would cause a small lag hitch for hosts.
  • Various crash fixes and optimizations.
  • Streamlined backend connection when joining players games.

DEV NOTE: This should address several issues including general failures to connect after “connecting” screen and joining games while using a character with a lot of gear and items.

 

--Quality of Life--

General

  • Added option to enable Hold Sprint in Gameplay settings.

DEV NOTE: A highly requested feature, players can now choose between Toggle (default) and Hold to Sprint.

  • Added option to enable Toggle Aim instead in Gameplay Settings.

DEV NOTE: Another requested feature, players can now enable Toggle AIM instead of Hold AIM. This should be helpful for those that have trouble constantly keeping the AIM button down.
When turning off aim assist while using a controller, it also turns off aim adhesion.
 

 

Gear / Items

  • Rigs can now downgrade Weapons, refunding 75% of materials used in upgrades and 50% of the scrap.
  • Dwell can now downgrade Mutators, refunding 75% of materials used in upgrades and 50% of the scrap.
  • Added consumable duration to advanced stats page on character menu.

 

--Bug Fixes--

Progression & Rewards

  • Fixed an issue where Trophy/Achievement “Maxed Out!” was not properly rewarded after acquiring the required number of trait points.

DEV NOTE: To unlock the achievement, you must interact with the World Stone.

  • Fixed an issue where if players crashed in tutorial while interacting with Rigs before receiving upgrade, they would be soft locked in tutorial.
  • Fixed an issue where objectives would not be set correctly if quitting at various locations in the Tutorial.
  • Fixed an issue where only the player who dealt the last hit on an enemy would receive credit for the kill towards Trophies.
  • Fixed an issue where if the player had the Thaen fruit buff experienced a soft lock if they were dragged away by the Bone Harvester.
  • Fixed an issue where Bloodmoon door would not correctly open during some Bloodmoons.
  • Fixed an issue where Bloodmoon wisps would not spawn correctly during some Bloodmoons.

 

Archetypes

Summoner
  • Fixed an issue where Summoner's minions were not receiving shared damage from Blood Bond trait.
  • Fixed an issue where Summoners were unable to summon minions at checkpoint before Cancer miniboss fight.
  • Fixed an issue where Dominator perk stayed active after switching Archetype.
  • Fixed an issue where minions were not granting experience when killing enemies.
  • Fixed an issue where minions were unable to target Sha'Hala.
  • Fixed an issue where minions would potentially continuously respawn when interacting with an NPC.

 

Engineer
  • Fixed an issue where players could swap off the Engineer's heavy weapon after an interaction.
  • Fixed an issue where reclaimed Heavy Weapon would disappear if picked up while player was holding AIM.
  • Fixed an issue causing Heavy Carry backwards evade to cost double stamina.
  • Fixed an issue where Turrets were not granting experience when killing enemies.
  • Fixed an issue where Turrets could be active during ending cinematic.

 

Archon
  • Fixed an issue where mastery reward description incorrectly refers to Amplitude.

 

Gunslinger
  • Fixed an issue where Ammo Boxes dropped extra ammo that could not be picked up and would persist across re-rolls.

 

Handler
  1. Fixed an issue where Very Good Boy was not granting experience when killing enemies.

DEV NOTE: Look, he gets excited sometimes. Not his fault.

 

Weapons / Mods

  • Fixed an issue where Heavy Weapon Ammo was lost after a player leaves game while holding Heavy Weapon.
  • Fixed an issue where Engineer's Flamethrower would not correctly target flying enemies.
  • Fixed an issue where Big Bang Mod did not work correctly with Spirit Wisp Mod.
  • Fixed an issue where Merciless bleed reticle was inconsistent due to weapon spread improvements.
  • Fixed an issue where the Cube Gun projectiles were able to push Many Faces.
  • Fixed an issue where Meridian not damaging Executioner and Royal Archers in Losomn.
  • Fixed an issue where Plasma Cutter weapon phantoms were not terminating correctly.
  • Fixed an issue where Plasma Cutter was unable to do full damage against Legion.
  • Fixed an issue where Plasma Cutter could not hit Abomination's Weakspot.
  • Fixed an issue where Rune Pistol audio loop would continually play when holstered.
  • Fixed an issue where clients using the Plasma Cutter would deal incorrect amount of damage.
  • Fixed an issue where Charged Ouroboros (Deceit) Sword Fragments passed through Corruptor Boss.
  • Fixed an issue where Ouroborus Swords would remain longer than debuff duration.
  • Fixed an issue where Starfall (Sagittarius) Area of Effect was incorrect.
  • Fixed an issue where Starfall Mod was not working with Mod Duration
  • Fixed an issue where the second arrow from Moonlight Barrage had an inconsistent trajectory.
  • Fixed an issue where Aphelion and Nightfall did not have force feedback on controllers when being used.
  • Fixed an issue where Beta Ray (Alpha/Omega) Mod wasn't affecting Sha'Hala.
  • Fixed an issue where Sorrow reloading sound looped if visual effects persisted.
  • Fixed an issue where Nano Swarm (Nebula) would attempt to target Fae gargoyles but not aggro them.
  • Fixed an issue where Nano Swarm was targeting small critters and dead bodies.
  • Fixed an issue where players could use melee weapons when Dreadwalker (Nightfall) Mod was active.
  • Fixed an issue where Healing Shot traveled in the wrong direction with the Bonesaw and Huntmaster.
  • Fixed an issue where Scrap Shot's slow effect would continue indefinitely.
  • Fixed an issue where Song of Eafir's slow effect would continue indefinitely.
  • Fixed an issue where Voltaic Rondure Mod does not get overcharged by projectile weapons.
  • Fixed an issue where players could have two Fargazers out at once.
  • Fixed an issue where players using Fargazer mod couldn't roll or use a relic while it was active.
  • Fixed an issue where Sporeshot (Sporebloom) and Rotted Arrow didn't correctly scale with Mod duration.
  • Fixed an issue where Atom Splitter's Fission Strike failed to hit some enemies.
     

 

Trinkets

  • Fixed an issue where Focusing Shard had no effect when crouching.
  • Fixed an issue where Burden of Warlock wasn't calculating cost correctly with Star Shot Mod.
  • Fixed an issue where Hyperconductor was allowing a free skill charge.
  • Fixed an issue where Encrypted Ring effect wasn't triggering correctly with mod use.
  • Fixed an issue where Game Master's Pride was not working as intended with damage mitigation abilities.
  • Fixed an issue where some weapons would not detonate Rootbulbs and Shock canisters.
  • Fixed an issue where the Provisioner Ring was not correctly replenishing bullets.
  • Fixed an issue where Stone of Expanse was incorrectly calculating damage modifications.
  • Fixed an issue where One-Eyed Joker buff would remain after item was removed.
  • Fixed an issue where Fae Hunter Ring would not increase range of firearms when equipped.
  • Fixed an issue where Deceiver's Band fails to trigger after sliding while wearing Ring of Omens.
  • Fixed an issue where Matriarch's Insignia could trigger before a charged attack's stamina cost was spent.
  • Fixed an issue where Ring of Omens was negating the encumbrance effect on vault actions.
  • Fixed an issue where players couldn't use Mist Step (Ring of Omens + Amulet) during a Heavy Carry.
  • Fixed an issue where Tightly Wound Coil would not activate correctly when using the Cube Gun.
  • Fixed an issue where Guardian's Ring was not adding a stack of Bulwark when player took melee damage.
  • Fixed an issue where players were unable to roll when out of Stamina while using Ring of Omens.
  • Fixed an issue where Ring of Crisis was stacking instead of refreshing.
  • Fixed an issue where Stone of Continuance failed to extend some skill duration bonuses to clients.
  • Fixed an issue where Lithely Mutator was triggering from destroying breakables.
  • Fixed an issue where Shield Breaker Mutator would not activate when using some weapons.
  • Fixed an issue where Momentum Mutator was applying double critical damage.
     

 

Items & Consumables

  • Fixed an issue where Mudtooth wouldn't sell discovered concoctions if player had 0 in their inventory.
  • Fixed an issue where picking up a Tome of Knowledge when at max trait points would silently reward XP and Scrap. Now both have proper pop-up indicators.
  • Fixed an issue where Panacea Perk (Alchemist) was not being applied when using Ethereal Orb or Antidote.
  • Fixed an issue where Elixir of Life would not trigger Regenerator (Medic) Prime perk.
  • Fixed an issue where if a client purchased Diverting Heart from Cass, Host would not be able to purchase it.
  • Fixed an issue where Thaen Fruit buff would be lost when restarting game.
  • Fixed an issue where “You are dead” screen wouldn't display from some deaths while Thaen Fruit was active.
  • Fixed an issue where some engrams could not be picked up again for scrap after originally acquiring them.
  • Fixed an issue where Orb of Undoing became unusable.
  • Fixed an issue where Dark Cider was not scaling health increase correctly.
  • Fixed an issue where Root Water was unintentionally providing resistance bonus.
  • Fixed an issue where Root Water timer was not refreshing when using an additional one.
  • Fixed an issue where Dark Fluid was unintentionally providing resistance bonus.
  • Fixed an issue where Dark Fluid effects were not being applied correctly after death.
  • Fixed an issue where Xenoplasm was unintentionally providing resistance bonus.
  • Fixed an issue where Xenoplasm was increasing skill cooldown after death.

 

Enemies

  • Fixed an issue where camera would flip on female players when Dran enemy grabbed them.
  • Fixed an issue where players in spectator mode would not receive Blood Moon Essence during Blood Moon.
  • Fixed an issue where players could get on top of bone piles and Bone Harvester could not properly path to them.
  • Fixed an issue where players could walk into Dran Bomber to cause their bomb to explode multiple times.
  • Fixed an issue where Venom would get stuck in a loop if players stood in a specific location in arena.
  • Fixed an issue where Ripsaw could teleport out of bounds.
  • Fixed an issue where Many Faces Weakspot became always active after a restart.
  • Fixed an issue where the Defiler would lose aggro.
  • Fixed an issue where Bone Harvester could clip through ground.
  • Fixed an issue where the Custodian Eye could still fire projectiles while staggered.
  • Fixed an issue where Labyrinth enemies could walk through some doors.
  • Fixed an issue where Ripsaw could teleport out of bounds if he had the “Teleporter” affix.
  • Fixed an issue where phantom's projectiles would scale up when leaving enemy's hand.
  • Fixed an issue where Gorge would not correctly validate attacks when players were behind him.
  • Fixed an issue where projectiles from the Hatchery enemies moved very fast.
  • Fixed an issue where Ripsaw could be pushed thought collision from Pipe Bomb explosion.
  • Fixed an issue where enemies with Displacer affix could teleport players outside of event.
  • Fixed an issue where Aberration visual effects were removed by Hunter's Focus and Hunter's Shroud.
  • Fixed an issue where Shrewd collision remained in arena during seed fall sequence.
  • Fixed an issue where Annihilation's tendrils could persist after player died and restarted fight.
  • Fixed an issue where Annihilation's lightning attack would not orient correctly to ground for clients.
  • Fixed an issue where the Huntress would not attack if players were in her blind spot.
  • Fixed an issue where Annihilation would not orient clients to face the correct way uponits death.
  • Fixed an issue where the Bloat King would use its laser attack while its orbs were out.
  • Fixed an issue where the Bloat King's laser attack sounds would trigger multiple times.
  • Fixed an issue where Legion's projectile was set to the wrong collision type.
  • Fixed an issue where Plasma Cutter was dealing Weakspot damage to Laby Orb when not hitting Weakspot.
  • Fixed an issue where Many Faces' defeated arms could block the beam attack from the Corruptor.
  • Fixed an issue where the visual effects on Many Faces' arms would not deactivate on death.
  • Fixed an issue where the Custodian's Eye NPC was on bottom of its tube after player fell to their death.
     

 

UI

  • Fixed an issue where the text for “SLOW” was not the correct color on Binding Orb
  • Fixed an issue where the text on Stasis Beam had a grammatical error.
  • Fixed an issue where the text on Blade of Gul had a grammatical error.
  • Fixed an issue where the text on Dryzr Caliper had a grammatical error.
  • Fixed an issue where the text on Prospector perk had a grammatical error.
  • Fixed an issue where item description of Antidote did not match visual.
  • Fixed an issue where the word “Sheild” was not formatted correctly on Difference Engine.
  • Fixed an issue where item description of Feral Judgement did not match visual.
  • Fixed an issue where the text on Decayed Heart had a grammatical error.
  • Fixed an issue where “Another player is waiting at the Stone” wouldn't display if host was far from checkpoint.
  • Fixed an issue where the description of the Ambit Ember was not clear in its use.
  • Fixed an issue where crafting items weren't displaying correctly on crafters.
  • Fixed an issue where Poisoned Ambit Ember was exploding when player walked sideways.
  • Fixed an issue where “ACID” text color was inconsistent across items.
  • Fixed an issue where Handling Trait bonus was not clearly defining its application.
  • Fixed an issue where being revived by the Thaen fruit was not displaying the immunity to status effects buff.
  • Fixed an issue where difficulty icon was not always being displayed correctly for clients. This was a visual issue and did not affect the actual difficulty for clients.
  • Fixed an issue where the host could get stuck in Menu if the client activated a cinematic.
  • Fixed an issue where Crescent Moon's Moonlight Barrage was missing description in crafting menu.
  • Fixed an issue where status effect damage was missing from stats in character menu.
  • Fixed an issue where equipping an Elemental Resistance fragment did not update Elemental Resistance values.
     

