A large part of development has been dedicated to increasing gameplay variety while continuing to improve stability and overall performance. As we move closer to the first public playable build, every new feature also has to integrate cleanly with everything that already exists.
A new infected variant
One area we've been expanding is enemy variety. One of the newest additions is a new infected type internally inspired by a parasitic infection. Unlike the regular infected, these creatures are literally being consumed from the inside by aggressive parasites that have spread throughout their bodies.
The infection has progressed so far that parasites can often be seen emerging from the mouth and other wounds while the host is still alive.
Their most distinctive behavior happens when you shoot them or after death.
Instead of simply collapsing, the body ruptures, releasing dozens of living parasites into the surrounding area.
The death of the host therefore doesn't necessarily mean the encounter is over. In many situations it actually creates a new problem that forces the player to quickly reconsider positioning and movement.
Rather than simply introducing "another enemy", we're trying to create situations where different enemy types naturally change the rhythm of an encounter.
Expanding the arsenal
Combat has also received significant attention. While the original prototype already included the standard 9mm pistol and the 12-gauge shotgun, we've recently introduced several additional firearms, each designed with its own handling characteristics rather than simply dealing different amounts of damage.
The current arsenal now includes:
Suppressed 9mm pistol
.45 Colt handgun
AK-12 assault rifle
9mm burst-fire pistol
Each weapon is intended to encourage a slightly different approach.
Some reward precision and stealth, others offer raw stopping power at the cost of heavier recoil or reduced ammunition efficiency.
Our goal isn't simply to increase the number of weapons available, but to ensure that choosing one over another genuinely changes how certain encounters are approached.
The final encounter
Another major area of development is the game's final boss encounter.
Without revealing too much, we've spent considerable time prototyping what we hope will become one of the most memorable moments of the experience.
This isn't simply about creating a larger enemy.
Like the rest of the project, we're trying to build a confrontation that grows naturally out of the systems players have been learning throughout the game, rather than relying solely on spectacle.
We're working toward delivering a stable, polished and reliable playable build in the coming weeks.
Much of the work over the past month hasn't been immediately visible: optimization, bug fixing, balancing and countless small improvements that help the game run consistently across a wide range of hardware.
Those aren't always the most exciting updates to talk about, but they're essential if we want the first public build to represent the game in the way we intend.
As always, thank you for following the project and for all the feedback you've shared over the past months.
We look forward to letting everyone finally experience these systems firsthand very soon.
Posted by: xSicKxBot - 06-24-2026, 02:50 AM - Forum: Lounge
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News - This $1,000 Steam Game Offers Very Little, But At Least It’s Honest About It
With people wondering if GTA 6 preorders will kickstart a new $80 era for standard edition PS5 and Xbox Series X|S games, one new release on Steam already has Rockstar Games beat: Congratulations On Your Purchase. The new red carpet-simulator launched not too long ago, and it can be yours for the mere price of $1,000.
Designed to be a "first-person luxury experience" set inside a palace, the Steam listing says that players can expect a red carpet, a chandelier, and a velvet rope barrier to protect them from "the wrong kind" of people. As for the gameplay, there is no combat, no enemies, no quests, no skill trees, and one box that contains only the feeling of having arrived somewhere important.
Developer Minimal Viable Prestige is also brutally honest about what you can expect from their debut game. "You paid for this. Not accidentally. Not on impulse. You saw the price. You read the description. And then you bought it anyway. Welcome."
For $1,000, I was expecting character models not to look squished.
Of course, players are protected, just in case they take a bad stumble near their PC, open up Steam, input their credit card details, and then click through several confirmation pages during their fall. Steam's refund policy allows for a game to be returned, provided that it hasn't been played for more than two hours or owned for more than two weeks.
Congratulations On Your Purchase might be expensive, but several other special editions of games have also been priced high over the years while offering more content overall in comparison. This $750 Stylish Edition of Resident Evil 6 came with a wearable replica of Leon S. Kennedy's leather jacket, and an $800 Assassin's Creed Origins collector's edition was limited to just 1,000 units.
