HELLDIVERS™ 2

  • You are not yet a member of GhostingSquad. Applying is fast and simple.

Helldivers, join the fight against the Omens of Tyranny!

The time has come, Helldivers. The War has changed.

youtube_16x9_placeholder.gif



These are dark times for freedom loving citizens everywhere. Our galaxy grows cold from the embrace of old enemies returning and darkens with the threat of new horrors emerging.

We must now stand together in Super Earth's light and oppose these sinister tidings.
These Omens of Tyranny

The Illuminate Return
Missing for almost a century, the Illuminate will challenge our recruits more than the other factions they have faced. They are advanced, highly-intelligent beings wielding powerful technology that appears to average citizens like a kind of dark magic.

d621da1db5838aa425c2381428ce173de535219a.jpg


At the end of the First Galactic War, the Helldivers worked together to eradicate the Illuminate. We believed we were successful, and for nearly 100 years, we have lived in relative peace, holding the Terminid and Automaton threats at bay. Thanks to our continued recruitment and training of new Helldivers, we have held these two fronts with complete, unmitigated success.

But now the Illuminate have emerged seemingly out of nowhere. Even though we don’t know the true origin of the invasion, we have no choice now but to suppress three factions in the Galactic War.

The Illuminate are spreading through mind control, abducting citizens of weaker dedication to democratic ideals and brainwashing them for a dark purpose which is still yet unknown to us. These mind-controlled citizens have been twisted and corrupted into a menace we call The Voteless–Super Earth’s own people turned against the principles of Democracy and fair elections, losing their ability to vote entirely.

dc18c4371886ec9b2adbab6a971c84343d03214c.jpg


The intentions behind the Illuminate invasion are still unclear. Right now, they remain as smaller bands of insurgents, staging attacks, building mysterious structures, and abducting citizens before disappearing again.

It’s up to us to stop them from getting their totalitarian tentacles any deeper into Super Earth’s domain.

965d19c6e460a747a434f09ac3662ebd5d02daff.jpg


The Fight at Our Doorstep
Omens of Tyranny is bringing the fight into the streets, with new mission areas inside Super Earth’s many colonies.

cdbc7e87e62a4aeff2339363b5e581a718a2b7ea.jpg


Our colonies are being ravaged by these invaders, turning our once bright and sunny streets filled with smiling citizens into dark ruins, overrun by Voteless and Illuminate. Arm yourselves with your trusted tools of destruction and rid our colonies of this scum.

But it won’t be easy. Gone are the wide-open spaces that Helldivers are accustomed to fighting in. Cities mean closer quarters, dark alleys, and forked paths where one wrong turn means meeting a horde of Voteless to liberate. You’ll need your best and brightest squad to navigate them carefully.

Go Easy on the Gun, Chief
With all these new developments, there won't be time to take driver's ed. courses, Helldiver. A Fast Recon Vehicle “FRV” will now appear in the colonies, ready to plow through the Illuminate at high speed.

122ceba75b64ff7e86c21fb1f68038d1e407407e.jpg


Keep following the Major Orders issued by Super Earth High Command and you will get the keys to your very own FRV–a brand new, top-of-the-line manual transmission reconnaissance and combat vehicle. The whole squad can ride together, and your passengers can even lean out of the windows to lay down some suppressive fire as you shift gears and speed to your next destination. Just one question left: Who's driving?

There’s more to discover yet, and we can’t wait to get you back into the fight.

The newest major update for HELLDIVERS 2, Omens of Tyranny, featuring the return of the Illuminate faction, is now live! High Command has ordered all Helldivers to report to their Super Destroyers – it’s time to give these squids hell.

Introducing DualSense Wireless Controller – HELLDIVERS™ 2 Limited Edition

(Insert HD2 LE DualSense Trailer YouTube Link here)

Eliminate bugs, bots and squids with the Super Earth Ministry of Defense’s sleek new DualSense Wireless Controller – HELLDIVERS 2 Limited Edition, sporting the iconic yellow and black armor paint scheme.

a359e5120adf4bfefae23961de9b2eff2dfad85a.jpg


The DualSense wireless controller – HELLDIVERS 2 Limited Edition will be available in limited quantities for $84.99 / €84.99 / £74.99. Pre-orders start on December 20, 2024 at participating retailers, with launch on February 6, 2025. The exact launch date and availability for the controller may vary by country/region.

direct.playstation.com Purchase Information:
Starting Friday, December 20 at 10am ET in the U.S. and 10am local time in the U.K., France, Germany, Belgium, Luxembourg, Netherlands, Italy, Spain, Austria, and Portugal, players will be able to pre-order the DualSense wireless controller – Helldivers 2 Limited Edition exclusively through direct.playstation.com.

Helldivers 2 Soundtrack Now on Vinyl
Suit up, Helldivers! The HELLDIVERS™ 2 (Original Game Soundtrack) vinyl is being prepared for deployment.

35c43f16eafa7149bca47137e009b00e4a3530fd.jpg


It features:
  • Translucent bright yellow disc
  • Incredible music by Wilbert Roget, II
  • Single-pocket jacket with credit insert
Pre-order now and join the fight for freedom!
Link [helldivers2.lnk.to/vinyl]

Continue reading...
 

PATCH 01.002.001

Release Captain Carlberg here together with Galactic Communications Specialist Baskin and Vice Admiral Ayre bringing you the latest and greatest from Super Earth Command.
We have a lot to cover so lets dive straight in.

Overview
  • Reconnect to your last match!
  • Balance changes
  • Crash Fixes
  • Social Menu fixes
  • Miscellaneous fixes

Helldivers, the Omens of Tyranny have arrived!
The Illuminate are back, and with them, a new wave of terror threatens our democracy. After nearly a century of relative peace, these technologically advanced enemies have returned.
The Illuminate are conducting mysterious invasions across the galaxy, seizing our colonies and converting our citizens. These staging attacks and Illuminate disappearances are too precise and elusive to suggest a full-scale planetary conquest, but their methods and intentions remain a dire enigma.

A new faction
Missing for almost a century, the Illuminate will challenge our recruits more than the other factions they have faced. They are advanced, highly-intelligent beings wielding powerful technology that appears to average citizens like a kind of dark magic.

The Illuminate have seemingly emerged from the singularity created by the destruction of Meridia. Even though we don’t know the true origin of the invasion, we have no choice now but to suppress three factions in the Galactic War.

New colony missions
Omens of Tyranny is bringing the fight into the streets, with new mission areas inside Super Earth’s many colonies.

But it won’t be easy. Gone are the wide open spaces that Helldivers are accustomed to fighting in. Cities mean closer quarters, dark alleys, and forked paths where one wrong turn means meeting a horde of Voteless to liberate.

New FRV vehicle
With all these new developments, there won't be time to take driver's ed. courses, Helldiver. A Fast Recon Vehicle “FRV” will now appear in the colonies, ready to plow through the Illuminate at high speed.


Balancing

General changes
Exploding Barrels
  • The barrels have been upgraded with a more potent fuel mixture and now come with additional incendiary compounds to increase fuel efficiency. However, upon detonation they now leave a trail of fire behind, becoming more hazardous
Helldiver
  • Thanks to Super Earth’s latest military technical advancements, all Helldiver armor now comes with a fire-retardant coating. It now takes slightly longer for Helldivers to be set on fire
Primary Weapons
SG-225SP Breaker Spray & Pray
  • Improved ergonomics from 25 to 50

Sidearms

SG-22 Bushwhacker
  • Reload duration decreased from 3 to 2.5 sec
Throwables
G4 Gas Grenade
  • Demolition strength increased from 10 to 30
G-10 Incendiary Grenade
  • Increased the fire duration
Stratagem Support Weapons
RL-77 Airburst Rocket Launcher
  • New weapon function: In addition to the existing ‘Flak’ projectiles, players can now switch to ‘Cluster’ munition projectiles. Cluster projectiles detonate based on a timer, not a proximity trigger. Both modes deploy the same number of bombs, with the following differences:
  • Flak projectiles and bombs work the same as before
  • Cluster munition bombs have a short arming time
  • Cluster munition bombs do not have detonation timers
LAS-98 Laser Cannon
  • Max spare magazines increased from 1 to 2
  • Decreased heat buildup when firing by 20%

Boosters
Flexible Reinforcement Budget
  • Increased the bonus gained by the Flexible Reinforcement Budget Booster by 150%
Expert Extraction Pilot
  • Increased the bonus gained by the Expert Extraction Pilot Booster by 100%
Muscle Enhancement
  • Increased the bonus gained by the Muscle Enhancement Booster by 40%
Motivational Shock
  • Increased the bonus gained by the Motivational Shock Booster by 100%

Armor Passives
Peak Physique
  • Increased the melee damage bonus gained by the Peak Physique armor passive by 100%

Backpacks
LIFT-850 Jump Pack
  • Can now aim whilst airborne
  • Can now stim whilst airborne
  • CAUTION: The combination of flames and fast forward momentum in flight can have unexpectedly heated results. Aim responsibly!

Stratagems
All Sentries
  • It takes longer for them to be set on fire, they burn for a shorter duration, but still take damage from direct flamethrower weapons fire.