 

Misc Fixes

  • Fixed an issue where the flashlight could disappear.
  • Fixed an issue where multiple crafting materials were not rewarding scrap on subsequent pickups.
  • Fixed an issue where Tal'Ratha's music volume was not affected by the Music slider in settings.
  • Fixed an issue where Rigs and Ava McCabe would not show icon for crafting when enough materials were acquired in Ward 13.
  • Fixed an issue where the player could freeze up if they did multiple melee attacks before interacting with door during tutorial.
  • Fixed an issue where the lights would remain on during N'Erud World boss fight.
  • Fixed an issue where Thaen Tree growth could be screwed up if user changed their system clock time.
  • Fixed an issue where Banish would not work with some items that increase mod duration.
  • Fixed an issue where Enemy aggro could be disabled when leaving conversation with Oracle after receiving half quilt reward.
  • Fixed an issue where Cass's dialogue would get reset when Campaign was re-rolled.
  • Fixed an issue where the player could die during the Postulant's board game.
  • Fixed an issue where Laemir Censer would cause Firestorm to disappear early.
  • Fixed an issue where Trapped Laemir would reset his dialogue after event if player left area and returned.
  • Fixed an issue where siege in Ashen Trainyard could be skipped by force closing application.
  • Fixed an issue where players could get out of the world and infinitely fall at the start of N'Erud.
  • Fixed an issue where, under specific circumstances, activating World Stone did not show available waypoints.
  • Fixed an issue where a visual effect was playing incorrectly during introduction cinematic of Tal'Ratha's Metaphysical fight.
  • Fixed an issue where Clementine and The Keeper were not showing up on the Map while player was in the Labyrinth and Blackened Citadel.
  • Fixed an issue where using Liquid escape would send players back to the Backrooms if had previously left.
  • Fixed an issue where the host could takeover interaction controls with an NPC from client, leaving them unable to play.
  • Fixed an issue where combat music volume would not be lowered when entering a new area.
  • Fixed an issue with collision in Wallace's room in Ward 13.
  • Fixed several issues with collision on Losomn in various locations.
  • Fixed several issues with collision on Yaesha in various locations.
  • Fixed several issues with collision in the Labyrinth in various locations.
  • Fixed several issues with collision on Root Earth in various locations.
  • Fixed several issues with collision on N'Erud in various locations.
  • Fixed an issue where the incorrect music was playing during siege battle in the Labyrinth.
  • Fixed an issue where Non-Vendor NPCs wouldn't speak in subsequent campaigns after beating the campaign previously.
  • Fixed an issue where collision was present in the middle of the room after Jester's card game in Losomn.
  • Fixed an issue where kills from Bleed were not granting experience.
  • Fixed an issue where clients' screens would not turn red to indicate taking damage when hit by Plasma Cutter.
  • Fixed an issue where if players force exited during conversation with Meidra about Tear of Kaeula they could not receive reward.
  • Fixed an issue where Non-Hardcore characters could join Hardcore games.
  • Fixed an issue where players would no longer be affected by fog on N'Erud.
  • Fixed an issue where players could speak to Ford through hole in the wall in Tutorial.
  • Fixed an issue where reticle would stick to friendly minions while using a controller.
  • Fixed an issue where getting teleported by Nimue would potentially cause enemies to ignore the player.
  • Fixed an issue where holding aim while getting staggered would not allow player to aim after being staggered.

 

 

Patch Notes: 09.07.23

Build number: 386778

--Performance and Crashes--

  • Fixed an issue with Archon's Chaos Gate skill that was impacting performance.
  • Fixed an issue with Archon's Havoc Form skill that was impacting performance.
  • Improved performance on all stages of Annihilation Boss Fight.
  • Fixed an issue where picking up an item would cause a small lag hitch for hosts.
  • Various crash fixes and optimizations.
  • Added a Detailed Geometry video option, which is enabled by default.

DEV NOTE: This option allows for users to disable the setting to reduce environmental geometry detail. This will improve the maximum performance for those with high end CPUs.

  • Added a lower Graphics Quality Preset named “Potato”.

DEV NOTE: The Potato preset allows for low end systems to more aggressively disable expensive rendering features. Helping them achieve higher frame rates and smoother gameplay.

  • Streamlined backend connection when joining players games.

DEV NOTE: This should address several issues including general failures to connect after “connecting” screen and joining games while using a character with a lot of gear and items

 

--Quality of Life--

General

  • Added option to enable Hold Sprint in Gameplay settings.

DEV NOTE: A highly requested feature, players can now choose between Toggle (default) and Hold to Sprint.

  • Added option to enable Toggle AIM instead in Gameplay Settings.

DEV NOTE: Another requested feature, players can now enable Toggle AIM instead of Hold AIM. This should be helpful for those that have trouble constantly keeping the AIM button down.

  • Added support for PlayStation button icons when using a PlayStation controller on PC.
  • When turning off aim assist while using a controller, it also turns off aim adhesion.

 

Gear / Items

  • Rigs can now downgrade Weapons, refunding 75% of materials used in upgrades and 50% of the scrap.
  • Dwell can now downgrade Mutators, refunding 75% of materials used in upgrades and 50% of the scrap.
  • Added consumable duration to advanced stats page on character menu.

 

--Bug Fixes--

Progression & Rewards

  • Fixed an issue where Achievement “Maxed Out!” was not properly rewarded after acquiring the required number of trait points.

DEV NOTE: To unlock the achievement, you must interact with the World Stone.

  • Fixed an issue where if players crashed in tutorial while interacting with Rigs before receiving upgrade, they would be soft-locked in tutorial.
  • Fixed an issue where objectives would not be set correctly if quitting at various locations in the Tutorial.
  • Fixed an issue where only the player who dealt the last hit on an enemy would receive credit for the kill towards achievements.
  • Fixed an issue where if the player had the Thaen fruit buff experienced a softlock if they were dragged away by the Bone Harvester.
  • Fixed an issue where Bloodmoon door would not correctly open during some Bloodmoons.
  • Fixed an issue where Bloodmoon wisps would not spawn correctly during some Bloodmoons.

 

 
Archetypes

Summoner
  • Fixed an issue where Summoner's minions were not receiving shared damage from Blood Bond trait.
  • Fixed an issue where Summoners were unable to summon minions at checkpoint before Cancer miniboss fight.
  • Fixed an issue where Dominator perk stayed active after switching Archetype.
  • Fixed an issue where minions were not granting experience when killing enemies.
  • Fixed an issue where minions were unable to target Sha'Hala.
  • Fixed an issue where minions would potentially continuously respawn when interacting with an NPC.

 


Engineer
  • Fixed an issue where players could swap off the Engineer's heavy weapon after an interaction.
  • Fixed an issue where reclaimed Heavy Weapon would disappear if picked up while player was holding AIM.
  • Fixed an issue causing Heavy Carry backwards evade to cost double stamina.
  • Fixed an issue where Turrets were not granting experience when killing enemies.
  • Fixed an issue where Turrets could be active during ending cinematic.

 

Archon
  • Fixed an issue where mastery reward description incorrectly refers to Amplitude.

 

Gunslinger
  • Fixed an issue where Ammo Boxes dropped extra ammo that could not be picked up and would persist across re-rolls.

 

Handler
  • Fixed an issue where Very Good Boy was not granting experience when killing enemies.

DEV NOTE: Look, he gets excited sometimes. Not his fault.
 

Weapons / Mods

  • Fixed an issue where Heavy Weapon Ammo was lost after a player leaves game while holding Heavy Weapon.
  • Fixed an issue where Engineer's Flamethrower would not correctly target flying enemies.
  • Fixed an issue where Big Bang Mod did not work correctly with Spirit Wisp Mod.
  • Fixed an issue where Merciless bleed reticle was inconsistent due to weapon spread improvements.
  • Fixed an issue where the Cube Gun projectiles were able to push Many Faces.
  • Fixed an issue where Meridian not damaging Executioner and Royal Archers in Losomn.
  • Fixed an issue where Plasma Cutter weapon phantoms were not terminating correctly.
  • Fixed an issue where Plasma Cutter was unable to do full damage against Legion.
  • Fixed an issue where Plasma Cutter could not hit Abomination's Weakspot.
  • Fixed an issue where Rune Pistol audio loop would continually play when holstered.
  • Fixed an issue where clients using the Plasma Cutter would deal incorrect amount of damage.
  • Fixed an issue where Charged Ouroboros (Deceit) Sword Fragments passed through Corruptor Boss.
  • Fixed an issue where Ouroborus Swords would remain longer than debuff duration.
  • Fixed an issue where Starfall (Sagittarius) Area of Effect was incorrect.
  • Fixed an issue where Starfall Mod was not working with Mod Duration
  • Fixed an issue where the second arrow from Moonlight Barrage had an inconsistent trajectory.
  • Fixed an issue where Aphelion and Nightfall did not have force feedback on controllers when being used.
  • Fixed an issue where Beta Ray (Alpha-Omega) Mod wasn't affecting Sha'Hala.
  • Fixed an issue where Sorrow reloading sound looped if visual effects persisted.
  • Fixed an issue where Nano Swarm (Nebula) would attempt to target Fae gargoyles but not aggro them.
  • Fixed an issue where Nano Swarm was targeting small critters and dead bodies.
  • Fixed an issue where players could use melee weapons when Dreadwalker (Nightfall) Mod was active.
  • Fixed an issue where Healing Shot traveled in the wrong direction with the Bonesaw and Huntmaster.
  • Fixed an issue where Scrap Shot's slow effect would continue indefinitely.
  • Fixed an issue where Song of Eafir's slow effect would continue indefinitely.
  • Fixed an issue where Voltaic Rondure Mod does not get overcharged by projectile weapons.
  • Fixed an issue where players could have two Fargazers out at once.
  • Fixed an issue where players using Fargazer mod couldn't roll or use a relic while it was active.
  • Fixed an issue where Sporeshot (Sporebloom) and Rotted Arrow didn't correctly scale with Mod duration.
  • Fixed an issue where Atom Splitter's Fission Strike failed to hit some enemies.

 

Trinkets

  • Fixed an issue where Focusing Shard had no effect when crouching.
  • Fixed an issue where Burden of the Warlock wasn't calculating cost correctly with Star Shot Mod.
  • Fixed an issue where Hyperconductor was allowing a free skill charge.
  • Fixed an issue where Encrypted Ring effect wasn't triggering correctly with mod use.
  • Fixed an issue where Game Master's Pride was not working as intended with damage mitigation abilities.
  • Fixed an issue where some weapons would not detonate Rootbulbs and Shock canisters.
  • Fixed an issue where the Provisioner Ring was not correctly replenishing bullets.
  • Fixed an issue where Stone of Expanse was incorrectly calculating damage modifications.
  • Fixed an issue where One-Eyed Joker buff would remain after item was removed.
  • Fixed an issue where Fae Hunter Ring would not increase range of firearms when equipped.
  • Fixed an issue where Deceiver's Band fails to trigger after sliding while wearing Ring of Omens.
  • Fixed an issue where Matriarch's Insignia could trigger before a charged attack's stamina cost was spent.
  • Fixed an issue where Ring of Omens was negating the encumbrance effect on vault actions.
  • Fixed an issue where players couldn't use Mist Step (Ring of Omens + Amulet) during a Heavy Carry.
  • Fixed an issue where Tightly Wound Coil would not activate correctly when using the Cube Gun.
  • Fixed an issue where Guardian's Ring was not adding a stack of Bulwark when player took melee damage.
  • Fixed an issue where players were unable to roll when out of Stamina while using Ring of Omens.
  • Fixed an issue where Ring of Crisis was stacking instead of refreshing.
  • Fixed an issue where Stone of Continuance failed to extend some skill duration bonuses to clients.
  • Fixed an issue where Lithely Mutator was triggering from destroying breakables.
  • Fixed an issue where Shield Breaker Mutator would not activate when using some weapons.
  • Fixed an issue where Momentum Mutator was applying double critical damage.
     

 

Items & Consumables

  • Fixed an issue where Mudtooth wouldn't sell discovered concoctions if player had 0 in their inventory.
  • Fixed an issue where picking up a Tome of Knowledge when at max trait points would silently reward XP and Scrap. Now both have proper pop-up indicators.
  • Fixed an issue where Panacea Perk (Alchemist) was not being applied when using Ethereal Orb or Antidote.
  • Fixed an issue where Elixir of Life would not trigger Regenerator (Medic) Prime perk.
  • Fixed an issue where if a client purchased Diverting Heart from Cass, Host would not be able to purchase it.
  • Fixed an issue where Thaen Fruit buff would be lost when restarting game.
  • Fixed an issue where “You are dead” screen wouldn't display from some deaths while Thaen Fruit was active.
  • Fixed an issue where some Engrams could not be picked up again for scrap after originally acquiring them.
  • Fixed an issue where Orb of Undoing became unusable.
  • Fixed an issue where Dark Cider was not scaling health increase correctly.
  • Fixed an issue where Root Water was unintentionally providing resistance bonus.
  • Fixed an issue where Root Water timer was not refreshing when using an additional one.
  • Fixed an issue where Dark Fluid was unintentionally providing resistance bonus.
  • Fixed an issue where Dark Fluid effects were not being applied correctly after death.
  • Fixed an issue where Xenoplasm was unintentionally providing resistance bonus.
  • Fixed an issue where Xenoplasm was increasing skill cooldown after death.
     