If you had cash burning a hole in your pocket for a publicity stunt, there was the $190,000 edition of Grid 2 that included an actual car, one Dying Light player could get a custom-built zombie apocalypse shelter, and Saints Row 4 even offered to send you to space if you purchased the one-of-a-kind $1 million special edition.
Prefer not tospend $1,000 on a single game? Then check out our favorite recommendations from the recent Steam Next Fest. All the demos are free to play, and we're pretty certain that each game won't be too expensive when they eventually launch in full.
[www.indiegala.com] From the creators of UNTIL DAWN and THE QUARRY, an all-new cinematic sci-fi horror adventure that blends intense survival gameplay with meaningful choices and a branching storyline coming really soon.
[www.indiegala.com] shapez 2 is a 3D factory-building game where you automate the extraction, production and delivery of geometric shapes. Each shape is its own set of building blocks that your factories can take apart, stack, paint and put back together in near-infinite different ways.
Kumitantei: Old-School Slaughter
[www.indiegala.com] Kumitantei™: Old-School Slaughter is an episodic murder-mystery ADV cardbattler that lovingly fuses retro anime analog horror with killing game! Kumitantei will consist of 6 episodes.
Sudden Strike 5 is out
[www.indiegala.com] ?Sudden Strike 5 is out and delivers real-time tactics in epic WWII battles. Choose your tactics wisely – we’ll meet you in the trenches!
Posted by: xSicKxBot - 06-23-2026, 10:30 AM - Forum: Lounge
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News - Palworld Dev On AI: “Gamers Don’t Want It”
John Buckley, the outspoken communications lead for Palworld developer Pocketpair, has commented on the hot-button issue of AI in gaming.
Speaking to GamesRadar, Buckley said, "Gamers don't want it. And if the gamers don't want it, I guess that's it, right? Not much of a conversation to be had."
Using AI technologies for game development is "not really for us," Buckley said.
He went on to say he understands some companies are employing AI systems to help save time. Buckley said he wouldn't call the AI craze a "bubble," but he's not sure "how much longer it's going to keep up."
For games that use AI to make art, Buckley said he questions why a studio would do that. "There's no reason to get rid of [our in-house artists] for the sake of an AI doing it. Just seems pointless," he said.
Pocketpair is not embracing AI.
Finally, Buckley said one "dystopian" future he can see for games and AI and is that studios would label their games "100% human made" to help people know if AI tools were used in development. Buckley said the prospect of such a thing makes him sad.
Today, developers can disclose the use of generative AI on Steam, but it is not a requirement. Tim Sweeney, the billionaire CEO and owner of Epic Games and the Epic Games Store, has pushed back on the Steam AI disclosure section of a game's store page. He said this "makes no sense" because virtually all games use AI in some way, shape, or form.
In terms of how developers feel about the use of generative AI, a GDC study from earlier this year found that more than 50% of developers think generative AI is a threat to the video game industry. This represented an increase from 30% from the previous year’s study. Only 7% of respondents said the use of generative AI in game development had a positive impact.
[www.indiegala.com] In a society built on boldness and bravado, it is up to you to stake your claim as a Raider. The loot you scavenge can be sold for coin or crafted into all-new gear, allowing you take on increasingly lethal dangers head-on. Check out the Arc Raiders Deal.
[www.indiegala.com] Good Luck is a third-person, physics-based platformer where every step could be your last. Make your way through a city full of wild traps, unexpected dangers, and no second chances. You might slip on a banana peel, dodge a falling streetlight, or get thrown by an exploding trash bin.
A new image shows a nighttime scene in Vice City, with boats cruising through the water. Based on the ferris wheel in the background, this looks like GTA 6's take on the port of Miami.
That also tracks with the dockyard and shipping containers that can be seen in the image. Multiple planes/helicopters can be seen cruising overhead as well. It's all very GTA.