EXO-49 Emancipator Exosuit and EXO-45 Patriot Exosuit
Both exosuits have been rebalanced to improve durability and extend combat effectiveness, while preserving a sense of vulnerability as they now gradually break down from sustained damage. The intention is to improve the experience with Exosuits by adding more gameplay depth
  • Main health pool increased from 600 to 850
  • Cockpit health pool increased from 450 to 500
  • Cockpit armor increased from 2 to 3
  • Arm health pool increased from 250 to 350
  • Arm armor decreased from 3 to 2
  • Leg health pool increased from 500 to 600
  • Slightly less durable resistance against projectiles

Gameplay
Social
  • You can now rejoin your last match after a crash

Automatons
Reinforced Scout Strider
  • Reduced the number of Reinforced Scout Striders spawning on higher difficulty levels
  • Increased the minimum range for Reinforced Scout Strider rocket launches
  • The Reinforced Scout Strider will now stand in place before launching its rockets
  • Added a brief delay before rockets are launched
  • Improved rocket launch anticipation and readability with new thruster visual effects
  • The rockets on the side of the Reinforced Scout Strider should now explode with more consistency when shot by players


Fixes

Resolved Top Priority issues:
  • Resolved an issue where, under heavy server load, some players did not immediately receive their Super Credit purchases after payment
  • Players are unable to shoot properly while in the air using a jetpack
  • Fixed an issue where bug breaches would not spawn any bugs when carrying a larva backpack
  • The Automaton Barrager Tank's turret no longer continues to work despite its body being destroyed
  • Fixed an issue where the Hive Drill terminal was unable to be interacted with
  • Reinforcement may not be available for players who join a game in progress

  • The Reinforced Scout Strider does not telegraph its rocket attacks
  • The spawn rate of Reinforced Scout Striders on higher difficulty levels has been reduced
  • The minimum range for rocket launches by the Reinforced Scout Strider has been increased
  • The Reinforced Scout Strider will now pause before initiating a rocket launch
  • New thruster visual effects improve the anticipation and clarity of rocket launches
  • The side rockets of the Reinforced Scout Strider now explode more reliably when hit by players
  • Excessive ragdolling can cause a feeling of helplessness and frustration
  • The Helldiver will now remain prone after ragdolling instead of automatically standing up.
  • Fire status effects also now wear off faster when ragdolling
  • This will provide better protection and survivability in the prone position by reducing vulnerability to ranged attacks, explosions, fire and additional ragdoll effects. It will also give players control of their avatar sooner, allowing them to decide whether to stand, run, crawl, use a stim, or take other actions without waiting for the avatar to stand automatically.
  • We are continuing to monitor ragdolling issues and exploring potential adjustments. We welcome your feedback on these changes and their impact on gameplay!

Crash Fixes and Soft-locks:
  • General crash fixes
  • Fixed a crash that could occur when returning to ship while a lot of explosions were going off
  • Fixed a crash that occurred when a player hot-joined at the end of an ongoing mission, stayed in the loadout screen until the mission was completed, booted from the menu and then transferred to the host's ship. If the player then selected new stratagems and deployed them after landing on a new mission, the game would crash
  • Fixed a rare crash that could occur shortly after joining a new game
  • Fixed a crash that could occur during drop-in after hot-joining a game in progress
  • Fixed a crash for clients when joining as a party that occurred at the loadout menu

Social Issues
  • Resolved an issue where players could attempt to join AFK friends that were incorrectly displayed as "in-ship" when they were on the splash screen, causing errors like "Unable to join the lobby, timeout"
  • Fixed an issue that was leading to the social menu and lobby system to not work properly after long periods of being AFK
  • Fixed an issue that prevented the social menu from displaying your friends' updated nicknames
  • Fixed an issue where Helldivers 2 friend code features were missing when crossplay was disabled
  • Resolved an issue where users with a large number of in-game friends couldn't see some of their friends' in-game status properly, preventing them from being able to invite or join their friends
  • Removed the ability for players to use hex codes in usernames, which was exploited to impersonate developers and crash other players' clients

Weapons and Stratagems
  • Exosuits now instantly ejects Helldivers when they’ve been fully submerged in water
  • Binding Stratagem inputs to other buttons no longer causes terminal interactions to be canceled
  • Fixed an issue with Tesla tower attacks knocking down Helldivers using the Electrical Conduit armor passive
  • Helldivers will no longer take fall damage when the LIFT-850 Jump Pack engages its landing thrusters
  • Fixed an issue where Helldivers mounting the E/MG-101 HMG Emplacement would instantly die when the E/MG-101 HMG Emplacement was destroyed
  • Fixed an issue where Helldivers were able to shoot from their currently equipped weapon during the assisted reload

Missions
  • Fixed an issue where the Stronghold map icon was hidden when Atmospheric Spores or Ion Storms were active during missions
  • Enemies
  • Fixed an issue where enemies wouldn’t detach from the Fabricator on Automaton missions
  • Fixed enemies sometimes bouncing up and down
  • Miscellaneous Fixes
  • Fixed an issue where players were able to move while emoting victory poses
  • Text-to-speech will now stop immediately when the setting is disabled
  • Improved Automaton dropship crash animations
  • Emote input type no longer ignores players settings (hold, tap etc)
  • The HUD now displays the danger vignette when taking environmental damage
  • Solved an issue where the Hellpods created incorrect shadows on the planet during the drop-in sequence
  • Reports have surfaced of some Helldivers sneaking extra stims into their resupply bags—those caught have been tried and sent for re-education
  • This fixes an issue with incorrect amount of stims being granted in resupplies
  • Stims are no longer interrupted after the healing audio is triggered
  • The Democracy Space Station Menu now displays the contribution amounts accurately
  • The minimum currency donation for the Democracy Space Station Tactical Actions has been reduced. The "Insufficient Funds" popup will now only appear if you attempt to donate with a currency balance of 0
  • The Abandon Mission With Squad option is now hidden when playing alone
  • The session invite sound will no longer play when receiving an invite from a blocked player
  • Fixed a rendering issue on bright surfaces where they would sometimes flicker when HDR was enabled
  • Fixed an issue where dispatches font size was too small
  • Minor improvements to the HUD when entering/exiting Exosuits
  • Minor improvements to heat-based weapons UI
  • Resolved an issue that caused a softlock when attempting to exit the PSN link screen while in the loadout selection menu

Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

Top Priority:
  • Players are unable to emote when flying through the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Improvements to the Democracy Space Station

Medium Priority:
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

This has been liberties greatest.
Quell the squid invasion and take back our colonies Helldivers.

End of Transmission
Release Captain Carlberg, Galactic Communications Specialist Baskin and Vice Admiral Ayre

Continue reading...
 

Visit the Game Awards on Steam to unlock the TR-117 Alpha Commander armor early!

Visit the Game Awards event page on Steam to unlock the TR-117 Alpha Commander armor early! The shiny green Alpha Commander set features the Med-Kit passive, which allows you to hold more stims and make each one's effect last a bit longer when used.

This coveted set is being made available again in partnership with The Game Awards for a full seven days before its global unlock on all platforms.

620a4a1d1e59ab01c5b80a4506df925e02a3339b.png


https://store.steampowered.com/app/2765950/HELLDIVERS_2__TR117_Alpha_Commander_Armor_Set

Note: If you have previously unlocked the Alpha Commander set, you will not be able to claim it again.

Continue reading...
 

Hotfix 01.001.203

Overview
Crash fix
Fix
Crash on shutdown fix
Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.


Top Priority:
  • Excessive ragdolling can cause a feeling of helplessness and frustration
  • Players are unable to emote when flying through the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • The Reinforced Scout Strider does not telegraph its rocket attacks

Medium Priority:
  • The Automaton Barrager Tank's turret continues to work despite its body being destroyed
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players are unable to shoot properly while in the air using a jetpack
  • Reinforcement may not be available for players who join a game in progress
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

Continue reading...
 

Patch 1.001.202

Freedoms Greetings!
Small update coming your way!

Overview
  • Crash fixes
  • Raise flag mission fix
  • Miscellaneous fixes
Fixes
Crash fixes & Soft Locks
  • Fixes a crash which could happen when the player or a hot-joiner first spawns into a mission
  • Fixed a rare crash that could occur with carriable items and looking at the minimap at the same time
Missions
  • Decreased enemy spawn rate while progressing the Raise Flag objective in Spread Democracy missions.
Miscellaneous fixes
  • Fix holding last stratagem input preventing movement on default pc controls.
  • SOS beacons will now look for additional players for the remainder of each mission. They are no longer destroyed when the squad is full. Instead they will deactivate - until someone leaves and the SOS beacon starts looking for additional players again. The SOS beacons will still be destroyed on host migration - this is to allow the new host to decide if they want a new SOS beacon or not.
  • Fixes an issue where the SOS beacons could not be deployed in the same or subsequent missions under some circumstances.
  • Fixed an issue where deploying an SOS beacon could result in your lobby not being made public and couldn't be joined by other players. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed bug where non-public lobbies could not be joined, despite the host deploying an SOS beacon. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed the drop wheel, emote wheel and comms wheel snapping the cursor to the outer edges in the radial menus when using a mouse and keyboard.
  • Resolved an issue where users with a large number of in-game friends couldn't see some of their friends' in-game status properly, preventing them from being able to invite or join.
  • Fixed issue where player names could be absent after returning to ship from a mission.
  • Fixed player names and chat text disappearing.
Known Issues
Top Priority
  • Excessive ragdolling can cause a feeling of helplessness and frustration.
Note: We recognize that changes in this area could have a significant impact on the player experience, both positively and negatively, so we are moving forward cautiously. While we are more certain about some changes, others require further thought. These are the adjustments we are currently testing:
  • Allowing players to remain prone after ragdolling when there’s no directional movement input.
  • Enabling the use of stims while ragdolling.
  • Addressing situations where explosions ragdoll players from behind cover.
  • Further adjustments to enemy behavior and projectiles.
  • Being considered prone when ragdolling on the ground.
  • Players are unable to emote when flying through the air.
  • Stratagem balls bounce unpredictably off cliffs and some spots.
  • The Reinforced Scout Strider does not telegraph it’s rocket attacks.
  • We are investigating how we can further improve the play experience against this enemy.
Medium Priority
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players are unable to shoot properly while in the air using a jetpack
  • Reinforcement may not be available for players who join a game in progress
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit


That would be all. Dive out

Continue reading...
 