 

Enemies

  • Fixed an issue where camera would flip on female players when Dran enemy grabbed them.
  • Fixed an issue where players in spectator mode would not receive Blood Moon Essence during Blood Moon.
  • Fixed an issue where players could get on top of bone piles and Bone Harvester could not properly path to them.
  • Fixed an issue where players could walk into Dran Bomber to cause their bomb to explode multiple times.
  • Fixed an issue where Venom would get stuck in a loop if players stood in a specific location in arena.
  • Fixed an issue where Ripsaw could teleport out of bounds.
  • Fixed an issue where Many Faces Weakspot became always active after a restart.
  • Fixed an issue where the Defiler would lose aggro.
  • Fixed an issue where Bone Harvester could clip through ground.
  • Fixed an issue where the Custodian Eye could still fire projectiles while staggered.
  • Fixed an issue where Labyrinth enemies could walk through some doors.
  • Fixed an issue where Ripsaw could teleport out of bounds if he had the “Teleporter” affix.
  • Fixed an issue where phantom's projectiles would scale up when leaving enemy's hand.
  • Fixed an issue where Gorge would not correctly validate attacks when players were behind him.
  • Fixed an issue where projectiles from the Hatchery enemies moved very fast.
  • Fixed an issue where Ripsaw could be pushed thought collision from Pipe Bomb explosion.
  • Fixed an issue where enemies with Displacer affix could teleport players outside of event.
  • Fixed an issue where Aberration visual effects were removed by Hunter's Focus and Hunter's Shroud.
  • Fixed an issue where Shrewd collision remained in arena during seed fall sequence.
  • Fixed an issue where Annihilation's tendrils could persist after player died and restarted fight.
  • Fixed an issue where Annihilation's lightning attack would not orient correctly to ground for clients.
  • Fixed an issue where the Huntress would not attack if players were in her blind spot.
  • Fixed an issue where Annihilation would not orient clients to face the correct way upon its death.
  • Fixed an issue where the Bloat King would use its laser attack while its orbs were out.
  • Fixed an issue where the Bloat King's laser attack sounds would trigger multiple times.
  • Fixed an issue where Legion's projectile was set to the wrong collision type.
  • Fixed an issue where Plasma Cutter was dealing Weakspot damage to Laby Orb when not hitting Weakspot.
  • Fixed an issue where Many Faces' defeated arms could block the beam attack from the Corruptor.
  • Fixed an issue where the visual effects on Many Faces' arms would not deactivate on death.
  • Fixed an issue where the Custodian's Eye NPC was on bottom of its tube after player fell to their death.

 
UI

  • Fixed an issue where the text for “SLOW” was not the correct color on Binding Orb
  • Fixed an issue where the text on Stasis Beam had a grammatical error.
  • Fixed an issue where the text on Blade of Gul had a grammatical error.
  • Fixed an issue where the text on Dryzr Caliper had a grammatical error.
  • Fixed an issue where the text on Prospector perk had a grammatical error.
  • Fixed an issue where item description of Antidote did not match visual.
  • Fixed an issue where the word “Sheild” was not formatted correctly on Difference Engine.
  • Fixed an issue where item description of Feral Judgement did not match visual.
  • Fixed an issue where the text on Decayed Heart had a grammatical error.
  • Fixed an issue where “Another player is waiting at the Stone” wouldn't display if host was far from checkpoint.
  • Fixed an issue where the description of the Ambit Ember was not clear in its use.
  • Fixed an issue where crafting items weren't displaying correctly on crafters.
  • Fixed an issue where Poisoned Ambit Ember was exploding when player walked sideways.
  • Fixed an issue where “ACID” text color was inconsistent across items.
  • Fixed an issue where Handling Trait bonus was not clearly defining its application.
  • Fixed an issue where being revived by the Thaen fruit was not displaying the immunity to status effects buff.
  • Fixed an issue where difficulty icon was not always being displayed correctly for clients. This was a visual issue and did not affect the actual difficulty for clients.
  • Fixed an issue where the host could get stuck in Menu if the client activated a cinematic.
  • Fixed an issue where Crescent Moon's Moonlight Barrage was missing description in crafting menu.
  • Fixed an issue where status effect damage was missing from stats in character menu.
  • Fixed an issue where equipping an Elemental Resistance fragment did not update Elemental Resistance values.
     

Misc Fixes

  • Fixed an issue where the flashlight could disappear.
  • Fixed an issue where multiple crafting materials were not rewarding scrap on subsequent pickups.
  • Fixed an issue where Tal'Ratha's music volume was not affected by the Music slider in settings.
  • Fixed an issue where Rigs and Ava McCabe would not show icon for crafting when enough materials were acquired in Ward 13.
  • Fixed an issue where the player could freeze up if they did multiple melee attacks before interacting with door during tutorial.
  • Fixed an issue where the lights would remain on during N'Erud World boss fight.
  • Fixed an issue where Thaen Tree growth could be screwed up if user changed their system clock time.
  • Fixed an issue where Banish would not work with some items that increase mod duration.
  • Fixed an issue where Enemy aggro could be disabled when leaving conversation with Oracle after receiving half quilt reward.
  • Fixed an issue where Cass's dialogue would get reset when Campaign was re-rolled.
  • Fixed an issue where the player could die during the Postulant's board game.
  • Fixed an issue where Laemir Censer would cause Firestorm to disappear early.
  • Fixed an issue where Trapped Laemir would reset his dialogue after event if player left area and returned.
  • Fixed an issue where siege in Ashen Trainyard could be skipped by force closing application.
  • Fixed an issue where players could get out of the world and infinitely fall at the start of N'Erud.
  • Fixed an issue where, under specific circumstances, activating World Stone did not show available waypoints.
  • Fixed an issue where a visual effect was playing incorrectly during introduction cinematic of Tal'Ratha's Metaphysical fight.
  • Fixed an issue where Clementine and The Keeper were not showing up on the Map while player was in the Labyrinth and Blackened Citadel.
  • Fixed an issue where using Liquid escape would send players back to the Backrooms if had previously left.
  • Fixed an issue where the host could takeover interaction controls with an NPC from client, leaving them unable to play.
  • Fixed an issue where combat music volume would not be lowered when entering a new area.
  • Fixed an issue with collision in Wallace's room in Ward 13.
  • Fixed several issues with collision on Losomn in various locations.
  • Fixed several issues with collision on Yaesha in various locations.
  • Fixed several issues with collision in the Labyrinth in various locations.
  • Fixed several issues with collision on Root Earth in various locations.
  • Fixed several issues with collision on N'Erud in various locations.
  • Fixed an issue where the incorrect music was playing during siege battle in the Labyrinth.
  • Fixed an issue where Non-Vendor NPCs wouldn't speak in subsequent campaigns after beating the campaign previously.
  • Fixed an issue where collision was present in the middle of the room after Jester's card game in Losomn.
  • Fixed an issue where kills from Bleed were not granting experience.
  • Fixed an issue where clients' screens would not turn red to indicate taking damage when hit by Plasma Cutter.
  • Fixed an issue where if players force exited during conversation with Meidra about Tear of Kaeula they could not receive reward.
  • Fixed an issue where Non-Hardcore characters could join Hardcore games.
  • Fixed an issue where players would no longer be affected by fog on N'Erud.
  • Fixed an issue where players could speak to Ford through hole in the wall in Tutorial.
  • Fixed an issue where reticle would stick to friendly minions while using a controller.
  • Fixed an issue where getting teleported by Nimue would potentially cause enemies to ignore the player.
  • Fixed an issue where holding aim while getting staggered would not allow player to aim after being staggered.

 

Patch Notes: 08.18.23

Xbox build number: 1.0.0.13
PS5 build number: 01.000.009

--Performance and Crashes--

  • Updates to reduce potential crashes.
  • Addressed an issue where game would hang on Remnant II logo screen for some players  when first starting the game.
  • Fixed various issues causing memory leaks.
  • Added an option to the graphics settings to turn off the optimizations when in a menu. 


--Achievements & Difficulty Rewards--

  • Retroactively fixed “Proving Grounds” Achievement/Trophy.
  • Retroactively fixed issue where players who beat the game on Apocalypse difficulty previously were not receiving Nightmare difficulty rewards.

DEV NOTE: To unlock difficulty rewards and achievements/trophies, you must interact with the World 
Stone.

  • Fixed an issue where Revivalist Trait was not unlocking for some players.
  • Fixed an issue with granting difficulty rewards related to localization.


--Bug Fixes--

Progression & Rewards

  • Progression Blocker: Fixed an issue where if the game was closed during the Binding of Three cinematic in the Labyrinth, the portal to the final world would not open correctly.
  • Progression Blocker: Fixed an issue where players could use Havoc Form during the final boss fight transition and get stuck.
    Progression Blocker: Fixed an issue where the key in Kaeula's Rest would not show up.
  • Progression Blocker: Fixed an issue where train siege on N'Erud would lock players out, preventing them from progressing forward.
  • Progression Blocker: Fixed an issue where players could get stuck in Tal'Ratha's metaphysical phase and not complete the fight.
  • Progression Blocker: Fixed an issue where the key in the Morrow Sanatorium would not 
    show up.


 
Archetypes

  • Fixed issues with Archon's Tempest ability not working with Big Bang.
  • Fixed issue with Summoner's minions targeting corpses in Magister Dullain fight.
  • Fixed an issue where Engineer's turret would allow them to move through walls and doors.
  • Fixed an issue where Very Good Boy would sometimes attempt to attack an invisible enemy after defeating Labyrinth Sentinel. 
  • Fixed an issue where Archetypes could show up as “!”, locking them out for players.
     

Gear / Items

  • Fixed an issue with Chilled Steam not correctly granting movement speed increase.
  • Fixed an issue with Dark Cider's stat description not matching advanced stats display.
  • Fixed an issue with Mudtooth's Elixir bonus not showing up in advanced stats display.
  • Fixed an issue with Smolder not scaling correctly with Mod damage.
  • Fixed an issue where Black Cat Band was incorrectly triggered when dodging with Void Cloak.
  • Fixed an issue where unequipping the One-Eyed Joker idol was not removing its effect.
  • Fixed an issue where Stamina cost when using Huntress Spear was not benefiting from Reinvigorate.
  • Fixed an issue where Momentum mutator bonus was not being applied correctly when upgraded.
  • Fixed an issue where Scavenger's Bauble was not automatically picking up Relic Dust. 
  • Fixed an issue where Samoflange amulet incorrectly triggered when dodging incoming enemy attacks.
  • Fixed an issue where Astral Burst mod was not bouncing three times as stated in its description.
  • Fixed an issue where Reality Rune would slow friendly projectiles. 
  • Fixed an issue with Restriction Cord related to interacting with World Stone.
  • Fixed an issue with Tranquility Font's description not displaying the correct values.
  • Fixed an issue where Weightless Weight was not applying the correct values when changing armor.
  • Fixed an issue where in combination with Restriction Cord, Ring of Anguish could cause a crash.


 
Enemies

  • Fixed an issue with Gorge's rear spin attack not connecting with players correctly.
  • Fixed an issue with Labyrinth creatures getting stuck in stagger state in various places.
  • Fixed an issue with Abomination's AoE slam size collision not matching visual.
  • Changed Abomination's plates to take normal damage instead of resisting damage.
  • Fixed an issue with Abomination retreating too often.
  • Fixed an issue with Chainsaw Dran getting stuck when killed while performing interactive on player.
  • Fixed an issue with Huntress killing all of Summoner's minions at once during fight.
  • Fixed an issue where players could get stuck under the arena in the second phase of the final boss fight.
  • Fixed an issue where Bastion aberration affixes remained active outside of combat.
  • Fixed an issue where Tal'Ratha's spit attack could still hit the player if they were out of range.
  • Fixed an issue where Gorge would not spawn and door would not open if player quit while door to room was still opening.


 
Misc Fixes

  • Fixed multiple places where players could get stuck outside of the world on N'Erud
  • Fixed visual issues with lightning in the sky during final portion of campaign. 
  • Fixed an issue where advanced stats could not be toggled on/off when returning from map menu.
  • Fixed an issue where Chain Lightning was not doing Shock Damage.
  • Fixed an issue where non-vendor town NPCs would disappear for some players.
  • Fixed level geometry allowing players to access Bone Harvester's lair without first being grabbed by the Bone Harvester.
  • Fixed an issue in Town Turned to Dust where players could get stuck between bridge planks. 
  • Fixed an issue where clients could interact with the Fae Council and quit out mid conversation, locking the Host out of speaking with them again.

 

 

Patch Notes: 08.17.23

--Performance and Crashes--

  •  Updates to reduce potential crashes.
  • Addressed an issue where game would hang on Remnant II logo screen for some players when first starting the game.
  • Fixed various issues causing memory leaks.
  • Added an option to the graphics settings to turn off the optimizations when in a menu.