A new look at Vice City.
If you visit the GTA 6 website, you can see an extended version of this video clip (below) that also shows people playing tennis on a lit court and a tall apartment building with construction going on.
To be sure, this is just one piece of Vice City's map, as the game will let players explore lots more of Vice City and the surrounding areas of Leonida, which is GTA 6's stand-in for Florida. Just how far into Florida people will be able to go is unknown, but some are hoping to see a GTA parody of Disney World.
Although Rockstar has confirmed when GTA 6 preorders go live, the company did not say when specifically people can place an order or what the game will cost. It's also worth noting that June 25 is for digital preorders and preorders at "select" retailers. Keep checking back with GameSpot for more.
Posted by: xSicKxBot - 06-22-2026, 01:30 AM - Forum: Lounge
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News - Guild Wars 3 Won’t Have “Hidden” Subscriptions Like Battle Passes
Guild Wars 3, the next MMORPG from developer ArenaNet, won't have a paid subscription, and it won't include battle passes or other paid seasonal systems, either.
In a blog post, studio head Colin Johanson outlined the core pillars ArenaNet is focused on when it comes to creating the third entry in the Guild Wars franchise, freshly announced as part of Summer Games Fest 2026. One of those key pillars is something that has been a main focus of every Guild Wars title--no subscription fee, one of the key ways Guild Wars has always set itself apart from other MMOs.
"When Guild Wars launched in 2005, that wasn't the norm," Johanson said. "Subscription fees were a core part of the MMO model. Choosing not to have one wasn't just a pricing decision; it was a statement about accessibility and long-term value. We carried that forward into Guild Wars 2, and it remains just as important today."
How Guild Wars 3 will differ is that it won't feature any kind of subscription. Johanson said subscriptions in many live-service games or MMOs have evolved to be "hidden" inside "optional packages that obfuscates the subscription from the player." He described things like paid battle passes and seasonal reward tracks as systems that are effectively a subscription in a new form.
"When we say Guild Wars 3 won't have a subscription fee, we mean it," Johanson said. "No monthly fees and no battle pass subscription fees. Just buy the game and play when you want. If we earn your trust and you feel we're delivering experiences you love, we'll have expansions and other things you can buy from us if you think they're worth the investment."
Johanson also made clear Guild Wars 3 won't feature any pay-to-win elements. Players will, however, be able to spend money to gain "visual distinction and offer more ways to express themselves." Additionally, Johanson said players will be able to spend money on account-related services and time-saving convenience items, but that those who spend money will never have "an unfair advantage over players who spend time."
Other key areas ArenaNet is focusing on for Guild Wars 3 includes respecting the time and investment of players, as Johanson said the team knows there are more choices when it comes to what to play than ever before. The team wants to create a "new take on the MMO" that doesn't feel like a second job, as many MMOs are often described, and can be enjoyed regardless if someone is playing every day or only a few hours a week.
As for what Guild Wars 3 will actually play like, Johanson is keeping details vague for now, but said it will fall somewhere in between Guild Wars and Guild Wars 2. He said the team is asking, "What does the next evolution of an MMO look like right now?" in a time when the line between MMO and live-service games continue to be blurred. The answer ArenaNet came up with is for Guild Wars 3 to be smaller scale compared to the "giant-scale experiences" found in Guild Wars 2 but larger than the mostly instanced content of the original Guild Wars.
"Guild Wars 3 lands near the middle of the MMO spectrum, which supports the goals we have for our movement and combat systems," Johanson said. "While it fits the definition of an MMORPG significantly more than Guild Wars Reforged does, it doesn't try to replicate the large-scale gameplay pillars that so uniquely define Guild Wars 2."
Not much else is currently known about Guild Wars 3, though a beta is set for Fall 2027. It's slated to release on both PC and PlayStation 5. Those interested in being among the first to take the game for a spin can sign up on the game's official website.