Patch 01.001.201

Freedoms Greetings Helldivers, Release Captain Carlberg speaking with the latest and greates from Super Earth

Overview
Balance changes

Fixes

  • Resolved Top Priority issues
  • Crashes & Soft Locks
  • Helldiver Fixes
  • Weapons & Stratagems
  • Enemies
  • Missions & Difficulties
  • Social Issues & Galactic War Map
  • Miscellaneous Fixes
Balancing
Stratagems
Shield Generator Relay
  • Increased lifetime from 30 to 40 sec
Primary Weapons
SG-8P Punisher Plasma
    • In response to popular Helldiver demand, General Brasch has issued an administrative order to revert the production changes made to the SG-8P Punisher Plasma (from Patch 01.001.104)
    • We have reverted the latest changes so the SG-8P Punisher Plasma will now have a more noticeable arc in its projectile path, starting off slower and maintaining speed longer. This will affect its recoil, fire rate, and projectile behavior
    • To further improve its effectiveness, the magazine capacity has increased from 8 to 10
    Fixes
    Resolved Top Priority issues:
    • Fixed an issue where encounters would not end and enemy spawning was turned off for the rest of the mission
    • Fixed a bug where the hive breaker drill would become inaccessible when called in
    • Fixed an issue where terminals would lose functionality preventing completion of a mission
    • Dead bodies of Chargers no longer launch Helldivers into the air
    • Supply packs are no longer used when pressing the d-pad down button whilst calling in a stratagem
    • QWERTY keyboard numpad bindings now save correctly after the game restarts
    • The Service Technician is no longer mourning the death of her beloved pet goldfish “Goldie” and can now be interacted with again. Goldie received a dignified funeral and was laid to rest gracefully in a waste capsule, ejected towards the nearest planets atmosphere where the friction between the air and the capsule caused it to heat up, violently explode, and disintegrate
    • Fixed an issue so that other players can now join a lobby via Quickplay after any member of a 4-player party leaves
    • Fixed an issue where the social menu was stuck on ‘Please Wait Democratically’ for some players
    • Friends "Invite only" games can no longer be seen on the Galactic War Map and cannot be joined
    • Fixed an issue where uninvited friends could join Invite-Only games via the Social Menu
    • Invite-only lobbies are no longer shown in the hologram
    Crashes & Soft Locks:
    • Fixed a crash on Difficulty 1 (Trivial) when approaching certain bug holes
    • Fixed a potential soft-lock when abandoning the mission with the squad while fighting bugs
    • Fixed Geological Survey mission soft-locking when players joined/left the mission
    • Fixed a soft-lock that could occur if you hot-joined a game in mission summary and all peers left
    • Fixed a rare crash while browsing the Armory or the Warbond store
    • Fixed a crash that could happen when fog was destroyed
    • Fixed a rare crash related to Flamethrowers and Gas weapons
    • Fixed a crash when repeatedly entering and leaving the tutorial
    • Fixed an issue where the Nuke Nursery could not be progressed if two players called down the drill at the same time
    • Resolved an issue where opening the menu while the Emote wheel was active would prevent players from moving
    • Fixed the Nuke Nursery terminals sometimes not being interactable
    Helldiver Fixes:
    • Fixed an issue causing excessive ragdolling when diving or crawling on uneven terrain
    We're currently working on further solutions to address the ragdolling issues.Weapons & Stratagems:
    • Fixed stim pistol incorrectly affecting the STIMS USED statistic in the mission end screen
    • Fixed dead corpses setting off the rockets from the RL-77 Airburst Rocket Launcher
    • Fixed an issue with the stratagem cooldown that allowed players to call down multiple resupplies or Hellbombs at the same time
    • Fixed an issue where switching to holding a grenade and picking up an artillery shell at the same time caused the artillery shell to become stuck in the Helldivers hands
    • The LAS-5 Scythe scope is now fully operational and can zoom in and out correctly
    • Empty expendable weapons cannot be picked up nor holstered anymore
    • The AR-23A Liberator Carbine now has the 0.5 sec shorter reload duration properly implemented, from 3 to 2.5 sec. It also has the correct magazine unit
    • Fixed a missing mesh for the P-11 Stim Pistol's syringes
    • The MG-43 Machine Gun now has the 0.5 sec shorter reload duration properly implemented
    We mistakenly wrote that the MG-43 Machine Gun was lowered from 4 to 3.5 sec when in reality we lowered it from 5 to 4.5 sec.Enemies:
    • Disabled the gas confusion effect on the Impaler due to odd behavior with its tentacles
    • Fixed an issue where the Impaler tentacles would sometimes not impact its target
    • Adjusted Shriekers pathing in tight spaces. They should now prefer to move around tall obstacles instead of trying to fly over them
    Missions & Difficulties:
    • Fixed Nuke Nursery drills getting dropped on top of bug corpses
    • Lowered the amount of Retrieve Data objectives spawning on the mission for Automatons to match the amount that spawns for the Terminids
    • The Escape Pod objective will now appear on difficulties 1-2 instead of 2-3
    • The Terminid eggs on Purge Hatcheries objectives are now tagged as objectives with correct VO and icons
    • Fixed an issue with Hellpods landing deep underground on edges of Bug Nurseries during the 'Nuke Nurseries' missions
    Social Issues & Galactic War Map:
    • Resolved an issue in the Blocked Players tab where attempting to add a player via the search functionality would incorrectly indicate that the user was blocked
    • Can no longer join blocked players via the Galactic War hologram
    • Resolved an issue that allowed blocked players to continue speaking in voice chat
    • Fixed Emote, Drop and Comms wheel mouse sensitivity not being applied
    • PC players can now use left click to select radial menu options in the Emote and Comms radial menus
    • Resolved an issue where the maximum number of friends displayed in the social panel was limited to 100
    • Fixed an issue that was preventing the friend request widget from popping up
    • Fixed the display of sender names for session invitations that were not showing properly when multiple invites were received at the same time
    • Emotes can no longer be triggered while airborne, ragdolling or sliding. We are monitoring this change and appreciate your feedback for it!
    • Fixed multiple issues in the social system and improved its reliability
    Miscellaneous Fixes:
    • Added information in the loadout boosters menu screen showing which player has equipped what specific booster
    • Fixed an issue where unbound key/button bindings would stay unbound and not revert back to what they were by default
    • Fixed an issue that caused players to sometimes join the wrong friend when joining during a social menu refresh
    • Disabled the third-person player camera while navigating the map
    • Decreased the chances of player clients from attempting to join lobbies that are already full when using Quickplay
    • Fixed an issue where the host's player Title was incorrectly assigned to Helldivers who joined their session
    • Fixed an issue where changing the stamina width in the settings during a mission would not properly resize its frame
    • Fixed a case where carriables could no longer be picked up if they were picked up and dropped on the same frame
    • Fixed an issue of not being able to pick a new first stratagem if it had already been selected
    • Fixed Helldiver character customizations resetting after closing the game
    • Fixed an issue where certain Asian language characters were displayed as question marks in the Major order texts and briefings
    • Fixed an issue where an incorrect platform icon was shown when opening the report popup
    • Fixed missing "-" character in multi-line texts
    • Fixed a bug with camera getting disjointed if entering ADS (Aim Down Sights) as you ragdoll
    • Lowered the resolution of planets when space quality is set to Low and introduced a Medium space quality setting that matches the previous Low setting
    • Light intensity slightly reduced during the Fire Tornado weather effect
    • Fixed an issue where the visual appearance of the Stratagem Hero minigame terminal's arrows lost their colors if a player moved too far away from the terminal
    • Fixed dispatches sometimes showing as question marks for non-Latin language characters
    • Fixed an issue where encounters would still attempt to spawn even after being disabled due to reaching certain spawn limits
    • Fixed an issue where scrolling messages would move the camera
    • Fixed several issues related to Booster descriptions
    • Planets are now properly sorted behind effects like the aurora in the sky during missions
    • Fixed an issue where the crash reporter sometimes wouldn’t show up
    • General Brasch and Jane Helldiver to award Patriotic Medal for Excellence in Patriotism to the members of the Freedom Alliance. Due to budget cuts, these brave Helldivers will receive an extra 3 seconds of R&R which has now been used reading this note. Get back to work Helldivers
    • General performance optimizations, Cubemap, reflections och rendering performance improvements
    End of transmission, Release Captain Carlberg out

Continue reading...
 

Helldivers 2 is launching Truth Enforcers Warbond on October 31st!

If there’s one thing we love here on Super Earth, it’s the truth. We’ve even got a whole Ministry dedicated to the creation, fine-tuning, and wide distribution of it. It’s about time we gave our Helldivers some Ministry of Truth-approved equipment to match our deep, enduring love of and commitment to the Truth. With these tools, you will become one of Super Earth’s official Truth Enforcers.

youtube_16x9_placeholder.gif



Being a Truth Enforcer means showing your allegiance–your loyalty–to Super Earth’s superiority as the arbiters of truth. The best way to demonstrate loyalty? By carrying the PLAS-15 Loyalist plasma pistol. Come on, it’s got “loyal” in the name already. It also allows you to shoot semi-auto style, or you can charge it up for a shot with more kick.

c946925addcb691b471af88724886fb50c639d64.jpg


We have two infallible primary weapons available in Truth Enforcers, too. First up is the SG-20 Halt: a pump-action shotgun, similar to the Punisher, that can alternate between stun rounds and armor-penetrating flechette rounds. You can stun foes with accuracy and pierce through their lies with little arrows of veracity. If that’s not enough raw sincerity to take them out, you’ve also got the SMG-32 Reprimand, which is a heavy SMG. It also has a cool slap reload, just like in the accurate, true-to-life movies you love.

0c251b755d7c9b2f395d05040b204c0a6057c5f5.jpg


It’s not enough to signal your Enforcer status with weapons alone, however. You’re also going to need some new Helldrip. For our light armor loving comrades, you can tap into your bureaucratic spirit with the UF-16 Inspector in crisp, stain-free white with red accents and a coordinating cape, the “Proof of Faultless Virtue.” It’s giving overseer. Squad Leader.

But let’s say you want something a little more hefty and protective, in which case I recommend the UF-50 Bloodhound medium armor and the “Pride of the Whistleblower” cape, picking up on those deep, official-looking reds. And because we want our Helldivers to stand strong against all who oppose the truth, both of these armors have the Unflinching passive, which reduces staggering when hit.

Truth Enforcers also includes new cosmetic patterns for your hellpods, exosuits, and Pelican-1. The Inconspicuous Black Pattern looks as mysterious as it does ceremonial. Equip these and you’ll bring immediate order to the chaos of other divers in your squad. To fully walk the walk and demonstrate your commitment to Super Earth’s order to the team, you can equip the new player title, Free of Thought.