DEV NOTE: This may fix DXGI_ERROR_DEVICE_REMOVED error for some users.

 

--Achievements & Difficulty Rewards--

  • Retroactively fixed “Proving Grounds” Achievement.
  • Retroactively fixed issue where players who beat the game on Apocalypse difficulty  previously were not receiving Nightmare difficulty rewards.

DEV NOTE: To unlock difficulty rewards and achievements, you must interact with the World 
Stone.

  • Fixed an issue where Revivalist Trait was not unlocking for some players.
  • Fixed an issue with granting difficulty rewards related to localization.

--Bug Fixes--

Progression & Rewards

  • Progression Blocker: Fixed an issue where if the game was closed during the Binding of Three cinematic in the Labyrinth, the portal to the final world would not open correctly.
  • Progression Blocker: Fixed an issue where players could use Havoc Form during the final boss fight transition and get stuck.
  • Progression Blocker: Fixed an issue where the key in Kaeula's Rest would not show up.
  • Progression Blocker: Fixed an issue where train siege on N'Erud would lock players out, preventing them from progressing forward.
  • Progression Blocker: Fixed an issue where players could get stuck in Tal'Ratha's metaphysical phase and not complete the fight.
  • Progression Blocker: Fixed an issue where the key in the Morrow Sanatorium would not show up.

 

Archetypes

  • Fixed issues with Archon's Tempest ability not working with Big Bang.
  • Fixed issue with Summoner's minions targeting corpses in Magister Dullain fight.
  • Fixed an issue where Engineer's turret would allow them to move through walls and doors.
  • Fixed an issue where Very Good Boy would sometimes attempt to attack an invisible enemy after defeating Labyrinth Sentinel. 
  • Fixed an issue where Archetypes could show up as “!”, locking them out for players.

 

Gear / Items

  • Fixed an issue with Chilled Steam not correctly granting movement speed increase.
  • Fixed an issue with Dark Cider's stat description not matching advanced stats display.
  • Fixed an issue with Mudtooth's Elixir bonus not showing up in advanced stats display.
  • Fixed an issue with Smolder not scaling correctly with Mod damage.
  • Fixed an issue where Black Cat Band was incorrectly triggered when dodging with Void Cloak.
  • Fixed an issue where unequipping the One-Eyed Joker idol was not removing its effect.
  • Fixed an issue where Stamina cost when using Huntress Spear was not benefiting from Reinvigorate.
  • Fixed an issue where Momentum mutator bonus was not being applied correctly when upgraded.
  • Fixed an issue where Scavenger's Bauble was not automatically picking up Relic Dust. 
  • Fixed an issue where Samoflange amulet incorrectly triggered when dodging incoming enemy attacks.
  • Fixed an issue where Astral Burst mod was not bouncing three times as stated in its description.
  • Fixed an issue where Reality Rune would slow friendly projectiles. 
  • Fixed an issue with Restriction Cord related to interacting with World Stone.
  • Fixed an issue with Tranquility Font's description not displaying the correct values.
  • Fixed an issue where Weightless Weight was not applying the correct values when changing armor.
  • Fixed an issue where in combination with Restriction Cord, Ring of Anguish could cause a crash.

 

Enemies

  • Fixed an issue with Gorge's rear spin attack not connecting with players correctly.
  • Fixed an issue with Labyrinth creatures getting stuck in stagger state in various places.
  • Fixed an issue with Abomination's AoE slam size collision not matching visual.
  • Changed Abomination's plates to take normal damage instead of resisting damage.
  • Fixed an issue with Abomination retreating too often.
  • Fixed an issue with Chainsaw Dran getting stuck when killed while performing interactive on player.
  • Fixed an issue with Huntress killing all of Summoner's minions at once during fight.
  • Fixed an issue where players could get stuck under the arena in the second phase of the final boss fight.
  • Fixed an issue where Bastion aberration affixes remained active outside of combat.
  • Fixed an issue where Tal'Ratha's spit attack could still hit the player if they were out of range.
  • Fixed an issue where Gorge would not spawn and door would not open if player quit while door to room was still opening.

 

Misc Fixes

  • Fixed multiple places where players could get stuck outside of the world on N'Erud
  • Fixed visual issues with lightning in the sky during final portion of campaign. 
  • Fixed an issue where advanced stats could not be toggled on/off when returning from map menu.
  • Fixed an issue where Chain Lightning was not doing Shock Damage.
  • Fixed an issue where non-vendor town NPCs would disappear for some players.
  • Fixed level geometry allowing players to access Bone Harvester's lair without first being grabbed by the Bone Harvester.
  • Fixed an issue in Town Turned to Dust where players could get stuck between bridge planks. 
  • Fixed an issue where clients could interact with the Fae Council and quit out mid conversation, locking the Host out of speaking with them again.

 

Patch Notes: 08.15.23

XBOX Series X|S
Build Number: 1.0.0.11

--Performance and Crashes--

  • Ongoing optimizations to improve overall performance.
  • Updates to improve hitching and potential crashes.
  • Fixed multiple reported crash bugs.

 

---Achievements & Difficulty Rewards-- 

Retroactively fixed several achievements that weren't tracked correctly. 
Retroactively fixed as many difficulty-based rewards as possible.  
 DEV NOTE: To unlock difficulty rewards and achievements, you must interact with the World Stone. 

 

--Quality of Life--  

QOL OVERVIEW: While we still have quite a few things we are working on regarding Traits and long-term grinding (for those that wish to partake), we wanted to make a few changes in this patch to ensure players had more freedom to experiment. Players should find it much easier to Respec and they should also end up with more Scrap overall. We aren't done here by any means, and these are not the larger changes we've mentioned on Discord and Reddit, but in the short term, they should help to ease the burden or reconfiguring your build and experimenting with different options.

  • Increased Trait Cap by +5. 
  • Tome of Knowledge now grants Scrap and EXP when the player has reached Trait Cap. 
  • Orb of Undoing now has unlimited uses. Players can sell any extras for Scrap. 
  • Removed the Trait Requirement for equipping a second Archetype. Players may now slot their second Archetype as soon as they obtain / convert another Engram at Wallace. 
  • Removed the Scrap Cost for converting a Mysterious Item into an Engram (1000 to 0). 
  • Lowered the Lumenite Cost for converting a Mysterious Item into an Engram (10 to 5). 
  • Slightly Increased Scrap Gain from Breakables. 
  • Increased Scrap Gain from Regular and Rare Chests. 
  • Increased Scrap Gain when killing Aberrations. 
  • Reduced the cost of Bloodroot. 
  • Added all unlocked Archetypes to Wallace's inventory. If players have unlocked any Secret Archetype (by converting a Mysterious Item into an Engram), he will then sell them for all future characters. If you can start with it, Wallace will sell it. 
  • Reduced the requirement to obtain Revivalist Trait. Also included Very Good Boy. 
  • Updated Nimue, Bedel (Old Vaunnt), and N'Erud Vending Machine, and Blood Altar to properly keep their items in stock. 
  • Fixed the Damage Reduction calculation in Advanced Stats. While this was a bug, we still wanted to make sure it was at the top of the list because it was giving players incorrect info. 
  • Reduced Multiplayer Scaling per player by an additional 5% (from 15% to 10%). This means that in 3 player COOP, all players will now take 10% less damage (5% less per player). 
  • Increased the chance that Cass spawns her special rewards. 
  • Increased invulnerability time on standard Revive by 0.7s to give players a bit more time to react after being revived. 
  • Experience gained is shared across any distance in multiplayer (previously 40m max range) and to dead teammates. 
     

 
Balance

General

  • Reduced Vicious enemy affix from 33% to 15%. 
  • Reduced Spiteful enemy affix from 0-45% to 0-25%. This is based on current enemy Health. 
  • Reduced Thick Skin enemy affix from -15% Critical Chance & -25% Critical Damage to -10% and 15%, respectively. 
  • Reduced Hearty enemy affix from 25% Max HP to 15% Max HP. 
  • Increased Bulwark Damage Reduction from 6,5,4,3,2% (20% MAX) to 7,6,5,4,3% (25% MAX). 
     

Armor

ARMOR OVERVIEW: We made a few tweaks to various armor types to give them unique benefits that were applicable for all difficulties. We felt that the baseline Heavy Armor values (at approximately 35% Damage Reduction) were in a good spot, especially with our recent changes to certain enemy affixes, so we adjusted the other armors to bring them up to par in their own way. Armor-based Damage Reduction is typically the easiest type of DR to get in the game, and due to its importance at higher levels, the lower-value armors were becoming less than desirable. 

  • Adjusted Light Armor Damage Reduction Value from approximately 15% to 25%. 
  • Adjusted Medium Armor Damage Reduction Value from approximately 25% to 30%. 
  • Adjusted Ultra Heavy Armor Damage Reduction Value from approximately 45% to 50%. 
  • Increased Light Armor Evade Invulnerability by 2 frames. 
  • Increased Medium Armor Evade Invulnerability by 1 frame. 
  • Increased Ultra Heavy Neutral Evade Invulnerability by 1 frame. 

Armor Evade Value and Stamina Penalty Reference: 

  • Light Evade (25 Encumbrance or Lower): 12 iFrames, 0% Stamina Cost Penalty.
  • Medium Evade (26-50 Encumbrance): 11 iFrames, 25% Stamina Cost Penalty.
  • Heavy Evade (51-75 Encumbrance): 10 iFrames, 50% Stamina Cost Penalty. 
  • Ultra Heavy (76+ Encumbrance): 15 iFrames (Flop), 75% Stamina Cost Penalty. 

DEV NOTE: No changes were made to Stamina Cost Penalty. These are original values. Additionally, Heavy Evade and Ultra Heavy Flop have their original iFrame value as well. The only changes regarding iFrames were to the two lighter Weight Classes. 

 

Archetypes

  • Handler Companion and Summoner Minions gain increased health per difficulty. On Apocalypse, they will have the highest base health. 
  • Increased Challenger's Intimidating Presence Range from 10m to 15m. 
Explorer Archetype 
  • Increased the duration of Explorer's Scavenger Buff per pickup from 15s to 20s. 
  • Increased the duration of Explorer's Gold Digger Buffs from 15s to 20s. 
  • Increased the healing amount of Gold Digger Healing Fountain from 1.5 to 2.0 HP per second. 

DEV NOTE: We wanted to make sure Explorer could maintain Scavenger longer between fights and give them more freedom while Gold Digger Fountains were active. We increased the durations by 5s each and boosted the Healing Fountain to be more enticing. 

 

Archon Archetype 
  • Increased Archon Havoc Form Lighting Hands damage from 28 to 56. 
  • Increased Archon Havoc Form Blink damage from 100 to 150. 
  • Reduced Archon Havoc Form Cooldown from 120s to 90s. 

DEV NOTE: These changes are in response to bug fix that allowed Havoc Form Lighting Hands to deal ridiculous damage. We made some overall adjustments to compensate. 

 

Challenger Archetype 
  • Adjusted the damage falloff for Challenger's Close Quarters perk. At maximum range, Challenger will always maintain a 10% damage bonus to All Damage. 
     
Handler Archetype 
  • Increased the Handler's Pack Hunter Range from 25m to 40m. 
  • Increased the Base Max Health of Handler's Very Good Boy Companion. 
     
Summoner Archetype 
  • Increased the Base Max Health of Summoner's Hollow and Flyer Variants. 
     

Gear / Items

  • Increased Restriction Cord Damage Reduction from 10% to 15%. 
  • Increased Guardian's Ring range from 10m to 15m. 
  • Enabled Mist Step Neutral Backdash attack. 


Weapons

  • Switched Aphelion scaling to Boss/Special Damage Scaling instead of Standard. 
  • Increased the Fire Damage for Shatterstar (Savior Mod). 
  • Reduced the Fire Rate on Nightfall in Standard and Dreadwalker Fire Modes. 

DEV NOTE: Nightfall was dealing far more damage than other weapons in both modes (almost 20% more w/ Dreadwalker active compared to other guns with their Mod active). When considering damage and the Mod ability (harder to hit, life siphon, and fire rate), it was pushing Nightfall too far above every other Long Gun. It now sits closer in line with other high-damage weapons. 

  • Reduced the AOE Burst Damage of Enigma's Overload Application from 40 to 30. 
  • Reduced the Subsequent Tether Damage of Enigma Primary Fire from 75% to 65%. 
  • Reduced the Magazine Capacity of Enigma from 30 to 25. 
  • Increased the total Reserve Capacity of Enigma from 120 to 125. 

DEV NOTE: Enigma was performing too far above our goal for AOE clear, so a few adjustments were made. There is still an issue with it ignoring Armor which will be addressed in the future. However, when that happens, we will reevaluate the numbers. 

 

Enemies

  • Adjusted downtime and overall combat flow for Annihilation. 
  • Adjusted Annihilation Mine behavior on Survivor difficulty. 
  • Reduced damage on Nightweaver's grab attacks (Wall and Lunge). 
  • Adjusted the hitbox of Magister Dullain's tongue attack to better match the visuals.  
     

Multiplayer

  • Reduced incoming damage in Multiplayer from 25% per additional player to 15% per player. 
     