Posted by: xSicKxBot - 06-21-2026, 09:07 AM - Forum: Lounge
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News - Ori Dev CEO Says Xbox Was Too Focused On Protecting Its Legacy To Build Its F
Moon Studios CEO Thomas Mahler (Ori and the Blind Forest, Ori and the Will of the Wisps, and No Rest for the Wicked) has commented on the recent turbulence at Xbox. The Ori games were previously published by Xbox Game Studios, but Moon Studios remained independent and started work on No Rest for the Wicked shortly after the second Ori game was released.
In his informed opinion, Mahler has claimed that Xbox’s troubles began years ago when it decided to focus on legacy IP instead of cultivating the next generation of games and developers.
It looks like bad news for the studios that fall under Xbox's first-party developer umbrella. As part of its "reset" under new Xbox boss Asha Sharma, Microsoft's gaming division is reportedly planning to cut costs by laying off staff and closing studios like Compulsion Games, Double Fine, and Ninja Theory. While those studios might spin off from Microsoft and strike out on their own, one developer with a long history of working with Xbox says that he's not surprised by the recent turbulence occurring at the company.
"Xbox has struggled for a long time to identify, empower, and protect the key creative people and teams who could have kept the brand at the top," Mahler wrote. "Even when we were making Ori with Xbox, it was clear that the main focus was still Halo, Gears, and Forza--even though gamer excitement around Halo and Gears had already cooled heavily after Bungie and Epic moved on from those franchises. The newer installments simply didn't reproduce the same cultural impact those series once had."
Ori and the Will of the Wisps
As Mahler put it, franchises like Ori could have helped kickstart a new era for Xbox, one that would include younger generations of gamers who could have grown into lifetime fans of the brand. And while it is true that Microsoft owns an impressive selection of video game franchises and intellectual properties, Mahler added that great games are made by people who love the medium and who know what it is that their audiences want.
Mahler added that, were he in charge, he'd "slim down" Xbox and work to "bring back the passion for gaming." He said that Xbox leans heavily on nostalgia, not the people who make games.
"Xbox should be one of the strongest publishers in the world," Mahler wrote. "With the brands Microsoft owns, that should honestly be fairly straightforward. But nostalgia alone is not enough. Nostalgia can get people to look in your direction, but after that, you still have to deliver the goods. You still have to make products that get players genuinely excited. Products that make gamers literally salivate. And to do that, Xbox has to bet on the right people. They need to find the Miyamotos, Tezukas, and Sakurais within their own ecosystem--the people who actually speak the same language gamers do--and then support them, protect them, and trust them."
Mahler concluded that Xbox was more than capable of shipping better games than its competition, and it just needs the right people in charge of steering the ship. "It still looks like Xbox is sitting on an absolute goldmine," he wrote. "They just need to put the right people in charge of mining that gold."
It looks like bad news for the studios that fall under Xbox's first-party developer umbrella. As part of its "reset" under new Xbox boss Asha Sharma, Microsoft's gaming division is reportedly planning to cut costs by laying off staff and closing studios like Compulsion Games, Double Fine, and Ninja Theory. While those studios might spin off from Microsoft and strike out on their own, one developer with a long history of working with Xbox says that he's not surprised by the recent turbulence occurring at the company.
News - Helldivers 2 Gets A Much-Welcome Update To Reloading, Vehicles, And Campaign
Helldivers 2 should feel more responsive to play than ever before, as the game's latest update brings major improvements to reloading.
Patch 6.3.0, which is live now, brought a smorgasbord of balance changes, features, and bug fixes. Among them are some major tweaks to how reloading works. At long last, players can reload while diving, and starting a reload animation, only to be ragdolled or staggered, will now continue the animation once you regain control. It also adds "delayed reloads," where, if you try to reload but are unable to do so, the reload animation will be delayed for a short window until it can be started.
It's a fairly substantial change that should make spreading Managed Democracy even easier, but better reloads aren't all the update added. Patch 6.3.0 also introduced the Control Center, taking the place of the previously inactive terminal across from the armory on the deck of each player's Super Destroyer.