7173c2b1e888c5d14411210e52b572642c44580d.jpg


You’ll also be able to secure the At Ease emote, giving your Helldiver a stoic, commanding, order-following vibe. This Enforcer isn’t the type to laugh at all these pull-my-finger emote jokesters on the squad. You know they need proper clearance and permits for that.

e55ce6f50bbf5aa89c726c9028877cff1f7571ee.jpg


Don’t worry–we didn’t forget about the booster, either. Have you ever wanted just a little bit more stamina on the battlefield? Have you ever thought, while being chased by a Terminid horde, I’d die to have just a bit more gas to go the distance. If that sounds like you, Helldiver, then I have some good news: the new Dead Sprint booster may drain your health once your stamina is at zero, but it will enable you to keep outrunning the enemy.

The spread of truth and justice across the galaxy is a big job, Helldiver, but a real Truth Enforcer has the tools and the talent to do it. The Truth Enforcers Premium Warbond* lands on October 31st!

29eb023ca8856f0ef395972f955f25fc31089d93.png


*Requires base game, paid purchase of Super Credits, and game progression to unlock.

Continue reading...
 

60 Day Timeline Conclusion Update

Fellow Helldivers,

As we wrap up our 60-day community commitment, I want to take a moment to reflect on the journey we've taken together. Your feedback regarding the Escalation of Freedom update was both insightful and vital to our improvement process. We listened, we learned, and we took action.

Key developments:

  • There’s been a comprehensive balancing pass on over 70 weapons and stratagems, reworking armor penetration and adjusting enemy armor and health values

  • Several enemies have been overhauled to ensure they present a challenge while feeling rewarding to defeat. Notable changes include reducing armor values for heavy enemies like Hulks, Chargers, Impalers and Bile Titans, along with limiting the rocket fire from Devastators and Gunships

  • We took a deep dive into core systems like enemy spawning as well as targeting and vision for the Automatons
In terms of performance, we’ve made some big changes under the hood to ensure a more responsive and optimized experience as you bring freedom and justice to Super Earth:

  • We’ve refactored UI systems to render more efficiently and we’ve optimized fire effects and terrain deformation

  • We’ve improved our internal systems and teams—automated testing has gotten better and our Engine team has expanded to help us refine our processes for long-term stability and smoother gameplay
Our commitment to You moving forward:

As we keep building this game, we are committed to keeping the lines of communication open through regular player surveys, improved patch notes, and more frequent updates via blog posts and streams. We will also continue to expand our closed betas, to make sure we catch valuable feedback early.

On behalf of the team at Arrowhead, I want to thank you for your patience, your insights, and your passion for our game. We’ve genuinely enjoyed seeing your reactions to our latest updates, and we’re excited to continue developing the game while ensuring that it delivers on its core fantasy and remains a game we all love to play.

Together, we are shaping the future of Helldivers 2, and we can’t wait to show you what’s next for the core game experience and the next chapters of the Galactic War.

In solidarity,

Mikael E

Game Director

Continue reading...
 

Patch 01.001.104

youtube_16x9_placeholder.gif

Freedoms greetings citizens of Super Earth! Im your host Release Captain Carlberg bringing you the latest and greatest from high command. So without further ado let us dive in.

Overview
The final part of our 60 day commitment is here!
This patch marks the last set of changes we aimed to implement for the 60 day community commitment while also addressing issues we previously didn’t have time to fix.

So what does this patch contain?
We have made changes to the remaining weapons and stratagems we weren't able to finish for the patch on September 17th, ensuring they’re now more interesting and effective. We have also dedicated some time and we’ve looked over some key core systems like enemy spawning as well as targeting and vision for the Automatons. Based on your feedback, we’ve fine-tuned the Automaton experience to hopefully make them feel less frustrating to play against. Additionally, we have also adjusted the Helldivers durability to make your armor choices feel more impactful.

Finally, we've introduced new functionality to certain items to give players more depth in mastering their equipment. For example, the GR-8 Recoilless Rifle and the AC-8 Autocannon now have programmable ammunition, and drones that come with backpacks can be toggled on or off for added control.

We hope you enjoy these changes! The team at Arrowhead has been thrilled to work on this 60-day commitment for you, our community and players and seeing your reactions to the work we’ve done! Together, we aim to ensure Helldivers 2 delivers on its core fantasy and remains a game we all love to play.

Balancing
General changes
Additional Supply Items are now visible on the minimap
  • Exosuits
  • Support Stratagems
Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
  • They can no longer ricochet off of targets
Helldiver armor tweaks, both Heavy and Light armor are now more effective

Heavy armor reduces damage taken by 25%, up from 20%
  • 5% more damage reduction
Light armor increases damage taken by 25%, down from 33%
  • 8% less damage taken
Stratagems and Weapon tag description updates, they now show more information and are also categorized
  • Armor penetration 2 is classified as Light armor penetrating
  • Armor penetration 3 is classified as Medium armor penetrating
  • Armor penetration 4 is classified as Heavy armor penetrating
  • Armor penetration 5+ is classified as Anti tank
Primary Weapons
Plasma projectile behavior
  • We’ve standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won’t be very noticeable
  • With the SG-8P Punisher Plasma you’ll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same
PLAS-101 Purifier
Projectiles can now be charged up with a damage multiplier that scales
  • Minimum charge of 0.1 sec gives a 50% damage multiplier
  • Maximum charge of 1 sec gives a 100% damage multiplier
  • Maximum charge projectile damage increased from 100 to 200
  • Maximum charge projectile durable damage increased from 50 to 100
  • Maximum charge explosion damage increased from 150 to 300
  • The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
  • Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
  • Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300
PLAS-1 Scorcher
  • New weapon function: Auto fire mode
  • Fire rate increased from 250 to 350
  • Magazine capacity increased from 15 to 20
  • Spare magazines decreased from 6 to 5
SG-8P Punisher Plasma
  • Reduced recoil
  • Fire rate increased from 80 to 100
AR-23 Liberator
  • Horizontal recoil reduced by 30%
AR-23P Liberator Penetrator
  • Horizontal recoil reduced by 30%
  • Increased magazine capacity from 30 to 45
  • Spare magazines decreased from 10 to 7
AR-23A Liberator Carbine
  • Horizontal recoil reduced by 30%
  • Ergonomics increased from 65 to 70
  • Reload duration decreased from 3 to 2.5 sec
BR-14 Adjudicator
  • Horizontal recoil reduced by 30%
  • Projectile damage increased from 80 to 90
  • Projectile durable damage increased from 16 to 23
  • Magazine capacity increased from 25 to 30
AR-61 Tenderizer
  • New weapon function: 600/850 RPM
JAR-5 Dominator
  • Moved from the Explosive weapon category to the Special weapon category
Sidearms
P-113 Verdict
  • Armor penetration increased from 2 to 3
  • Projectile durable damage increased from 13 to 32
  • Stagger strength increased from 13 to 15
P-4 Senator
  • Armor penetration increased from 3 to 4
  • Projectile damage increased from 175 to 200
  • Projectile durable damage increased from 35 to 70
P-11 Stim Pistol
  • Spread decreased from 30 to 5
  • Muzzle velocity increased from 80 to 200
Throwables
K-2 Throwing Knives
  • Uses increased from 8 to 20
G-12 High Explosive Grenade
  • Damage increased from 400 to 800
G-6 Frag Grenade
  • Damage increased from 250 to 500
G-10 Incendiary Grenade
  • Damage increased from 150 to 300
Stratagem Support Weapons
AC-8 Autocannon
New weapon function: Programmable ammunition now allows you to switch between normal and and flak projectiles
  • Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius
GR-8 Recoilless Rifle
New weapon function: Programmable ammunition now allows you to switch between normal projectiles and High Explosive rounds
  • High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks
RL-77 Airburst Rocket Launcher
  • Reload duration reduced from 7 to 5 sec
M-105 LMG Stalwart
  • Ergonomics increased from 25 to 40
MG-43 Machine Gun
  • Magazine capacity increased from 150 to 175
  • Starting spare magazines increased from 1 to 2
MG-206 Heavy Machine Gun
  • Magazine capacity increased from 75 to 100
Backpacks
LIFT-850 Jump Pack
  • Cooldown reduced from 20 to 15 sec
  • Stronger thrust force
  • Thrust vector has been tweaked. Will have a slightly higher jump and more forward momentum
AX/AR-23 “Guard Dog”
  • Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds.
  • Armor penetration increased from 2 to 3
  • Damage decreased from 70 to 60
  • Magazine capacity increased from 30 to 45
Drone Backpacks now has a new toggle drone function
  • Activate: The drone leaves the backpack and starts to perform its tasks
  • Deactivate: The drone returns to the backpack into a passive standby state
Stratagems
Eagle Strafing Run
  • Explosion radius slightly increased
  • Explosion damage increased from 250 to 350
Orbital Airburst Strike
  • Salvoes increased from 3 to 4
  • Duration between salvoes increased from 3 to 4 sec
A/MG-43 Machine Gun Sentry
  • Magazine capacity increased from 125 to 175
  • Cooldown reduced from 120 to 90 sec
  • Life time reduced from 180 to 150 sec
A/G-16 Gatling Sentry
  • Magazine capacity increased from 400 to 500
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec
A/MLS-4X Rocket Sentry
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec
A/AC-8 Autocannon Sentry
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec
MD-17 Anti Tank Mines
We are working on changes to the Anti-Personnel and Incendiary Mines, however we are not yet happy with the fixes, as we feel they introduced too many new problems. We will continue working on these changes and include them in a future patch
  • The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Damage increased from 800 to 2000
  • Explosion radius decreased
A/ARC-3 Tesla Tower
  • Reduced charge-up shots cooldown from 3 to 1 sec
  • Cooldown reduced from 150 to 120 sec
  • Lifetime reduced from 180 to 150 sec
FX-12 Shield Generator Relay
  • Removed charge delay between damage taken
  • Increased charge rate from 300 to 400 health/sec
  • Radius increased from 8 to 15m
  • Once the shield is down, it will no longer regenerate
Gameplay
Patrol Spawning
  • Previously, once the mission was completed but before extraction, we significantly increased patrol spawns across the entire map.
    Now, the increased patrol spawns are concentrated around the extraction site, with more patrols appearing the closer you are to it. This change should make patrol spawning feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples. Please let us know if you still experience issues with the patrol spawning!
Terminids
Bile Spewers
  • Legs health reduced from 300 to 200
Nursing Spewers
  • Legs health reduced from 300 to 200
Hunters
  • Have a short shared area cooldown for their pounce ability
  • Can now totally blow up if affected with enough damage
Scavengers
  • Can blow up if affected with enough damage
Automatons
Automaton Targeting
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects. We've addressed these issues, so now you should be able to use stealth more effectively against the Automatons, and they won’t be able to shoot through walls or see you when they shouldn’t. Please let us know if you still encounter issues like these!
Automaton projectiles
  • Normal small projectiles damage reduced from 40 to 35, used by enemies like the Devastators, Emplacements and Conscripts
  • Heavy projectiles damage reduced from 65 to 60, used by enemies like the Heavy Emplacements and Scout Striders
Hulk Bruiser
  • In response to their disapproval of a newly installed cannon on the Automaton Hulk Bruisers, Super Earth High Command sent a crack commando to sabotage their production facilities. The skilled operative promptly escaped into the shadows after completing their mission. Today, still wanted by the Automatons, they survive as a soldier of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can enlist… John Helldiver
  • As a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers
All Devastators
  • Head armor decreased from 2 to 1
  • Head health increased from 100 to 110
Berserkers
  • Head health decreased from 125 to 110
Heavy Devastator
  • The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack
All Tanks
  • Front armor reduced from 6 to 5, our previous tweak didn't have the intended effect on gameplay that we expected so we’ve reverted this back
  • The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 150% damage to the Tank's main health
Annihilator Tank Turrets & Shredder Tank Turrets
  • The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank's main health
Barrager Tank Turret
  • The Turret is now destroyed if the Tank body is destroyed
Fixes
Resolved Top Priority issues:
  • Not enough enemies spawn to complete Eradicate missions
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects
  • Patrol Spawning should now feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples
Crash Fixes and Soft-locks:
  • Fixed crash that could occur when getting knock backed while wearing the energy shield backpack
  • Fixed potential crash when a peer leaves with unique armor customization
  • Various crash fixes
Miscellaneous Fixes
  • Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
  • General Brasch returns from holiday retreat in foggy hillside town
Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Top Priority:
  • The hive breaker drill may be inaccessible when called in
  • Players may not receive Friend Requests sent from another platform
  • Terminals may lose functionality blocking completion of a mission
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Title may crash during intro cinematic or title screen
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
Medium Priority:
  • Players are unable to shoot properly while in the air using a jetpack
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Some Eagle Stratagems may not drop when deployed on a swamp planet
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • High damage weapons will not detonate hellbombs already present on the map
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions
  • QWERTY keyboard numpad bindings does not save correctly after the Title restart