--Bug Fixes--

Progression & Rewards

  • Progression Blocker: Cass no longer wanders out of town, making her store inaccessible. 
  • Progression Blocker: Ward 13 NPCs no longer “Lose their memory” after rolling adventure mode. 
  • Progression Blocker: Fixed an issue where Annihilation would be stuck between first and second phase of fight due an improper Plasma Cutter interaction. 
  • Progression Blocker: Fixed an issue if the player died before one of the children made it back to Oracle, the Oracle would not interact with the player. 
  • Progression Blocker: Fixed an issue in Sentinel's Keep that would cause the player to become stuck inside door. 
  • Progression Blocker: Fixed issue where Liquid Escape could be lost. 
  • Progression Blocker: Fixed an issue that prevented players from completing the tutorial if a crash happened when interacting with Ford.
  • Progression Blocker: Fixed infinite loading screen issue present for some players when selecting “Skip Tutorial” on character creation screen. 
  • Progression Blocker: Fixed an issue with Plasma Cutter preventing the Final Boss from transitioning into its second phase. 
  • Progression Blocker: Fixed Tal'Ratha boss fight lockout if game was exited during cutscene dialogue. 
  • Progression Blocker: Fixed the Astropath boss fight failing to start if game was exited during cutscenes. 
  • Progression Blocker: Addressed issue with Trait points going negative. Negative Trait points have been flipped to positive. This will also fix issues with the Second Archetype being locked out. If players are still encountering negative trait points, picking up an additional trait point will flip negative to positive.  
  • Addressed issue with players not receiving achievements in multiplayer games.  
  • Players who completed Oracle's quilt will now receive Half Quilt award as well as Full Quit Reward if they had not previously received it. 
    Fixed an issue where scripted deaths from the Bone Harvester, Empress Guards, and Red Prince caused actual deaths and ended Hardcore runs. 
  • Fixed an issue with Weapons not unlocking after a Hardcore playthrough.  
  • Fixed an issue with Weapons not unlocking after completing playthroughs at different difficulties.  
  • Players who listened to all Mudtooth's stories but did not receive all of the rewards can visit Mudtooth to receive their rewards. Players who did not receive the Iron Cylinder (Gunslinger's Engram) from listening to all his stories will now find it in his store. 
  • Fixed an issue preventing Explorer and Archon Armor from appearing on the vendor. Players will need to first convert the appropriate Mysterious Item into an Engram at Wally 
  • Fixed an issue preventing Mudtooth's Elixir from appearing in his inventory. After completing the game, players will need to first unlock Explorer (Golden Compass) at Wallace. 
  • Fixed issues where Clementine would stand in random locations in Ward 13 after the cutscene in Blackened Citadel. 
  • Fix for Achievement when meeting the Flautist if co-op player was spectating at the time where the Flautist was met. 
  • Fixed an issue preventing Revivalist Trait from being awarded. It should now be rewarded after reviving another player 15x. 
     

Archetypes

  • Fixed issue with Summoner's Minions targeting pigs in Losomn. Pigs are no longer valid targets for Minions. 
  • Fixed issue with Handler's Very Good Boy not waking the sleeping Huntress when attacking. 
  • Fixed Medic's Redemption cooldown for clients. 
  • Engineer kills via Turret now grant Experience.  
  • Removed Controller Rumble when Summoner Minions move near the player. 
  • Fixed an issue with Archon's Havoc Form Lighting Hands. Casting Speed now properly ramps up the Lighting Hand without going infinite. 
  • Fixed an issue causing Hunter's Focus not granting the proper Weakspot Damage Bonus 
  • Fixed an issue causing Hunter's Shroud granting multiplicative damage bonus 
  • Fixed an issue causing Invader Perk S.H.A.R.K. to not apply its damage bonuses 
  • Fixed an issue with Gunslinger's Bulletstorm Sound not terminating. 
  • Fixed a bug allowing Male Engineer to ignore falling transition when Overclocking. 
     

Gear / Items

  • Fixed an issue with Aphelion causing it to do drastically reduced damage. 
  • Fixed various issues with Restriction Cord causing issues like UI weirdness, memory leaks, and player getting stuck in World Stone as a client. 
  • Fixed Death's Embrace effects remaining after exiting to main menu and returning to game. 
  • Fixed Spore Shot Mod's slow effects lasting indefinitely. 
  • Fixed Enigma's Chain Lightning chaining through walls and floors. 
  • Fixed Enigma ignoring enemy's resistance. The Overload explosion still ignores resist. 
  • Fixed Dark Fluid buff values being inconsistent for clients. 
  • Fixed Faerie Needle buff icon displaying values incorrectly for clients. 
  • Fixed Bulletweaver buff icon displaying values incorrectly for clients. 
  • Fixed issue with Dran Scavenger Ring not correctly working for clients. 
  • Fixed Energized Neck Coil so as to not trigger from ally status applications. 
  • Fixed issue where consuming Processed Koara while its effect was already active was not resetting timer.

DEV NOTE: Seriously though... you know what this is, right? 

  • Fixed issue where consuming Ambit Ember while its effect was already active was not resetting timer. 
  • Fixed issue where Eulogy Mod was damaging player when activated too close to enemies. Also, returning bolts no longer damage allies. 
  • Added description and lore for Ghost Shell. 
  • Fixed VFX alignment for Nebula and Hellfire primary fire. 
  • Fixed an issue preventing Plasma Cutter from dealing the correct damage type to certain enemies. 
  • Fixed an issue causing Shieldbreaker Mutator to not grant the correct amount of shield. 
  • Nightfall Mod visual effects terminate correctly now.
  • Fixed an issue allowing Dreamcatcher to trigger Dreamwave before it was properly earned. 
  • Fixed an issue that allowed Crystal Heart from stacking with itself. 
  • Fixed an issue causing Ring of Flawed Beauty not granting the proper Weakspot Damage Bonus 
  • Fixed issue with Anastasija's Inspiration causing infinite damage stacking on Summoner's Minions. 
  • Fixed an issue preventing some Boss & Special Melee Weapons from receiving proper scaling.  
  • Fixed an issue preventing Godsplitter from triggering “Was this supposed to happen?” Achievement 
  • Fixed an issue allowing Severed Hand to be spawned repeatedly. 
     

Enemies

  • Fixed various hitboxes for Enemy AOE attacks. 
  • Fixed Annihilation insta-killing clients with bad connections on transition to second phase. 
  • Fixed an issue with Cancer's Root attack ignoring Damage Reduction. 
  • Fixed an issue with GEORGE (Gorge) Aberration not attacking players. 
  • Fixed issue with Bloat King where applying a status effect would cause it to never adjust its bioluminescence. 
  • Fixed an issue with Gwendil the Unburnt that allowed Enigma to trigger infinite bomb explosions when there was no longer a bomb in hand.
  • Fixed an issue preventing Venom's Staves from being destroyed by AOEs/Explosives. 
  • Fixed an issue preventing some enemy affixes from activating properly on Venom. 
  • Fixed various Labyrinth Enemies from not attacking during maze section. 
  • Fixed Bane Aberration from warping players out of the arena with Displacer. 
  • Fixed issue with Primogenitor health bar incorrectly tracking and causing players to become stuck. 
  • Fixed issue with Root Knight's puddle projectile dealing damage on hit. 
  • Fixed issue with Nightweaver projectiles homing in on player incorrectly. 
  • E.D. Alpha (Aberration) in Tower of the Unseen now respawns after player dies and re-enters the aberration room area. 
  • Fixed issue with Block Ruin (Labyrinth Enemy) sound effects 
  • Fixed issue where players could defeat the Gwendil: The Unburnt without taking any damage by standing on the stairs under the wooden bridge 
  • Fixed issue where killing the Many Faces (Corruptor World Boss Golem) when it's jumping between platforms would cause it to fall off the world in The Great Bole. 

 

 
Misc Fixes

  • Fixed an issue with the icon above doors on map being too small. 
  • Fixed an issue where if you quit immediately after picking your archetype with Wallace, you'd have to play through the introduction again. 
  • Fixed Chimney obstructions not resetting for clients on world reset. 
  • Fixed various out of world or stuck location in Losomn Dran city. 
  • Fixed text getting cut off on 16:10 ratio resolutions as well as other non 16:9 based resolutions. 
  • Fixed issue where Huntress Boss Music volume was not controllable by Music slider in settings menu. 
  • Fixed issue where Jester cards were not correctly showing up for clients. 
  • Fixed issue with wearing the Ravager Sigil when speaking to Bedel would cause enemies to no longer attack player. 
  • Fixed multiple locations on final level where players could get out of bounds of the level. 
  • Fixed issue with player's not receiving fall damage by holding throwable consumables or melee weapons in throwing position. 
  • Fixed collision issue causing players to get trapped along some edges in Morrow Sanatorium. 
  • Fixed issue when using certain melee weapons, the character's face distorted 
  • Fixed issue where Player could be locked out of Postulant's Parlor when application was closed after playing the board game. 
  • Fixed issue where Player was unable to open door to Sentinel's Keep when exiting game while inputting the Seeker's Key in N'Erud 
  • Fixed an issue where players were trapped when attempting to vault through a wall in Cotton's Kiln. 
  • Fixed an issue that allowed players to skip siege fight in Tiller's Rest. 
  • Fixed an issue with players falling into gap between the boat and wall in Tiller's Rest  
  • Fixed floating doors in Cathedral of Omens. 
  • Fixed an issue in The Great Hall that allowed repeated EXP rewards during Feastmaster's event. 
  • Fixed multiple scenarios that allowed players to transition through walls using interactives. 
  • Fixed an issue that caused players to get stuck in Throw Animation in certain situations. 
  • Adjusted the kill volume height in the Custodian Eye arena.

 

Playstation 5 Upgrade
Build Number: 01.000.008

--Performance and Crashes--

  • Ongoing optimizations to improve overall performance.
  • Fixed multiple reported crash bugs.
     

--Achievements & Difficulty Rewards--

  • Retroactively fixed several trophies that weren't tracked correctly.
  • Retroactively fixed as many difficulty-based rewards as possible.

DEV NOTE: To unlock difficulty rewards and trophies, you must interact with the World Stone.

 

--Quality of Life--

  • Added all unlocked Archetypes to Wallace's inventory. If players have unlocked any Secret Archetype (by converting a Mysterious Item into an Engram), he will then sell them for all future characters. If you can start with it, Wallace will sell it.
  • Reduced the requirement to obtain Revivalist Trait. Also included Very Good Boy.
  • Updated Nimue, Bedel (Old Vaunnt), and N'Erud Vending Machine, and Blood Altar to properly keep their items in stock.
  • Fixed the Damage Reduction calculation in Advanced Stats. While this was a bug, we still wanted to make sure it was at the top of the list because it was giving players incorrect info.
  • Reduced Multiplayer Scaling per player by an additional 5% (from 15% to 10%). This means that in 3 player COOP, all players will now take 10% less damage (5% less per player).
  • Increased the chance that Cass spawns her special rewards.
  • Increased invulnerability time on standard Revive by 0.7s to give players a bit more time to react after being revived.
  • Experience gained is shared across any distance in multiplayer (previously 40m max range) and to dead teammates.


 

--Balance--

General

  • Reduced Vicious enemy affix from 33% to 15%.
  • Reduced Spiteful enemy affix from 0-45% to 0-25%. This is based on current enemy Health.
  • Reduced Thick Skin enemy affix from -15% Critical Chance & -25% Critical Damage to -10% and 15%, respectively.
  • Reduced Hearty enemy affix from 25% Max HP to 15% Max HP.
  • Increased Bulwark Damage Reduction from 6,5,4,3,2% (20% MAX) to 7,6,5,4,3% (25% MAX).

 

Armor

ARMOR OVERVIEW: We made a few tweaks to various armor types to give them unique benefits that were applicable for all difficulties. We felt that the baseline Heavy Armor values (at approximately 35% Damage Reduction) were in a good spot, especially with our recent changes to certain enemy affixes, so we adjusted the other armors to bring them up to par in their own way. Armor-based Damage Reduction is typically the easiest type of DR to get in the game, and due to its importance at higher levels, the lower-value armors were becoming less than desirable.

  • Adjusted Light Armor Damage Reduction Value from approximately 15% to 25%.
  • Adjusted Medium Armor Damage Reduction Value from approximately 25% to 30%.
  • Adjusted Ultra Heavy Armor Damage Reduction Value from approximately 45% to 50%.
  • Increased Light Armor Evade Invulnerability by 2 frames.
  • Increased Medium Armor Evade Invulnerability by 1 frame.
  • Increased Ultra Heavy Neutral Evade Invulnerability by 1 frame.

Armor Evade Value and Stamina Penalty Reference:

  • Light Evade (25 Encumbrance or Lower): 12 iFrames, 0% Stamina Cost Penalty.
  • Medium Evade (26-50 Encumbrance): 11 iFrames, 25% Stamina Cost Penalty.
  • Heavy Evade (51-75 Encumbrance): 10 iFrames, 50% Stamina Cost Penalty.
  • Ultra Heavy (76+ Encumbrance): 15 iFrames (Flop), 75% Stamina Cost Penalty.