The Control Center lets you learn more about ongoing campaigns, major orders, rewards. It also lets you read up on previous campaigns, making it easier for new or returning players can get up to speed. Each campaign will now have a unique reward players can earn should the Helldivers community emerge victorious in the majority that campaign's major orders.
The first campaign under this new system is called Census Thunder, and currently tasks Helldivers with taking control of two planets from hordes of Illuminate Voteless. Should the Helldivers emerge victorious, they'll have a new FRV (Fast-Recon Vehicle, basically Helldiver's version of Halo's Warthog) to play with.
Those additions alone would make for a major update, but developer Arrowhead Studios has sweetened the deal with a long list of balance changes as well, with significant adjustments to vehicles, throwables, and Orbital Stratagems.
On the vehicle front, Arrowhead outlined that one of its goals with the update was to make vehicles tankier, following a previous update that technically buffed vehicles like Exo Suits but also made enemies more effective against them. In patch 6.3.0, the Bastion tank "should feel tankier" and be able to "ignore small attacks, withstand more medium attacks, and its survivability against heavy attacks should be unchanged," according to Arrowhead.
As for Exo Suits, they are now able to withstand small and medium attacks, and an increase in their total health should make them feel sturdier overall. Exo Suits can additionally be called in more frequently, with their cooldown reduced from 10 minutes to eight. The FRV also received a health buff that will help it better withstand medium and heavy attacks.
For turret fans, all of the game's sentries have had their health increased by 100% to compensate for previous changes that allowed enemies to more easily damage vehicles. Many of the game's grenades have received a buff in the number of starting ammo and max ammo.
Orbital Stratagem enjoyers have reason to rejoice, because nearly every Orbital in the game has seen its projectile damage, durable damage, and explosion damage increased. Rocket Pods should be more reliable and deal more damage now, and the Railcannon's huge damage buff should make it so it's deadlier against enemies like Vox Engines (though it will still be unable to one-shot massive enemies like Factory Striders or Hive Lords).
This latest update is just a small part of Arrowhead's near-future plans for its co-op shooter, plans Helldivers 2 game director Mikael Eriksson outlined in a blog post earlier this month. Those future additions include new features like Planet Warfronts, additional Super Destroyer progression and customization, and an increase of the game's level cap to 300 from the current 150. In May, Arrowhead called an update mostly focused on improving Helldivers 2's technical performance just the "opening salvo," with more updates to come.
You can check out the full Helldivers 2 update 6.3.0 patch notes below.
Helldivers 2 Update 6.3.0 Patch Notes
Introducing the CONTROL CENTER terminal
Super Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns.
Balancing
General balance changes
Vehicle armor and enemies AP rebalance
Super Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor).
Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc).
But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles).
Some enemies have had their durable damage reduced
There are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the following
The Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchanged
The Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks.
The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability.
The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better.
Sentry health rebalance
Increased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles.
We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield.
Reloading improvements
Improvements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.
Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed.
Bastion Pattern Customization
If you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.
Decreased Exo Suit cooldown
Reduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems
Throwables amounts rebalance
Intent is to make some of the less used throwables more available and viable options
Orbitals damage rebalance
Intent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that.
Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers.
Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area.
The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar.
Primary weapons
M7S SMG
Moved scope offset closer to the scope so it will be easier to use in ADS mode.
Throwables
G-48 Giga Grenade
Increased refill from 1 to 2
TED-63 Dynamite
Increased max amount from 3 to 4
G-50 Seeker
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-12 High Explosive
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-16 Impact
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-7 Pineapple
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-23 Stun
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-109 Urchin
Increased start amount from 2 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-10 Incendiary
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-13 Incendiary Impact
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Stratagems
Eagle 110mm Rocket Pods
Intent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable.
Increased explosion damage 200 to 300
Increased explosion durable damage 200 to 300
Increased explosion armor penetration Medium to Heavy
Rockets are fired in a closer pattern to each other to make it easier to hit smaller targets.
Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away to much when they die, because we increased the armor penetration of the explosion)
Orbital Precision Strike
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital 380mm HE Barrage
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital Walking Barrage
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
SEAF Artillery Explosive/High Yield Explosive
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital 120mm HE Barrage
Increased projectile damage 2500 to 3500
Increased projectile damage 2500 to 3500
Increased explosion damage 750 to 1200
Increased explosion damage 750 to 1200
Orbital Railcannon Strike
Increased projectile damage 7500 to 10 000
Increased projectile durable damage 7500 to 10 000
S-11 Speargun
The projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental.
Change the projectile damage type from gas to none
TX-41 Sterilizer
Increased ammo capacity from 100 to 125
Increased starting amount of magazines from 2 to 3
Will be affected less by wind by 60%
All Exosuits
Increased health from 1600 to 1800
Increased health of arms from 600 to 800
Increased health of legs from 400 to 550
Cooldown reduced from 10 minutes down to 8 minutes
M-102 Fast Recon Vehicle
Increased health from 2000 to 2400
Increased health of doors by 50%
Increased health of tires from 300 to 350
Enemies
Terminids
Charger
Adjusted the chargers turning arc to make them easier to avoid
Increase their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its target
To compensate for this, charge speed has been slightly increased (8->9m/s)
Alpha commander
Removed cowardly behavior, it will now be more aggressive.
Hunters
Reduced durable damage of normal attack from 50 to 40
Reduced durable damage of tongue attack from 45 to 30
Reduced durable damage of pounce attack from 50 to 35
Warriors and spewers
Reduced durable damage of normal attack from 80 to 65
Stalkers
Reduced durable damage of tongue attack from 50 to 35
Automatons
Vox Engine
Reduced health from 11 000 down to 9000
Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140)
Amount of vox engines allowed to be active at the same time limited to 3
Reduced health of their cannon turrets from 8000 down to 3500
Reduced the armor of their cannon turrets from 5 to 4
Reduced durable on cannon turrets from 1 to 0.7
Increased damage of cannon turrets explosion to significantly hurt the vox engine when it dies
Illuminate
Elevated Overseer
Added one attack pattern (short attack burst followed by a longer one)
Reduced the current attack duration
Reduced accuracy on moving targets
? Fixes
Special Shoutout
Stimming is no longer interrupted by stagger
Crash Fixes
Fixed a rare crash that would happen when a player joined a game
Fixed a rare crash which would occur when causing an excessive amount of explosions in a single frame
Weapons & Stratagem Fixes
Fixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settings
B/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponry
A/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentry
P-33 Missile Pistol weapon now shows the right trait tags in the menu
The R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazines
The secondary weapon's chosen customization correctly persists after death if the menu option is selected
Orbital Gatling Barrage will play the correct audio
The StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towers
Part of the Bastion Tank's barrel can be damaged with a light penetration weapon
Phalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind.
SG-97 Sweeper should now reliably eject shells when slamfiring
The WASP launcher can target the Illegal Broadcast transmitter tower
Enemies
Fixed physics to allow more representative shooting on the Dragonroach abdomen
Veracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstacles
Miscellaneous Fixes
A hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access it
Players are no longer removed from terminals when switching between controller and Keyboard and Mouse
D-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadout
Traversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum loss
Fixed several issues with some mission assets animation being out of sync for joining players
Fixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radius
Hints have better placements for the reinforcement Hellpods in commando missions
SEAF SAM site missiles now have better software to detect and detonate near enemy air units
Fixed a bug where certain Automaton mines turned invisible when a nearby mine exploded
Fixed a case where the Helldiver head twitched when leaving the Hellpod
M-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicle
Parts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weapon
Fix issues with certain physics collisions having no audio
Fixed Automaton mines getting under ground after a nearby mine explodes
Fixed an issue where an Eradicate Automaton Forces level could generate underwater
Fixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction mission
Fixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site mission