That is all for today! A democratic day to you
Release Captain Carlberg out

Continue reading...
 

Patch 1.001.103

Freedoms greetings. Small update incoming

Overview
  • Crash fixes
  • Miscellaneous fixes
Fixes
Crash Fixes
  • Fixed a crash caused by unique stim pistol owners leaving the game
  • Fixed crash when equipping any purchased hellpod skins on a fresh account
Miscellaneous Fixes
  • Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
  • Can no longer call down multiple seismic probes and prospecting drills at the same time
  • Bots will not get stuck shooting at walls as frequently during evacuate high-value asset missions
  • The audio for all Bug and Bot enemies has been cleaned up and re-balanced recently. The focus has mostly been on their voices, but the movement has been looked at as well. The goal was to make enemy audio more balanced between each enemy type and to make enemies more audible in various situations. It will be subjective but please keep on the lookout for moments where you think the audio should have informed you about the enemy's presence but didn't
  • General Brasch-issued Protection Order for pygmy hippos implemented (The Moo Deng Accord)
Known Issues
Top Priority:
  • The hive breaker drill may be inaccessible when called in
  • Not enough enemies spawn to complete Eradicate missions
  • Enemies are sometimes capable of shooting through walls
  • Players may not receive Friend Requests sent from another platform
  • In High Value Asset defense missions, some enemies may prioritize the generators over the players
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
  • Title may crash during intro cinematic or title screen
Medium Priority:
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Terminals may lose functionality blocking completion of a mission
  • Some Eagle Stratagems may not drop when deployed on a swamp planet
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs already present on the map
  • Some enemies that bleed out do not progress Personal Orders and Eradicate mission
  • QWERTY keyboard numpad bindings does not save correctly after the Title restart
End of transmission, Release Captain Carlberg out

Continue reading...
 

Patch 1.001.102

Freedoms greetings Helldivers
Small update coming your way!

Overview
  • Crash fixes
  • Shield backpack fixes
  • Miscellaneous fixes
Fixes
Crash Fixes
  • Fixed a rare crash caused by weapon reloads.
  • Fixed a rare crash when opening chat on a mission.
  • Resolved crash related to squad menu.
  • Fix crash that might happen if host migration occurs during a bug breach.
  • Fixed crash when opening the Armory or Ship management and Acquisitions menu at the same time when on someone else's ship.
  • Fixed a UI crash where there could be more than 3 teammates at the same time.
  • Fixed a crash which occurred after an early host migration and the former host having an unique skin in their hellpod.
  • Fixed crash that could happen if a peer leaves a four player game.
Miscellaneous fixes
  • The SH-32 Shield Generator Pack now properly transfers knockback to the wielder."
  • Fixed Helldiver cardboard not spawning in the tutorial.
  • Fixed a bug where Helldiver's arms would glitch when quickly picking up the same weapon type twice.
  • Fixed owned stratagems number increasing for all categories when stratagem is purchased.
  • Fixed issue with overlapping input for Rock Paper Scissor first option on the controller.
  • Fixed the Expert Exterminator title being incorrectly available to some players.
  • Fixed the issue where all the medals of a Warbond page would hide when scrolling.
  • Scout walkers will now receive the gas confusion effect when damaged by gas. They will also properly take damage on their health zones when receiving damage from flamethrowing or gas weapons.
  • Fixed name of the new host not showing anymore for clients when host migration happens.
  • Fix backpack being hidden while in the HMG Emplacement.
  • Resolved an issue where PS5 players became unjoinable after their console returned from rest mode.
  • Fixed issue where a poor connection between a joining player and an existing player could cause the existing player to be disconnected from the session. For good measure, we also doubled the threshold for what is considered a poor connection. This should result in less instances of being randomly sent back to your ship without warning or reason.
  • Fix a host migration issue for stratagem objectives that prevent their completion.
  • Fix bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD.
  • Fixed tentacles throwing the player in the air when impaler recalled them.
  • Fix bug in "EVACUATE HIGH-VALUE ASSETS" where enemies would stop spawning for a period of time when the host leaves.
  • All Automaton Hulk types will now prioritize the player over the Power Generator in the Evacuate High-Value Assets mission.
  • Fixed broken menus when opening the main menu right before entering the hellpod (when the Loadout menu opens).
  • General Brasch was promoted to Super 10-Star General after the latest personal shield generator confusion.
Known Issues
Top Priority
  • Players may not receive Friend Requests sent from another platform
  • Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
  • Enemies are sometimes capable of shooting through walls
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
Medium Priority
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions



End of transmission

Continue reading...
 

HOT FIX 01.001.001

Overview
  • Fix for SH-32 Shield Generator Pack
  • Crash fix
Fixes
  • Fix for a crash during host migration when a new player joins.
  • Helldivers were accidentally granted the SH-32 Shield Generator Packs from General Brasch´s personal stash. These are reserved for 10 star generals only. The workers at the distribution center have been sent to re-education camps and regular shields will resume distribution.
Known Issues (Same as last patch)
These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.

Top Priority:
  • Players may not receive Friend Requests sent from another platform
  • Large units have no audio cues, allowing them to sneak up on players
  • Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
  • Enemies are sometimes capable of shooting through walls
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Players may sometimes be unable to join specific friends, or are returned to ship when joined
Medium Priority:
  • Reinforcement may not be available for players who join a game in progress
  • Mines may become invisible or may disappear in Multiplayer lobbies
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions

Continue reading...
 

Patch 1.001.100

Freedoms greetings Helldivers. Today is a big one so we will dive straight in.

youtube_16x9_placeholder.gif



Overview
  • Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values
  • Weapon & Stratagem Balancing
  • Enemy Reworks
  • Helldiver Health and Damage Mechanics Tweaks
  • Gas Gameplay Mechanic Rework
  • New Galactic War feature
  • Emote Wheel feature
  • Crash & Bug Fixes
Major Updates
Helldivers,
Thank you for your valuable feedback. Many players have expressed feeling constrained in how they approach challenges, often relying on a limited set of tools while other options seem less effective. This has impacted your ability to play the game in a way that suits your preferences.
So, what’s changing? For all the bugdivers out there, many situations were previously either resolved with your primary weapon or anti-tank weapons, which haven’t always performed as expected. With the overwhelming presence of Bile Titans and Chargers, many weapon choices therefore became invalid.

To address this, we've reworked armor penetration, anti-tank weapons, enemy armor and health values. Our goal is to improve the effectiveness of weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle against heavily armored enemies. Although they may not be as effective as specialized anti-tank weapons, they are now more viable choices making your loadouts more versatile, fostering better team collaboration and planning.

On the Bot front, Hulks have also had their armor reduced, making them more vulnerable to a wider range of weapons. Additionally, to improve the gameplay experience, the Devastator and Gunship will now have a limited supply of rockets, and those rockets won’t hit as frequently as before. This comes alongside the previously updated smaller impact radius for rockets, reducing excessive ragdolling.
We’ve also made improvements to many primary weapons, bringing them closer in effectiveness to the most popular choices. This should offer more variety and flavor during your play sessions.
We are adjusting damage mechanics to make the damage Helldivers receive more consistent over time by reducing 100% extra headshot damage to 50%. To maintain the overall challenge of the game, we've slightly increased the damage taken to other parts of the body. Our intent is to preserve the intensity of the gameplay while minimizing frustrating situations where sudden headshots cause large damage spikes.