DEV NOTE: No changes were made to Stamina Cost Penalty. These are original values. Additionally, Heavy Evade and Ultra Heavy Flop have their original iFrame value as well. The only changes regarding iFrames were to the two lighter Weight Classes.

 

Archetypes

  • Handler Companion and Summoner Minions gain increased health per difficulty. On Apocalypse, they will have the highest base health.
  • Increased Challenger's Intimidating Presence Range from 10m to 15m.


Gear / Items

  • Increased Restriction Cord Damage Reduction from 10% to 15%.
  • Increased Guardian's Ring range from 10m to 15m.
  • Enabled Mist Step Neutral Backdash attack.

 

Enemies

  • Adjusted downtime and overall combat flow for Annihilation.
  • Adjusted Annihilation Mine behavior on Survivor difficulty.
     

--Bug Fixes—

Progression & Rewards

  • Progression Blocker: Cass no longer wanders out of town, making her store inaccessible.
  • Progression Blocker: Ward 13 NPCs no longer “Lose their memory” after rolling adventure mode.
  • Progression Blocker: Fixed an issue where Annihilation would be stuck between first and second phase of fight due an improper Plasma Cutter interaction.
  • Progression Blocker: Fixed an issue if the player died before one of the children made it back to Oracle, the Oracle would not interact with the player.
  • Progression Blocker: Fixed an issue in Sentinel's Keep that would cause the player to become stuck inside door.
  • Progression Blocker: Fixed issue where Liquid Escape could be lost.

 

Archetypes

  • Fixed issue with Summoner's Minions targeting pigs in Losomn. Pigs are no longer valid targets for Minions.
  • Fixed issue with Handler's Very Good Boy not waking the sleeping Huntress when attacking.
  • Fixed Medic's Redemption cooldown for clients.
  • Engineer kills via Turret now grant Experience.
  • Removed Controller Rumble when Summoner Minions move near the player.

 

Gear / Items

  • Fixed an issue with Aphelion causing it to do drastically reduced damage.
  • Fixed various issues with Restriction Cord causing issues like UI weirdness, memory leaks, and player getting stuck in World Stone as a client.
  • Fixed Death's Embrace effects remaining after exiting to main menu and returning to game.
  • Fixed Spore Shot Mod's slow effects lasting indefinitely.
  • Fixed Enigma's Chain Lightning chaining through walls and floors.
  • Fixed Enigma ignoring enemy's resistance. The Overload explosion still ignores resist.
  • Fixed Dark Fluid buff values being inconsistent for clients.
  • Fixed Faerie Needle buff icon displaying values incorrectly for clients.
  • Fixed Bulletweaver buff icon displaying values incorrectly for clients.
  • Fixed issue with Dran Scavenger Ring not correctly working for clients.
  • Fixed Energized Neck Coil so as to not trigger from ally status applications.
  • Fixed issue where consuming Processed Koara while its effect was already active was not resetting timer.

DEV NOTE: Seriously though... you know what this is, right?

  • Fixed issue where consuming Ambit Ember while its effect was already active was not resetting timer.
  • Fixed issue where Eulogy Mod was damaging player when activated too close to enemies. Also, returning bolts no longer damage allies.
  • Added description and lore for Ghost Shell.

 

Enemies

  • Fixed various hitboxes for Enemy AOE attacks.
  • Fixed Annihilation insta-killing clients with bad connections on transition to second phase.
  • Fixed an issue with Cancer's Root attack ignoring Damage Reduction.
  • Fixed an issue with GEORGE (Gorge) Aberration not attacking players.
  • Fixed issue with Bloat King where applying a status effect would cause it to never adjust its bioluminescence.
  • Fixed an issue with Gwendil the Unburnt that allowed Enigma to trigger infinite bomb explosions when there was no longer a bomb in hand.
  • Fixed an issue preventing Venom's Staves from being destroyed by AOEs/Explosives.
  • Fixed an issue preventing some enemy affixes from activating properly on Venom.
  • Fixed various Labyrinth Enemies from not attacking during maze section.
  • Fixed Bane Aberration from warping players out of the arena with Displacer.

 

Misc Fixes

  • Fixed an issue with the icon above doors on map being too small.
  • Fixed an issue where if you quit immediately after picking your archetype with Wallace, you'd have to play through the introduction again.
  • Fixed Chimney obstructions not resetting for clients on world reset.
  • Fixed various out of world or stuck location in Losomn Dran city.
  • Fixed text getting cut off on 16:10 ratio resolutions as well as other non 16:9 based resolutions.
  • Fixed issue where Huntress Boss Music volume was not controllable by Music slider in settings menu.
  • Fixed issue where Jester cards were not correctly showing up for clients.
  • Fixed issue with wearing the Ravager Sigil when speaking to Bedel would cause enemies to no longer

 

Patch Notes: 08.11.23

Patch Version: 384,309

--Performance and Crashes--

  • Fixed occasional crash when traveling to another location, mostly affecting Handlers (Crash: "Pure virtual not implemented")

 

--Bug Fixes--

Progression & Rewards

  • Progression Blocker: Fix for some players getting stuck in Tutorial and causing saves not to work.
  • Fixed issue with Brabus forgetting who you are.

 

--Bug Fixes--

Progression & Rewards

  • Progression Blocker: Fixed an issue with players losing their Dragon Heart and Flashlight.

 

Patch Notes: 08.10.23

Patch Version: 384,210

Performance and Crashes

  • Ongoing optimizations to improve overall performance.
  • Fixed multiple reported crash bugs.
  • Potential fix for "GameThread timed out waiting for RenderThread" crash.

 

Out Of Memory when Loading (Intel 13th generation CPU's)

  • We have identified an issue on some Intel 13th generation CPU's where upon startup the game will display a message about being out of video memory or the crash reporter will pop up referencing an issue with decompressing a shader. If you experience this problem, you will likely also see it in other DX12 games.
  • If your CPU is overclocked, try setting it back to the defaults. If you're not overclocked or that doesn't work, try installing Intel Extreme Tuning Utility: https://www.intel.com/content/www/us/en/download/17881/intel-extreme-tuning-utility-intel-xtu.html and lowering your “Performance Core Ratio” from 55x to 54x.

 

Achievements & Difficulty Rewards

  • Retroactively fixed several achievements that weren't tracked correctly.
  • Retroactively fixed as many difficulty-based rewards as possible.

DEV NOTE: To unlock difficulty rewards and achievements, you must interact with the World Stone.

 

Quality of Life

  • Added all unlocked Archetypes to Wallace's inventory. If players have unlocked any Secret Archetype (by converting a Mysterious Item into an Engram), he will then sell them for all future characters. If you can start with it, Wallace will sell it.
  • Reduced the requirement to obtain Revivalist Trait. Also included Very Good Boy.
  • Updated Nimue, Bedel (Old Vaunnt), and N'Erud Vending Machine, and Blood Altar to properly keep their items in stock.
  • Fixed the Damage Reduction calculation in Advanced Stats. While this was a bug, we still wanted to make sure it was at the top of the list because it was giving players incorrect info.
  • Reduced Multiplayer Scaling per player by an additional 5% (from 15% to 10%). This means that in 3 player COOP, all players will now take 10% less damage (5% less per player).
  • Increased the chance that Cass spawns her special rewards.
  • Increased invulnerability time on standard Revive by 0.7s to give players a bit more time to react after being revived.
  • Experience gained is shared across any distance in multiplayer (previously 40m max range) and to dead teammates.


 

Balance

General

  • Reduced Vicious enemy affix from 33% to 15%.
  • Reduced Spiteful enemy affix from 0-45% to 0-25%. This is based on current enemy Health.
  • Reduced Thick Skin enemy affix from -15% Critical Chance & -25% Critical Damage to -10% and 15%, respectively.
  • Reduced Hearty enemy affix from 25% Max HP to 15% Max HP.
  • Increased Bulwark Damage Reduction from 6,5,4,3,2% (20% MAX) to 7,6,5,4,3% (25% MAX).

 

Armor

ARMOR OVERVIEW: We made a few tweaks to various armor types to give them unique benefits that were applicable for all difficulties. We felt that the baseline Heavy Armor values (at approximately 35% Damage Reduction) were in a good spot, especially with our recent changes to certain enemy affixes, so we adjusted the other armors to bring them up to par in their own way. Armor-based Damage Reduction is typically the easiest type of DR to get in the game, and due to its importance at higher levels, the lower-value armors were becoming less than desirable.

  • Adjusted Light Armor Damage Reduction Value from approximately 15% to 25%.
  • Adjusted Medium Armor Damage Reduction Value from approximately 25% to 30%.
  • Adjusted Ultra Heavy Armor Damage Reduction Value from approximately 45% to 50%.
  • Increased Light Armor Evade Invulnerability by 2 frames.
  • Increased Medium Armor Evade Invulnerability by 1 frame.
  • Increased Ultra Heavy Neutral Evade Invulnerability by 1 frame.

Armor Evade Value and Stamina Penalty Reference:

  • Light Evade (25 Encumbrance or Lower): 12 iFrames, 0% Stamina Cost Penalty.
  • Medium Evade (26-50 Encumbrance): 11 iFrames, 25% Stamina Cost Penalty.
  • Heavy Evade (51-75 Encumbrance): 10 iFrames, 50% Stamina Cost Penalty.
  • Ultra Heavy (76+ Encumbrance): 15 iFrames (Flop), 75% Stamina Cost Penalty.

DEV NOTE: No changes were made to Stamina Cost Penalty. These are original values. Additionally, Heavy Evade and Ultra Heavy Flop have their original iFrame value as well. The only changes regarding iFrames were to the two lighter Weight Classes.

 

Archetypes

  • Handler Companion and Summoner Minions gain increased health per difficulty. On Apocalypse, they will have the highest base health.
  • Increased Challenger's Intimidating Presence Range from 10m to 15m.

 

Gear / Items

  • Increased Restriction Cord Damage Reduction from 10% to 15%.
  • Increased Guardian's Ring range from 10m to 15m.
  • Enabled Mist Step Neutral Backdash attack.

 

Enemies

  • Adjusted downtime and overall combat flow for Annihilation.
  • Adjusted Annihilation Mine behavior on Survivor difficulty.
     

Bug Fixes

Progression & Rewards

  • Progression Blocker: Cass no longer wanders out of town, making her store inaccessible.
  • Progression Blocker: Ward 13 NPCs no longer “Lose their memory” after rolling adventure mode.
  • Progression Blocker: Fixed an issue where Annihilation would be stuck between first and second phase of fight due an improper Plasma Cutter interaction.
  • Progression Blocker: Fixed an issue if the player died before one of the children made it back to Oracle, the Oracle would not interact with the player.
  • Progression Blocker: Fixed an issue in Sentinel's Keep that would cause the player to become stuck inside door.
  • Progression Blocker: Fixed issue where Liquid Escape could be lost.

 

Archetypes

  • Fixed issue with Summoner's Minions targeting pigs in Losomn. Pigs are no longer valid targets for Minions.
  • Fixed issue with Handler's Very Good Boy not waking the sleeping Huntress when attacking.
  • Fixed Medic's Redemption cooldown for clients.
  • Engineer kills via Turret now grant Experience.
  • Removed Controller Rumble when Summoner Minions move near the player.

 

Gear / Items

  • Fixed an issue with Aphelion causing it to do drastically reduced damage.
  • Fixed various issues with Restriction Cord causing issues like UI weirdness, memory leaks, and player getting stuck in World Stone as a client.
  • Fixed Death's Embrace effects remaining after exiting to main menu and returning to game.
  • Fixed Spore Shot Mod's slow effects lasting indefinitely.
  • Fixed Enigma's Chain Lightning chaining through walls and floors.
  • Fixed Enigma ignoring enemy's resistance. The Overload explosion still ignores resist.
  • Fixed Dark Fluid buff values being inconsistent for clients.
  • Fixed Faerie Needle buff icon displaying values incorrectly for clients.
  • Fixed Bulletweaver buff icon displaying values incorrectly for clients.
  • Fixed issue with Dran Scavenger Ring not correctly working for clients.
  • Fixed Energized Neck Coil so as to not trigger from ally status applications.
  • Fixed issue where consuming Processed Koara while its effect was already active was not resetting timer.

DEV NOTE: Seriously though... you know what this is, right?

  • Fixed issue where consuming Ambit Ember while its effect was already active was not resetting timer.
  • Fixed issue where Eulogy Mod was damaging player when activated too close to enemies. Also, returning bolts no longer damage allies.
  • Added description and lore for Ghost Shell.

 

Enemies

  • Fixed various hitboxes for Enemy AOE attacks.
  • Fixed Annihilation insta-killing clients with bad connections on transition to second phase.
  • Fixed an issue with Cancer's Root attack ignoring Damage Reduction.
  • Fixed an issue with GEORGE (Gorge) Aberration not attacking players.
  • Fixed issue with Bloat King where applying a status effect would cause it to never adjust its bioluminescence.
  • Fixed an issue with Gwendil the Unburnt that allowed Enigma to trigger infinite bomb explosions when there was no longer a bomb in hand.
  • Fixed an issue preventing Venom's Staves from being destroyed by AOEs/Explosives.
  • Fixed an issue preventing some enemy affixes from activating properly on Venom.
  • Fixed various Labyrinth Enemies from not attacking during maze section.
  • Fixed Bane Aberration from warping players out of the arena with Displacer.

 

Misc Fixes

  • Fixed an issue with the icon above doors on map being too small.
  • Fixed an issue where if you quit immediately after picking your archetype with Wallace, you'd have to play through the introduction again.
  • Fixed Chimney obstructions not resetting for clients on world reset.
  • Fixed various out of world or stuck location in Losomn Dran city.
  • Fixed text getting cut off on 16:10 ratio resolutions as well as other non 16:9 based resolutions.
  • Fixed issue where Huntress Boss Music volume was not controllable by Music slider in settings menu.
  • Fixed issue where Jester cards were not correctly showing up for clients.
  • Fixed issue with wearing the Ravager Sigil when speaking to Bedel would cause enemies to no longer attack player.

 

Patch Notes: 08.08.23

This is the first major PlayStation update intended to address many of the bigger issues.
Build number: 01.000.006

Performance and Crashes

  • Initial optimizations to improve overall performance.
  • Updates to improve hitching and potential crashes.
  • Fixed multiple reported crash bugs.

 

Quality of Life

QOL OVERVIEW: While we still have quite a few things we are working on regarding Traits and long-term grinding (for those that wish to partake), we wanted to make a few changes in this patch to ensure players had more freedom to experiment. Players should find it much easier to Respec and they should also end up with more Scrap overall. We aren't done here by any means, and these are not the larger changes we've mentioned on Discord and Reddit, but in the short term, they should help to ease the burden or reconfiguring your build and experimenting with different options. 

  • Increased Trait Cap by +5. 
  • Tome of Knowledge now grants Scrap and EXP when the player has reached Trait Cap. 
  • Orb of Undoing now has unlimited uses. Players can sell any extras for Scrap. 
  • Removed the Trait Requirement for equipping a second Archetype. Players may now slot their second Archetype as soon as they obtain / convert another Engram at Wallace. 
  • Removed the Scrap Cost for converting a Mysterious Item into an Engram (1000 to 0). 
  • Lowered the Lumenite Cost for converting a Mysterious Item into an Engram (10 to 5). 
  • Slightly Increased Scrap Gain from Breakables. - Increased Scrap
  • Gain from Regular and Rare Chests. 
  • Increased Scrap Gain when killing Aberrations. 
  • Reduced the cost of Bloodroot. 

 

Balance

Archetypes

Explorer Archetype
  • Increased the duration of Explorer's Scavenger Buff per pickup from 15s to 20s. 
  • Increased the duration of Explorer's Gold Digger Buffs from 15s to 20s. 
  • Increased the healing amount of Gold Digger Healing Fountain from 1.5 to 2.0 HP per second. 

DEV NOTE: We wanted to make sure Explorer could maintain Scavenger longer between fights and give them more freedom while Gold

  • Digger Fountains were active. We increased the durations by 5s each and boosted the Healing Fountain to be more enticing. 

 

Archon Archetype 

  • Increased Archon Havoc Form Lighting Hands damage from 28 to 56. 
  • Increased Archon Havoc Form Blink damage from 100 to 150. 
  • Reduced Archon Havoc Form Cooldown from 120s to 90s. 

DEV NOTE: These changes are in response to bug fix that allowed Havoc Form Lighting Hands to deal ridiculous damage. We made some overall adjustments to compensate. 

 

Challenger Archetype

  • Adjusted the damage falloff for Challenger's Close Quarters perk. At maximum range, Challenger will always maintain a 10% damage bonus to All Damage. 

 

Handler Archetype

  • Increased the Handler's Pack Hunter Range from 25m to 40m. 
  • Increased the Base Max Health of Handler's Very Good Boy Companion. 

 

Summoner Archetype

  • Increased the Base Max Health of Summoner's Hollow and Flyer Variants. 

 

Weapons

  • - Switched Aphelion scaling to Boss/Special Damage Scaling instead of Standard. 
  • - Increased the Fire Damage for Shatterstar (Savior Mod). 
  • - Reduced the Fire Rate on Nightfall in Standard and Dreadwalker Fire Modes. 

DEV NOTE: Nightfall was dealing far more damage than other weapons in both modes (almost 20% more w/ Dreadwalker active compared to other guns with their Mod active). When considering damage and the Mod ability (harder to hit, life siphon, and fire rate), it was pushing Nightfall too far above every other Long Gun. It now sits closer in line with other high-damage weapons. 

  • - Reduced the AOE Burst Damage of Enigma's Overload Application from 40 to 30. 
  • - Reduced the Subsequent Tether Damage of Enigma Primary Fire from 75% to 65%. 
  • - Reduced the Magazine Capacity of Enigma from 30 to 25. 
  • - Increased the total Reserve Capacity of Enigma from 120 to 125. 

DEV NOTE: Enigma was performing too far above our goal for AOE clear, so a few adjustments were made. There is still an issue with it ignoring Armor which will be addressed in the future. However, when that happens, we will reevaluate the numbers. 

 

Enemies

  • Reduced damage on Nightweaver's grab attacks (Wall and Lunge). 
  • Adjusted the hitbox of Magister Dullain's tongue attack to better match the visuals.  

 

Multiplayer

  •  Reduced incoming damage in Multiplayer from 25% per additional player to 15% per player. 

 

Bug Fixes

Progression & Rewards

  • Fixed multiple reported crash bugs and instability issues. 
  • Progression Blocker: Fixed an issue that prevented players from completing the tutorial if a crash happened when interacting with Ford. 
  • Progression Blocker: Fixed infinite loading screen issue present for some players when selecting “Skip Tutorial” on character creation screen. 
  • Progression Blocker: Fixed an issue with Plasma Cutter preventing the Final Boss from transitioning into its second phase. 
  • Progression Blocker: Fixed Tal'Ratha boss fight lockout if game was exited during cutscene dialogue. 
  • Progression Blocker: Fixed the Astropath boss fight failing to start if game was exited during cutscenes. 
  • Addressed issue with Trait points going negative. Negative Trait points have been flipped to positive. This will also fix issues with the Second Archetype being locked out. 
  • Addressed issue with players not receiving trophys in multiplayer games.  

DEV NOTE: This will not retroactively reward ones that should have been previously unlocked. In future patches we will look into attempting to retroactively award as many as we can, however some will likely not be able to be awarded this way and will need to be reacquired. 

  • Players who completed Oracle's quilt will now receive Half Quilt award as well as Full Quit Reward if they had not previously received it. 
  • Fixed an issue where scripted deaths from the Bone Harvester, Empress Guards, and Red Prince caused actual deaths and ended Hardcore runs. 
  • Fixed an issue with Weapons not unlocking after a Hardcore playthrough.  

DEV NOTE: Unfortunately, hardcore awards will not be retroactively awarded for previous completions of Hardcore mode. 

  • Fixed an issue with Weapons not unlocking after completing playthroughs at different difficulties.  

DEV NOTE: Unfortunately, difficulty-based rewards will not be retroactively awarded for previous completions of the game. 

  • Players who listened to all Mudtooth's stories but did not receive all of the rewards can visit Mudtooth to receive their rewards. Players who did not receive the Iron Cylinder (Gunslinger's Engram) from listening to all his stories will now find it in his store. 
  • Fixed an issue preventing Explorer and Archon Armor from appearing on the vendor. Players will need to first convert the appropriate Mysterious Item into an Engram at Wally 
  • Fixed an issue preventing Mudtooth's Elixir from appearing in his inventory. After completing the game, players will need to first unlock Explorer (Golden Compass) at Wallace. 
  • Fixed issues where Clementine would stand in random locations in Ward 13 after the cutscene in Blackened Citadel. 
  • Fix for Trophy when meeting the Flautist if co-op player was spectating at the time where the Flautist was met.
  • Fixed an issue preventing Revivalist Trait from being awarded. It should now be rewarded after reviving another player 15x.

Archetypes

  • Fixed an issue with Archon's Havoc Form Lighting Hands. Casting Speed now properly ramps up the Lighting Hand without going infinite. 
  • Fixed an issue causing Hunter's Focus not granting the proper Weakspot Damage Bonus 
  • Fixed an issue causing Hunter's Shroud granting multiplicative damage bonus 
  • Fixed an issue causing Invader Perk S.H.A.R.K. to not apply its damage bonuses 
  • Fixed an issue with Gunslinger's Bulletstorm Sound not terminating. 
  • Fixed a bug allowing Male Engineer to ignore falling transition when Overclocking. 

Gear / Items

  • Fixed VFX alignment for Nebula and Hellfire primary fire. 
  • Fixed an issue preventing Plasma Cutter from dealing the correct damage type to certain enemies. 
  • Fixed an issue causing Shieldbreaker Mutator to not grant the correct amount of shield. 
  • Nightfall Mod visual effects terminate correctly now. 
  • Fixed an issue allowing Dreamcatcher to trigger Dreamwave before it was properly earned. 
  • Fixed an issue that allowed Crystal Heart from stacking with itself. 
  • Fixed an issue causing Ring of Flawed Beauty not granting the proper Weakspot Damage Bonus 
  • Fixed issue with Anastasija's Inspiration causing infinite damage stacking on Summoner's Minions. 
  • Fixed an issue preventing some Boss & Special Melee Weapons from receiving proper scaling.
  • Fixed an issue preventing Godsplitter from triggering “Was this supposed to happen?” Trophy 
  • Fixed an issue allowing Severed Hand to be spawned repeatedly. 

Enemies

  • Fixed issue with Primogenitor health bar incorrectly tracking and causing players to become stuck. 
  • Fixed issue with Root Knight's puddle projectile dealing damage on hit. 
  • Fixed issue with Nightweaver projectiles homing in on player incorrectly. 
  • E.D. Alpha (Aberration) in Tower of the Unseen now respawns after player dies and re-enters the aberration room area. 
  • Fixed issue with Block Ruin (Labyrinth Enemy) sound effects 
  • Fixed issue where players could defeat the Gwendil: The Unburnt without taking any damage by standing on the stairs under the wooden bridge 
  • Fixed issue where killing the Many Faces (Corruptor World Boss Golem) when it's jumping between platforms would cause it to fall off the world in The Great Bole. 

 

Misc Fixes

  • Fixed multiple locations on final level where players could get out of bounds of the level. 
  • Fixed issue with player's not receiving fall damage by holding throwable consumables or melee weapons in throwing position. 
  • Fixed collision issue causing players to get trapped along some edges in Morrow Sanatorium. 
  • Fixed issue when using certain melee weapons, the character's face distorted 
  • Fixed issue where Player could be locked out of Postulant's Parlor when application was closed after playing the board game. 
  • Fixed issue where Player was unable to open door to Sentinel's Keep when exiting game while inputting the Seeker's Key in N'Erud 
  • Fixed an issue where players were trapped when attempting to vault through a wall in Cotton's Kiln. 
  • Fixed an issue that allowed players to skip siege fight in Tiller's Rest. 
  • Fixed an issue with players falling into gap between the boat and wall in Tiller's Rest  
  • Fixed floating doors in Cathedral of Omens. 
  • Fixed an issue in The Great Hall that allowed repeated EXP rewards during Feastmaster's event. 
  • Fixed multiple scenarios that allowed players to transition through walls using interactives. 
  • Fixed an issue that caused players to get stuck in Throw Animation in certain situations. 
  • Adjusted the kill volume height in the Custodian Eye arena. 

 

 

Patch Notes: 08.04.23

--Performance and Crashes--

  • Initial optimizations to improve overall performance.
  • Updates to improve hitching and potential crashes.
  • Fixed multiple reported crash bugs.
  • High detail shadows have been moved to a separate option and can be enabled in the options on PC.

--Quality of Life--

  • QOL OVERVIEW: While we still have quite a few things we are working on regarding Traits and long-term grinding (for those that wish to partake), we wanted to make a few changes in this patch to ensure players had more freedom to experiment. Players should find it much easier to Respec and they should also end up with more Scrap overall. We aren't done here by any means, and these are not the larger changes we've mentioned on Discord and Reddit, but in the short term, they should help to ease the burden or reconfiguring your build and experimenting with different options.
  • ncreased Trait Cap by +5.
  • Tome of Knowledge now grants Scrap and EXP when the player has reached Trait Cap.
  • Orb of Undoing now has unlimited uses. Players can sell any extras for Scrap.
  • Removed the Trait Requirement for equipping a second Archetype. Players may now slot their second Archetype as soon as they obtain / convert another Engram at Wally.
  • Removed the Scrap Cost for converting a Mysterious Item into an Engram (1000 to 0).
  • Lowered the Lumenite Cost for converting a Mysterious Item into an Engram (10 to 5).
  • Slightly Increased Scrap Gain from Breakables.
  • Increased Scrap Gain from Regular and Rare Chests.
  • Increased Scrap Gain when killing Aberrations.
  • Reduced the cost of Bloodroot.

--Balance--

Archetypes

Explorer Archetype
  • Increased the duration of Explorer's Scavenger Buff per pickup from 15s to 20s.
  • Increased the duration of Explorer's Gold Digger Buffs from 15s to 20s.
  • Increased the healing amount of Gold Digger Healing Fountain from 1.5 to 2.0 HP per second.