With these changes, along with an upgraded Helldiver arsenal, enemy adjustments, and more consistent damage, the overall difficulty may slightly decrease. We'll be monitoring this closely and will listen to the community on how you think it feels.

We want to assure you that your feedback remains essential to us. Please share your thoughts on these updates, as we are actively listening. We plan to conduct another balance pass by Day 60 of our commitment to ensure we’re aligning with what you need for the best possible experience and to address any concerns or adjustments required. Your insights will be invaluable in refining these changes and making sure the game remains engaging and enjoyable for everyone.

Balancing
General
  • Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue.
  • The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage.
Primary Weapons

Liberator & Liberator Carbine
  • Damage is increased from 60 to 70
  • Durable damage increased from 14 to 17
  • Stagger force increased from 10 to 15
  • Max spare magazines increased from 7 to 8
  • Starting spare magazines increased from 5 to 6
Knight
  • Damage is increased from 50 to 65
  • Durable damage increased from 5 to 7
  • Magazines now fully refill when picking up resupply
  • Reduced recoil
Liberator Concussive
  • Now comes with a drum magazine which holds 60 rounds
  • Number of mags reduced from 10 to 6. The number of mags have been reduced due to larger magazine capacity
Tenderizer
  • Number of rounds in its magazine increased from 30 to 35
  • Starting magazines increased from 4 to 5
Breaker
  • Now comes with an extended magazine which holds 16 shells
  • Stagger force increased from 10 to 15
Spray and Pray
  • Now has a duckbill muzzle making its spread very horizontal but less vertical
  • Total Damage increased from 192 to 240
Scythe
  • Cooldown is faster
  • Adjustments to the heat VFX
  • Scope changed to a low powered scope
  • Removed recoil
  • Sets enemies on fire faster
Crossbow
  • Explosion radius increased by 50%
  • Explosion damage increased from 150 to 350
Eruptor
Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot.
  • Shrapnel projectiles amount are set to 30
  • Shrapnel damage is set to 110
  • Explosion damage decreased from 340 to 225
  • We also increased the amount of shrapnel
  • Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)
Defender
  • Damage increased from 70 to 75
  • Durable damage increased from 7 to 8
Liberator Penetrator
  • Damage increased from 45 to 60
Diligence
  • Damage increased from 125 to 165
  • Durable damage increased from 32 to 42
Counter Sniper
  • Damage increased from 140 to 200
  • Durable damage increased from 14 to 50
  • Stagger force increased from 15 to 20
Blitzer
  • Now has a weak stun effect that builds up per shot on its targets
Torcher
  • Damage increased by 50%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased AP from 3 to 4
Sidearms
Peacemaker
  • Increased max spare magazines from 5 to 6
Dagger
  • Gains heat more slowly
  • Removed recoil
  • Damage increased from 200 to 250
  • Sets enemies on fire faster
  • Adjustments to the heat VFX
Crisper
  • Damage increased by 50%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased AP from 3 to 4
Support Weapons
Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.

These weapons generally fall into three categories:
Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger

Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk

Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim

Grenade Launcher
  • Starting spare magazines increased from 1 to 2
  • Max spare magazines increased from 2 to 3
  • Explosion radius slightly increased
Laser Cannon
  • Cooldown is slightly faster
  • Removed recoil
  • Sets enemies on fire faster
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Adjustments to the heat VFX
Arc Thrower
  • Range increased from 35 to 55
  • Now has a moderate stun effect that builds up on its targets
  • Jumps additional times
  • Durable damage increased from 50 to 100
Railgun
  • Durable damage increased from 60 to 225
  • Fully overcharging damage increased from 150% to 250%
Stalwart
  • Damage is increased from 60 to 70
  • Durable damage increased from 14 to 17
  • Stagger force increased from 10 to 15
Machine Gun
  • Stagger force increased from 15 to 20
Anti-Materiel Rifle
  • Durable damage increased from 135 to 180
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Stagger force increased from 20 to 25
Heavy Machine Gun
  • Stagger force increased from 20 to 25
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Commando
  • Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots
Flamethrower
  • Damage increased by 33%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased armor penetration from 3 to 4
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Autocannon
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Grenades
Frag Grenade
  • Shrapnel damage increased by roughly 50%
  • Max amount increased from 4 to 5
  • Refill increased from 2 to 3
  • Explosion radius increased
Thermite Grenade
  • Explosion damage increased from 100 to 2000
  • Shorter time until it ignites the thermite
  • Time until it explodes slightly reduced
  • Max number decreased from 4 to 3
Stratagems
Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well.

Eagle 500kg bomb
  • Explosion radius increased to match visuals better
Eagle Rockets
  • Damage slightly increased
Gatling Sentry
  • Stagger force increased from 15 to 20
Machine Gun Sentry
  • Stagger force increased from 15 to 20
Tesla Tower
  • Increased stagger force to match other Arc weapons
  • Now has a moderate stun effect that builds up per hit on its targets
Heavy Machine Gun Emplacement
  • Stagger force increased from 20 to 25
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Patriot Exosuit
  • Gatling stagger force increased from 15 to 20
Emancipator Exosuit
  • Autocannon durable damage increased from 60 to 150
  • Rate of fire on its weapons increased from 125 to 175
  • Ammo increased from 75 to 100 per arm
Orbital Laser
  • Damage slightly increased
Orbital Railcannon
  • Damage slightly increased
Orbital Gas Strike
  • We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond
  • The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time
Gameplay
General
New Galactic War Feature
  • The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move.
Emote Wheel feature
  • Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings.
  • Added Dolby Atmos support on PS5
Enemies
Automaton Fabricators
  • Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used
  • Added effects to clearer showcase their health state
Hulks (All versions)
  • Armor reduced from 5 to 4
  • Back weak spot slightly more durable
  • Back weak spot health decreased from 1000 to 800
Hulk Bruiser
  • Replaced the rocket launcher for an energy based cannon
  • Increased how frequently the Hulk Bruiser shoots
Tank
  • Front armor increased from 5 to 6
Berserker
  • Head health reduced from 150 to 125
  • Main health reduced from 1000 to 750
  • Abdomen is now a weak spot
  • Chainsaw damage increased
Devastators (All versions)
  • Main health reduced from 800 to 750
  • Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage
Rocket Devastators
  • Now has a limited number of rockets, and you can see them disappear when they are spent
  • Added a reload mechanic from their backpack to replenish their rockets once
  • Rocket physics collision is smaller, making them easier to avoid
Gunships
  • Gunships now have a limited amount of rockets
  • Rocket physics collision is smaller, making them easier to avoid
Charger (All versions)
  • Armor reduced from 5 to 4
  • The butt weak spot health is decreased from 1100 to 950
  • The butt weak spot is slightly less durable
  • The belly armor reduced from 4 to 2
  • A damage multiplier has been added to the Charger's exposed flesh of the main body, now dealing 300% damage
  • Now turn slightly slower, when charging and moving normally
  • Now charge less often
  • Charge damage increased by 50%
  • Sideattack damage increased by 50%
Charger Behemoth
  • The butt weak spot health is decreased from 1200 to 950
Hunter
  • Health is reduced from 175 to 160
Scavengers
  • Health is reduced from 80 to 60
Bile Titan
  • Armor reduced from 5 to 4
  • We have reworked the Bile Titan’s belly gameplay
  • Belly armor reduced from 4 to 2
  • Introduced a separate belly health pool once the outer belly layer has been destroyed
  • Destroying the exposed belly health pool kills the Bile Titan
Impaler
  • Armor reduced from 5 to 4
  • Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times
  • Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler
  • If the impaler can’t see an enemy it will retract its tentacles after a brief period
Impaler Tentacles
  • Tentacle damage is increased
  • Reduced camera shake of the tentacle attack
  • The tentacles require less damage inflicted on them to retract
Planets and Modifiers
  • The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions
  • Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier
  • Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms
Fixes
  • Fixed per weapon aim mode not saving correctly - NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards
Crash Fixes and Soft-locks:
  • Fixed a crash that could occur if shutting down the game during boot
  • Fixed a crash caused by players with unique skins timing out
  • Fixed a crash when vehicle skins are not properly synced
  • Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins
  • Fixed a rare crash produced by Bile Spewers attacks
  • Fixed a crash when interacting with the galactic war hologram
  • Fixed a crash when joining another super destroyer
  • Fixed a crash that could happen when you were participating in a secondary objective
  • Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian)
  • Fixed a potential crash when new players hotjoin
  • Fixed a potential crash when other players were leaving the game
  • Fixed a rare crash when using the Hologram map and looking at the operations
  • You should no longer crash when interacting with the Galactic War Map when an update is required
  • Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players
  • Fixed an issue where objective stratagems cannot be completed if host migration happens
  • Fixed an issue where already joined players would be getting kicked when other players join the game
  • Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again)
  • Fixed inaccessible shuttles after hosts leaving the game right before its landing
  • Fixed soft-lock during mission summary if the host left the game
  • Fixed an issue where emotes would not exit properly if you canceled them using sprint
Social Menu Fixes
  • Fixes to PS5 friends list

Miscellaneous fixes:

Evacuate High-Value Assets Objective
  • Fixed issue where enemies would spawn on top of the extraction
  • Enemies can no longer shoot generators from spawn points or from far away
  • Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side
  • Added more protection for the generators to prevent enemies shooting them from far away
  • Heavy and flying enemies now prioritize attacking the player before the generators and the gates
  • Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission

Conduct Geological Survey Objective
  • Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected
  • Tweaked enemy spawns