DEV NOTE: We wanted to make sure Explorer could maintain Scavenger longer between fights and give them more freedom while Gold Digger Fountains were active. We increased the durations by 5s each and boosted the Healing Fountain to be more enticing.

Archon Archetype
  • Increased Archon Havoc Form Lighting Hands damage from 28 to 56.
  • Increased Archon Havoc Form Blink damage from 100 to 150.
  • Reduced Archon Havoc Form Cooldown from 120s to 90s.

DEV NOTE: These changes are in response to bug fix that allowed Havoc Form Lighting Hands to deal ridiculous damage. We made some overall adjustments to compensate.

Challenger Archetype
  • Adjusted the damage falloff for Challenger's Close Quarters perk. At maximum range, Challenger will always maintain a 10% damage bonus to All Damage.
Handler Archetype
  • Increased the Handler's Pack Hunter Range from 25m to 40m.
  • Increased the Base Max Health of Handler's Very Good Boy Companion.
Summoner Archetype
  • Increased the Base Max Health of Summoner's Hollow and Flyer Variants.

Weapons

  • Switched Aphelion scaling to Boss/Special Damage Scaling instead of Standard.
  • Increased the Fire Damage for Shatterstar (Savior Mod).
  • Reduced the Fire Rate on Nightfall in Standard and Dreadwalker Fire Modes.

DEV NOTE: Nightfall was dealing far more damage than other weapons in both modes (almost 20% more w/ Dreadwalker active compared to other guns with their Mod active). When considering damage and the Mod ability (harder to hit, life siphon, and fire rate), it was pushing Nightfall too far above every other Long Gun. It now sits closer in line with other high-damage weapons.

  • Reduced the AOE Burst Damage of Enigma's Overload Application from 40 to 30.
  • Reduced the Subsequent Tether Damage of Enigma Primary Fire from 75% to 65%.
  • Reduced the Magazine Capacity of Enigma from 30 to 25.
  • Increased the total Reserve Capacity of Enigma from 120 to 125.

DEV NOTE: Enigma was performing too far above our goal for AOE clear, so a few adjustments were made. There is still an issue with it ignoring Armor which will be addressed in the future. However, when that happens, we will reevaluate the numbers.

 

Enemies

  • Reduced damage on Nightweaver's grab attacks (Wall and Lunge).
  • Adjusted the hitbox of Magister Dullain's tongue attack to better match the visuals.

 

Multiplayer

  • Reduced incoming damage in Multiplayer from 25% per additional player to 15% per player.

 

--Bug Fixes--

Progression & Rewards

  • Fixed multiple reported crash bugs and instability issues.
  • Progression Blocker: Fixed an issue that prevented players from completing tutorial if a crash happened when interacting with Ford.
  • Progression Blocker: Fixed infinite loading screen issue present for some players when selecting “Skip Tutorial” on character creation screen.
  • Progression Blocker: Fixed an issue with Plasma Cutter preventing the Final Boss from transitioning into its second phase.
  • Progression Blocker: Fixed Tal'Ratha boss fight lockout if game was exited during cutscene dialogue.
  • Progression Blocker: Fixed the Astropath boss fight failing start if game was exited during cutscenes.
  • Addressed issue with Trait points going negative. Negative Trait points have been flipped to positive. This will also fix issues with the Second Archetype being locked out.
  • Addressed issue player's not receiving achievements in multiplayer games.

DEV NOTE: This will not retroactively reward ones that should have been previously unlocked. In future patches we will look into attempting to retroactively award as many as we can, however some will likely not be able to be awarded this way and will need to be reacquired.

  • Players who completed Oracle's quilt will now receive Half Quilt award as well as Full Quit Reward if they had not previously received it.
    Fixed an issue with Weapons not unlocking after Hardcore playthrough.

DEV NOTE: Unfortunately, hardcore awards will not be retroactively awarded for previous completions of Hardcore mode.

  • Fixed an issue with Weapons not unlocking after completing playthroughs at different difficulties.

DEV NOTE: Unfortunately, difficulty-based rewards will not be retroactively awarded for previous completions of the game.

  • Players who listened to all Mudtooth's stories but did not receive all of the rewards can visit Mudtooth to receive their rewards. Players who did not receive the Iron Cylinder (Gunslinger's Engram) from listening to all his stories will now find it in his store.
  • Fixed an issue preventing Explorer and Archon Armor from appearing on the vendor. Players will need to first convert the appropriate Mysterious Item into an Engram at Wally
  • Fixed an issue preventing Mudtooth's Elixir from appearing in his inventory. After completing the game, players will need to first unlock Explorer (Golden Compass) at Wallace.
  • Fixed issues where Clementine would stand in random locations in Ward 13 after the cutscene in Blackened Citadel.
  • Fix for Achievement when meeting the Flautist if co-op player was spectating at the time where the Flautist was met.
  • Fixed an issue preventing Revivalist Trait from being awarded. It should now be rewarded after reviving another player 15x.

Archetypes

  • Fixed an issue with Archon's Havoc Form Lighting Hands. Casting Speed now properly ramps up the Lighting Hand without going infinite.
  • Fixed an issue causing Hunter's Focus not granting the proper Weakspot Damage Bonus
  • Fixed an issue causing Hunter's Shroud granting multiplicative damage bonus
  • Fixed an issue causing Invader Perk S.H.A.R.K. to not apply its damage bonuses
  • Fixed an issue with Gunslinger's Bulletstorm Sound not terminating.
  • Fixed a bug allowing Male Engineer to ignore falling transition when Overclocking.

Gear / Items

  • Fixed VFX alignment for Nebula and Hellfire primary fire.
  • Fixed an issue preventing Plasma Cutter from dealing the correct damage type to certain enemies.
  • Fixed an issue causing Shield Breaker Mutator to not grant the correct amount of shield.
  • Nightfall Mod visual effects terminate correctly now.
  • Fixed an issue allowing Dreamcatcher to trigger Dreamwave before it was properly earned.
  • Fixed an issue that allowed Crystal Heart from stacking with itself.
  • Fixed an issue causing Ring of Flawed Beauty not granting the proper Weakspot Damage Bonus
  • Fixed issue with Anastasija's Inspiration causing infinite damage stacking on Summoner's Minion.
  • Fixed an issue preventing some Boss & Special Melee Weapons from receiving proper scaling.
  • Fixed an issue preventing Godsplitter from triggering “Was this supposed to happen?” Achievement

Enemies

  • Fixed issue with Primogenitor health bar incorrectly tracking and causing players to become stuck.
  • Fixed issue with Root Knight's puddle projectile dealing damage on hit.
  • Fixed issue with Nightweaver projectiles homing in on player incorrectly.
  • E.D. Alpha (Aberration) in Tower of the Unseen now respawns after player dies and re-enters the aberration room area.
  • Fixed issue with Block Ruin (Labyrinth Enemy) sound effects
  • Fixed issue where players could defeat the Gwendil: The Unburnt without taking any damage by standing on the stairs under the wooden bridge
  • Fixed issue where killing the Many Faces (Corruptor World Boss Golem) when it's jumping between platforms would cause it to fall off world in The Great Bole.

Misc Fixes

  • Fixed multiple location on final level where player could get out of bounds of the level.
  • Fixed issue with player's not receiving fall damage by holding throwable consumables or melee weapons in throwing position.
  • Fixed collision issue causing players to get trapped along some edges in Morrow Sanatorium.
  • Fixed issue when using certain melee weapons, the character's face distorted
  • Fixed issue where Player could be locked out of Postulant's Parlor when application was closed after playing the board game.
  • Fixed issue where Player was unable to open door to Sentinel's Keep when exiting game while inputting the Seeker's Key last acquired first in N'Erud
  • Fixed an issue where players were trapped when attempting to vault through a wall in Cotton's Kiln.
  • Fixed an issue that allowed players to skip siege fight in Tiller's Rest.
  • Fixed an issue with player's falling into gap between boat and wall in Tiller's Rest
  • Fixed floating doors in Cathedral of Omens.
  • Fixed an issue in The Great Hall that allowed repeated EXP rewards during Feastmaster's event.
  • Fixed multiple scenarios that allowed players to transition through walls using interactives.
  • Fixed an issue that caused players to get stuck in Throw Animation in certain situations.
  • Adjusted the kill volume height in the Custodian Eye arena.

 

Patch Notes: 08.02.23

Hotfix addresses performance improvements and bug fixes.
Xbox Series X|S patch notes: Build Number: 1.0.0.9 

GENERAL

  • Toned down the player VO comments. 
  • Added option in menu to turn motion blur on/off. 

FIXES

  • Progression Blocker Fix for Labyrinth cinematic crashing and key not being awarded.  
  • Progression Blocker Fix for exiting out of first lab cinematic and not receiving the zone door keys.  
  • Progression Blocker Fix for Water Harp lever no longer working 
  • Progression Blocker Fix where Nightweaver Web would consume items you need for quest puzzles. If an item was consumed it should now be back in your inventory. 
  • Added fix for Ultimate Edition players not receiving Gunslinger Engram in game if they didn't start with Gunslinger.  
  • Added fix for player possibly becoming invisible when using Labyrinth portal.  
  • Added fix to prevent host's save getting changed if they quit out the game while dead and then joined someone else's game.

 




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    • Anonymous

      Hello dear development team.
      I would like to contact you with questions and requests,
      In Patch Notes, I did not see any information about the nerf of the heavy weapon: impact cannon. Previously, this weapon penetrated through opponents, which was appreciated by me, but in the latest updates of the game, the weapon no longer penetrates opponents and does not hit targets standing next to each other.

      Question:
      1. For what purpose did they remove the penetration of opponents for this weapon, essentially devaluing its manual use against basic opponents?
      2. Why is there no information about this nerf in Patch Notes?

      Request:
      1. Please return the ability to penetrate opponents for the impact cannon.
      2. I would like to get more enhancements for heavy weapons, in principle, so that builds based on heavy weapons in the hands of an engineer would become more competitive.

      • Anonymous

        I just had a bug where i didnt talk to the custodian before and completed the seeker keys, killed the boss and then had to kill it again

        • Anonymous

          Hola me encanta el juego pero como fan hay cosas que pasan 1 cuando seleccionó un anillo mi muñeco se toma una poción y dos deberías poner todos los puntos para todos los rasgos no solo 70

          • Anonymous

            A quand sur Xbox le jeu est plein de bug les succès ne se débloque pas les marchands ne vendent pas les armures d'explorateur ni de l'archonte merci de faire au plus vite

            • Anonymous

              Seems like even with the update some trophies are still bugged. I collected melee weapons # 10, 11 and 12 as well as guns # 16 & 17 today and still no trophy. (was playing offline at the time) Also Cass hasn't updated her shop a single time for me so far, still offering the same two rings (in both campaign and adventure) as when I started the char three weeks ago. :(

              • Anonymous

                I’m confused i finished the game on apocalypse mode post patch and yes i started it pre patch does this mean i have to redo the entire campaign in which if i do I’d rather delete the game…

                • Anonymous

                  Does anyone know when this patch went live? Because I'm on PS5 and I didn't get the August 4th patch. My game file is saying the last update was July 25th. Even when I search for update nothing shows up.

                  Is anyone else experiencing this?

                  Game Version Reads: 1.000.005

                  • Anonymous

                    PLEASE PATCH THE NEGATIVE TRAIT POINT BUG. I have -60 trait points. I cannot respec my character with the orb because I’ll lose everything, and I lost my second arch type.

                    ALSO, while progressing my campaign, I beat the final boss ( “the source” mission in the Black Citadel ), but yet I got disconnected during the credits. My game then loads back up showing that I STILL HAVE TO BEAT THE BOSS, yet the boss is gone, and none of the post-campaign gear is available to me.

                    I have to now replay the entire campaign after 60-hours. Massive waste of times fix the disconnection issues and story progress bugs. Pleasssse.

                    I love this game, but JEEZ these bugs are game breaking. You’d think these two bugs would have been fixed during alpha play testing…… so many people reporting the same issues.

                    • Anonymous

                      Need better performance on the PS5 when playing with friends. There’s time where there is a lot of visual effects on the screen and causing it to lag alot and can cause the game to crash with friends. Also the realmwalker armor bug really sucks because a lot of people want to get the realmwalker armor

                      • Anonymous

                        Will there ever be a performance fix? Because this game is truly badly optimized. My PC ain't the best but I can usually play most games at 1080p with Medium settings, but this game I have to play at 720p with Low settings + FSR set on Performance so I can get 60fps.....and the graphics of Remnant 2 isn't much different from Remnant: From The Ashes yet that Remnant played perfectly fine at High settings. I sure as hell ain't gonna go buy a new PC to play games that are horribly optimized, I'm not gonna give more of my hard earned cash to greedy companies like AMD, Intel and Nvidia just to be forced to buy another new PC 2 years later due to trash optimized games. Fix this nonsense

                        • Anonymous

                          Je ne comprends pas j'ai tué le boss de fin mais mon service 13 est toujours noir. Les PNJ ne me vante pas les récompenses de fin du jeu.

                          • Anonymous

                            Bug en PS5, estación de tren, no se abre la segunda puerta ni comienza el diálogo al abrir la primera compuerta.

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