Impaler
  • Fixed a bug where Impalers didn't receive explosive damage in their exposed weak areas
  • Fixed Impaler's tentacles not being pingable
The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common.
  • Fixed a bug where standing near the Impaler's head during the tentacle retraction could cause Helldivers to be launched high into the air
  • Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air
  • Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside
  • Fixed enemies not receiving damage properly when more than 10m away from the player
  • Fixed issue where Bile Titans may sometimes not take damage to the head
  • Fixed issue causing most weapons to shoot below the crosshair when using aim down sight
  • Fixed cases where the Hive Breaker drill might become inaccessible after being called in
  • Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem
  • HMG scope is no longer misaligned
  • Fixed lens cutting issues in scopes
  • Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended
  • Fixed two-person emotes getting players stuck in an animation lock
  • Fixed intro cinematic missing audio in German
  • Fixed an instance of Automatons shooting through walls
  • Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD
  • Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens)
  • Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes
  • Fixed Eagle payloads sometimes not blowing up in swamp biome
  • Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen
  • Fixed time-outed players still visible on the UI with the white player color
  • Fixed long player title names text now scrolling instead of overlapping with other texts
  • Fixed Reinforced Scout Strider showing the wrong name
  • Removed the deprecated Orbital Flare Stratagem from Stratagem hero
  • Fixed a bug where some of the stratagems did not have data being shown in the Loadout
  • Fixed reinforcements called and stratagems used numbers on mission end
  • Fixed issue of drill objective floating in air when hot joining an ongoing 'Nuke Nursery' mission
  • Disabled invite/join functionality when players are playing in a different game version
  • Fixed player names not showing on ship after a mission
  • Fixed a desync issue in how many civilians have been extracted in "Emergency Evacuation" mission
  • Fixed unexploded Hellbombs on the terrain not being pingable
  • Fixed not seeing teammates equipment when hot-joining a mission
  • Fixed 'Failed to Extract' text incorrectly shown when extracting with the shuttle scene
  • Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it
  • Binding Stratagem inputs to other buttons should not block terminal inputs
  • Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout
  • Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player
  • Fixed the issue where the players can click on entries through the tabs on the bindings menu
  • Pinged enemies and objects now display correctly after changing language
  • Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process
  • Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes
  • Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage
  • An incorrect message about removing a friend will no longer be displayed in the player information popup
  • Fixed multiline text sometimes being misaligned
  • Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick
  • Fixed motion controls while aiming when the "Motion Sensor Enable Mode" option is set to "Aiming" regardless of Aim input type
  • Fixed a bug where the player can change tabs while changing the ship's name
  • Fixed no final ready up sound played when rejoining a mission
  • Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives
  • Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable
  • Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action
  • Now the game client displays a proper error message with useful information when the PlayFab login fails
  • Fixed ADS projectile misalignments
  • Fixed aim block raycast issues in ADS
  • Fixed aim position misalignments that happen from repeatedly entering and exiting ADS
  • Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged
  • Fixed issue when changing tab in Armory while scrolling clears the scroll view
  • Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations
  • Fixed an issue where the 500kg bomb impact explosion was not being triggered
  • Fixed an issue where you could find several Confidential Data assets in Fortress locations
  • Increased the red zone size during drop select for Fortress locations
  • Improved error reporting on the splash screen to provide better support
  • Enemies now spawn during "Spread Democracy" objectives
  • Added another visual effect to the orbital cannon
  • Fixed Automaton projectiles clipping through assets
  • Fixed an issue where the Combat Walker bumping into a big building would destroy it
  • Fixed some assets bouncing flamethrower flames back
  • Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played
  • Fixed extraction timer not showing in landing beacon when mission time is over
  • Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations)
  • Fixed audio SFX cutouts when switching between weapons
Known Issues
These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.

Top Priority:
  • Players may not receive Friend Requests sent from another platform
  • Large units have no audio cues, allowing them to sneak up on players
  • Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
  • Enemies are sometimes capable of shooting through walls
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Players may sometimes be unable to join specific friends, or are returned to ship when joined
Medium Priority:
  • Reinforcement may not be available for players who join a game in progress
  • Mines may become invisible or may disappear in Multiplayer lobbies
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions

If you made it this far this is Release Captain Carlberg, Vice Admiral Ayre and Chief Correctional officer Baskin signing off.
May Liberty guide your path

Continue reading...
 

The Chemical Agents Warbond is coming to Helldivers 2!

Helldivers, when you’re on the warfront, emptying magazines into hordes of Terminids, do you ever feel like you’re a space bug exterminator? I know I do and that’s why I’m really excited to tell you about our next Warbond*: Chemical Agents! This one has some seriously deadly toys.

8f490bb53ff5d66eebadd463fce5e4c4c710b1c5.jpg

The Helldivers are getting toxic.

I’ll start with everyone’s favorite part of a Warbond: the offensive gear. The first thing a Terminid exterminator needs is a good, high-pressure sprayer. The TX-41 Sterilizer is the tool of the trade, ready to spray down the threat with chemical gas.

4d836ec91aed9e967c08bc8edf8cdf262b9f9cbd.jpg

A literal spray and pray with the TX-41 Sterilizer.

And in case the bugs got behind you, don’t worry–your gassy little pal the AX/TX-13 “Guard Dog” Dog Breath won’t let them get the drop on you before it hoses them down with its corrosive gas sprayer. If there’s still some standing after the stratagems are done, hit ‘em with the G-4 Gas grenade. Cover the whole area in a cloud of noxious fumes, Helldiver!

7193c9618fad53071221a6b0ab879b014ec6652c.jpg

The AX/TX-13 “Guard Dog” Dog Breath gassed up and ready to go.

Adding stratagem variants to Warbonds is new with Chemical Agents, but our designers felt that since gas is a crowd control tool, it made more sense to release stratagems and let Helldivers choose the primary weapons they love the most. Not only that, but this is bringing some serious variety to Chemical Agents that we hope players will enjoy.

3a523e607328cc76b3c892be82c659bf2ca74a93.jpg

Breathe easy in the AF-02 Haz-Master armor.

Now let’s talk drip. The exterminators of Super Earth have access to some killer threads in Chemical Agents. Firstly, these armors have the Advanced Filtration passive, which gives the player resistance to the gas clouds they’ll be generating with their new toys, including the toxic cloud put off by the Orbital Gas Strike stratagem. The AF-50 Noxious Ranger is a lightweight armor, best paired with the Standard of Safe Distance cape. If you really want to go full on with your protective gear, you’ve got the medium AF-02 Haz-Master and the matching Patient Zero’s Remembrance cape. Each set also has a coordinating player card to match the capes.

c5bb88d888352e12c58640e3845b7255d247cbb2.jpg

The AF-50 Noxious Ranger can survive in the fumes.

Our players have been asking for more emotes, and the ones included with Chemical Agents are some of our best yet. Want to know how to tell a joke in Helldivers 2 with your microphone off? Use the co-emote “Natural Gas Extraction” of course. See if you can convince your whole squad to pull your finger. And once you all get back to your ship, they can express their disgust with the “Ew” victory pose.

af5f127197ef8408aa3ad6f5e8add5ae6d535412.jpg

I said pull my finger, Helldiver!

We’re adding another set of patterns for your Hellpods, Pelican-1, and exosuit in Mustard–not the kind that goes on a hot dog either–this is the deadly kind. If at any point your squad wanders into your toxic cloud, you can use the new utility P-11 Stim Pistol to give them a minor heal from a safe distance.

3c4120df9f9aa98165dcd5fa74f405bd603e4dc4.jpg

The friendliest of friendly fire: the P-11 Stim Pistol.

Finally, if you want to really lean into the role, Chemical Agents includes a new player title–Expert Exterminator.

That’s everything, Helldivers. This could be a whole new theme for your squad as the galaxy’s elite peacekeepers and pest destroyers. Gas up for Chemical Agents, releasing September 19th!

a8b2f88faced6a8e3ad84bf5df6fc23709683db1.jpg


Continue reading...
 

60 Day Timeline - Progress Update

It’s been a couple of weeks since we committed to our 60-day plan, and our team has been hard at work refining the gameplay experience, addressing your concerns by doing in-depth reviews and adjustment of various systems, from weapon balancing and enemy behavior to the overall game mechanics. We are fully committed to ensuring Helldivers 2 meets the high standards we all expect. We see the steam reviews and we hear you loud and clear.

We’re excited to share more details about our upcoming update, which will include significant changes aimed at refining and improving your experience in Helldivers 2. This includes:
  • We are reworking Armor Penetration, Anti-Tank weapons and enemy armor and health values. As a key part of the rework we have done an initial balancing pass on over 30 weapons and stratagems.
  • We are overhauling a number of different enemies to make them feel more rewarding to kill when you use the proper tools to handle them but ensure they still feel formidable. Enemy bots, including Hulks, will have lower armor, and the number of rockets fired by enemies like the Devastator and Gunship will be limited, making combat more balanced. The armor values of particularly tough bug enemies like the Charger, Impaler, and Bile Titan will also be reduced.
  • Weapons such as the Autocannon, Heavy Machine Gun, and Anti-Material Rifle will be more effective, providing greater loadout versatility. We are also working towards additional improvements for the flamethrower weapons.
  • We’re taking this opportunity to consider new player fantasies and design goals for these weapons and stratagems based on the feedback we’ve received and the trends we’re observing during gameplay.
Our next update, containing all these changes and more details, is scheduled to go live on September 17th.

We value your feedback and are always looking for ways to improve our community engagement. Stay tuned for more updates in the coming weeks as we work together to make Helldivers 2 the best it can be. We’ll be back on the 17th of September with more details.

FAQ:
Q: But what does a balancing pass entail, and how are you conducting it?
Our design team led by our Chief Creative Officer, Johan Pilestedt, analyzes player feedback, internal and external playtests, gameplay data, and the original design goals for each weapon and stratagem. This process allows us to identify discrepancies—such as weapons that are underperforming or overperforming—and make precise adjustments. The goal is to ensure that each weapon and stratagem feels powerful, responsive, and fun to use, while also fitting into the broader gameplay ecosystem.

Q. What about the beta testing you mentioned previously?
We have conducted closed beta tests for the last two weekends. We’re starting small to ensure everything runs smoothly before expanding. They have been a testbed for the program and we intend to expand it in the future and invite a wider variety of testers to playtest our upcoming updates. It will take some time to get the infrastructure in order, but the intent is that these tests will find issues and missteps before we release them to the player base at large, providing a better experience for all players.

Q: When do we actually see this stuff go up?
Our next update, containing all these changes and more details, is scheduled to go live on September 17th.

Continue reading...
 

Patch 1.001.005 Emergency Hot Fix

Fix
This patch is an emergency hot fix addressing the Impaler crash. We deemed it worth bringing this one crash fix in now in an attempt to minimize the crashes during the weekend. Thank you for your understanding.

  • Fixed a common crash that occurs when killing the Impaler inside a Stronghold

Known Issues (unchanged from previous list)

  • Players may not receive Friend Requests sent from another platform.
  • "Invite only" games created by a friend can still be seen on the Galactic War map but cannot be joined.
  • “Conduct Geological Survey” mission may become incompletable if a player calls in “Seismic Probe” and immediately leaves the game or disconnects.
  • Bile Titan sometimes does not take damage to the head.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Chain-link fences block flamethrowers’ fire.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Guard Dog Rover” does not overheat when firing continuously.
  • Players are able to pick up empty expendable weapons like EAT-17 or MLS-4X.
  • Reinforcement may not be available for players who join a game in progress.
  • The Service Technician on the ship cannot be interacted with.

Continue reading...
 

PATCH 01.001.004

Auspicious day fellow citizens!
Another hot fix rolling out this fine Tuesday.

Overview
  • Crash Fixes
  • Weapon & Stratagem fixes
  • Fixes to the Impaler & explosion radius
  • Soft lock fix
Fixes
Crash Fixes
  • Fixed a crash when dropping into a game joined by invite while previously hosting.
  • Fixed a crash that would occur after being kick for being AFK
  • Fixed a crash that could happen when dropping down into a mission.
  • Fixed crash that could occur if shutting down the game during boot.
General Weapon and Stratagem fixes:
  • Fixed an issue where flamethrower particles would ignore enemies.
  • Mines can now be shot and blown up while near a dangerous object.
Enemy fixes:
    • Reduced the explosion radius of Tentacles Stabbing ability and Light Rockets. This should alleviate the excessive ragdolling caused by the Impaler and Automaton enemies using light rockets. We are still working on improving the ragdoll behavior overall.
    • Fixed a bug where the Impaler's tentacles could chase you indefinitely in some cases.
    Miscellaneous fixes:
    • Fixed an issue that could cause soft-lock during drop-in after the host left.
    Known Issues
    • Players may not receive Friend Requests sent from another platform.
    • "Invite only" games created by a friend can still be seen on the Galactic War map but cannot be joined.
    • “Conduct Geological Survey” mission may become incompletable if a player calls in “Seismic Probe” and immediately leaves the game or disconnects.
    • Bile Titan sometimes does not take damage to the head.
    • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
    • Most weapons shoot below the crosshair when aiming down the sights.
    • Chain-link fences block flamethrowers’ fire.
    • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
    • “Guard Dog Rover” does not overheat when firing continuously.
    • Players are able to pick up empty expendable weapons like EAT-17 or MLS-4X.
    • Reinforcement may not be available for players who join a game in progress.
    • Service Technician on the ship cannot be interacted with - they complained they were bothered too much and could not do their work efficiently.
    End of transmissionRelease Captain Carlberg out

Continue reading...
 

A message to the community from our game director

Fellow Helldivers,

I want to directly address the feedback you've raised about the Escalation of Freedom update. We’ve spent the last week listening to feedback, reflecting about the path ahead for Helldivers 2 and how we want to continue developing the game. In short, we didn’t hit our target with the latest update. Some things we just didn’t get right - and other more fundamental inconsistencies in our approach to game balance and game direction.

All of that is on us and we are going to own that. As many of you have pointed out, and we agree, what matters most now is action. Not talk.

To that end, here's what we intend to do in the upcoming updates.

Our aim within the next 60 days:
  • Continue to re-examine our approach to balance. Our intention is that balance should be fun, not “balanced” for the sake of balance.
  • Update how the fire damage mechanic works to tweak how the flamethrower serves as a close range support weapon. (A quick straight revert won’t work, as it would break other things)
  • Rework gameplay to prevent excessive ragdolling
  • Re-think our design approach to primary weapons and create a plan for making combat more engaging
  • Re-prioritize bug fixes so that the more immediate gameplay-impacting bugs are prioritized.
  • Improve game performance (frame rate is a focus)
  • Rework Chargers
Additionally, from a bigger picture perspective we will be:
  • Exploring creation of an opt-in beta-test environment to improve our testing processes and we consider this a high-priority.
  • Post regular player surveys to gather more insights and feedback from the community.
  • Improve our process for patch/release notes - providing more context and reasoning behind changes.
  • More blog posts and streams where we expand on these topics for those interested.
  • We also want to thank you for your patience. We're grateful that so many of you provided constructive feedback and suggestions on the latest update.

Mikael E
Game Director & Arrowhead Game Studios

Continue reading...
 

Patch 01.001.003

Hot fix incoming from High Command

Overview
  • Performance
  • Crash Fixes
  • General Weapon and stratagem fixes
  • Social menu
  • Miscellaneous fixes

Fixes
Crash Fixes
  • Fixed crash that would occur when you or another player selects a new weapon while on the ship.
  • Fixed crash when booting the game after saved monitor was disconnected.
General Weapon and Stratagem Fixes
  • Thermite grenades no longer make the orbital cannon objective incompletable.
  • Mines can now be shot and blown up while near a dangerous object.
  • Fixed a bug where flamethrower weapons bounce off energy shields, making them useless when firing within shield generator relay domes.
Social Menu Fixes
  • Even more social menu fixes
Miscellaneous Fixes
  • General performance improvements. Some pertaining to fighting large swarms of bots.
  • Fix bug where "Evacuate High-Value Assets" mission stops working then the host leaves.
  • Fixed infinitely loading thumbnails on low Texture Quality setting.

Known Issues
  • Game may display an infinite loading screen if a player disconnects during the deployment cutscene.
  • Players may not receive Friend Requests sent from another platform.
  • "Invite only" games created by a friend can still be seen on the Galactic War map but cannot be joined.
  • “Conduct Geological Survey” mission may become incompletable if a player calls in “Seismic Probe” and immediately leaves the game or disconnects.
  • Bile Titan sometimes does not take damage to the head.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Most weapons shoot below the crosshair when aiming down the sights..
  • Chain-link fences block flamethrowers’ fire.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Guard Dog Rover” does not overheat when firing continuously.
  • Players are able to pick up empty expendable weapons like EAT-17 or MLS-4X
  • Reinforcement may not be available for players who join a game in progress.
  • Wrong decal displayed for the B-27 Fortified commando. We have a fix and plant to implement it soon
  • Service Technician on the ship cannot be interacted with - they complained they were bothered too much and could not do their work efficiently

Continue reading...
 

PATCH 1.001.002 explained

We hope you’re excited for the latest additions and updates to the biggest Helldivers 2’s update yet, Escalation of Freedom!

We believe that a game thrives when it evolves alongside its player base, and your ideas and suggestions are a critical component of that evolution, allowing us to make adjustments that we believe will enhance the overall fun factor of the game. Our goal is to create a dynamic and engaging gameplay experience that remains challenging yet fair, rewarding your strategic thinking and teamwork.

Today, we would like to provide you with some context and reasoning behind the latest weapon balance changes!

SG-8S Slugger:
By increasing the stagger force of the Slugger, we hope to restore its identity that was lost after the previous change back in patch 01.000.200. The increased spread and drag should compensate for the improved stopping power and enhance the fantasy of a powerful shotgun firing large caliber rounds, while limiting its viability beyond medium range.

21346fa9030f1ce36551b7e4523390088c2793ff.png



SG-225IE Breaker Incendiary:
After multiple changes to the fire damage, the Incendiary Breaker quickly became one of the most powerful weapons in the game, as it absolutely dominated the Terminid frontline and is a bit too reliable when facing the bugs, overshadowing the other weapons. By increasing the recoil and reducing the maximum number of magazines we intend to make Incendiary Breaker more demanding for good ammo economy, while keeping its immense power intact.

1eea67a9dbc58a84a85050013983b494c1ccf3a1.png



GP-31 Grenade Pistol:
The original version of the Grenade Pistol was quite inconsistent compared to other weapons. It essentially tripled the amount of grenades available to the player, but required 4 ammo boxes to be fully refilled. By reducing it ammo capacity we want the choice of the Grenade Pistol to be more deliberate, and we think that restoring more grenades from a single box will compensate for the loss of ammo and will make the Grenade Pistol more reliable for any mission type.

8caa4843e0f1a9153b00213cebeff1615c3753ed.png



CB-9 Exploding Crossbow:
Since the last patch, the Exploding Crossbow still struggles to find its own niche as it has to compete with more reliable weapons. By making the crossbow a one-handed weapon, we hope to increase its versatility and offer new and interesting uses that will help it stand out from other options.

add326eff0de687d82d2c1a1c492c4eeafb4bfaa.png



MLS-4X Commando:
The ability of Commando's missiles to destroy Automaton fabricator buildings from any angle was unintended behavior. However, the community clearly voiced their enjoyment of this particular bug. We do plan on fixing this but have decided to take some time to think this through and not make any rash decisions on how best to rebalance this weapon.

AX/AR-23 Guard Dog:
Since release, the Guard Dog has been outclassed by its laser counterpart due to the fact that it ran out of ammo too quickly and could not be refilled from ammo boxes found on the map. We believe that increased ammo capacity along with the fix to the ammo crates will improve its viability as a support companion.

Orbital Walking Barrage:
Originally, the Walking Barrage was intended to suppress enemies during an advance. However, given the chaotic nature of orbital barrages, the Walking Barrage had no definite application as it felt too unreliable at times. The increased duration of the bombardment in combination with reduced movement speed should make the Walking Barrage saturate the area better, while covering about the same distance as before.

Orbital 120mm HE Barrage:
Similarly to the Walking Barrage, the 120mm HE Barrage felt too random at times if salvoes missed the target or hit the same spot multiple times. With decreased cooldown, the 120mm HE Barrage will be accessible more often and should make randomness less punishing.

Continue reading...