What’s New

Helldivers 2

Games

Squad-based shooter fighting for managed democracy across a hostile galaxy.

Latest · by Arrowhead Game StudiosWebsite

Changelog

Machinery of Oppression: 6.3.1

Fixed
  • Fixed a crash that occurred when switching between fullscreen and windowed modes
  • Fixed a crash when cycling through vehicle customizations
  • Fixed a crash that occurred during button input on the vehicle customization menu
  • Fixed a crash which reliably occurred when the number of unique vehicle patterns in a lobby exceeded 32
  • Fixed a crash which occurred when hosting Conduct Geological survey mission
  • Fixed a bug where players would not hear the voice chat after rejoining a lobby
  • Fixed an issue where new players got stuck finding their first mission
Attention Helldivers,

The race to assemble the TCS+ is heating up and High Command is rolling out some stability improvements to ensure every Helldiver makes it to the battlefield in style.

**Patch Highlights **

  • Voice chat audio bug has been democratically squashed.

  • The crashes relating to the FRV and patterns have been stylishly liberated.

🔧 Fixes

Crash Fixes
  • Fixed a crash that occurred when switching between fullscreen and windowed modes

  • Fixed a crash when cycling through vehicle customizations

  • Fixed a crash that occurred during button input on the vehicle customization menu

  • Fixed a crash which reliably occurred when the number of unique vehicle patterns in a lobby exceeded 32

  • Fixed a crash which occurred when hosting “Conduct Geological survey mission”

Miscellaneous Fixes

  • Fixed a bug where players would not hear the voice chat after rejoining a lobby

  • Fixed an issue where new players got stuck finding their first mission

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800"]KNOWN ISSUES

Machinery of Oppression: 6.3.0

Added
  • New Galactic Campaigns with Major Orders and campaign-specific rewards
  • Control Center terminal for accessing campaign information and Major Orders
  • New Forest (Fall) biome
  • Bastion Tank pattern customization using Premium Warbond vehicle patterns
  • Delayed reload mechanic that queues reload inputs when the player is temporarily unable to reload
Changed
  • Vehicle armor values adjusted with Bastion receiving heavy armor, exosuits receiving mixed heavy and medium armor, and ballistic shield receiving heavy armor
  • Enemy armor penetration values increased for certain enemies to handle vehicle armor changes
  • Sentry health increased by 100% to compensate for enemy damage increases against vehicles
  • Exosuit cooldown reduced from 10 minutes to 8 minutes
  • Reloading improved to be more responsive, allowing reloading while dodge diving and remembering reload state through ragdoll recovery
  • Throwables amounts rebalanced to make less used options more available and viable
  • Orbital weapon damage rebalanced with larger projectiles like 380mm and 120mm increased for close hits against larger enemies
  • Railcannon damage increased to be more effective against largest enemies
  • Some enemies received reduced durable damage
  • M7S SMG scope offset moved closer to scope for easier aiming in ADS mode
  • G-48 Giga Grenade refill increased from 1 to 2

Release Captain Morris coming to you this democratic Tuesday with an update from High Command.

Attention Helldivers,

High Command has authorized a significant tactical update with both content and quality of life upgrades. We are deploying Helldivers in new Galactic Campaigns, making upgrades to the new diver training program, and making essential fixes and upgrades across the board.

We have also made changes to weapon, stratagem, and enemy balancing based on feedback from Helldivers on the frontlines, including reductions to enemy durable damage and a decreased exosuit cooldown.

Helldivers, we are committed to making the necessary upgrades to keep you in the fight. Because you have never given up on Managed Democracy, we will never give up on making it easier for you to spread.

Patch Highlights
  • New Galactic Campaigns

  • New “Control Center” terminal for Campaigns & Major Orders

  • New Biome - Forest (Fall)

  • Bastion Tank Patterns

  • Vehicle Armour and Enemies Armour Penetration (AP) Rebalance

  • Sentry Health Rebalance

  • Enemy Rebalances

  • Including Durable Damage Reductions

  • Reloading Improvements

  • Decreased Exo Suit Cooldown

  • Weapon Rebalances

  • Throwable Amount Rebalance

  • Stratagem Rebalances

  • Orbital Damage Rebalance

  • Speargun and Sterilizer Rebalance

  • Bug Fixes

  • Crash Fixes

  • Weapon & Stratagem Fixes

  • Enemies

  • Miscellaneous

**

Introducing the CONTROL CENTER terminal **

Super Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns.

⚖️ Balancing

General balance changes
**Vehicle armor and enemies AP rebalance

**

  • Super Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor).

  • Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc).

  • But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles).

  • Some enemies have had their durable damage reduced

  • There are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the following

  • The Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchanged

  • The Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks.

  • The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability.

  • The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better.

Sentry health rebalance
  • Increased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles.

  • We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield.

Reloading improvements
  • Improvements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.

  • Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed.

**Bastion Pattern Customization

**

  • If you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.
**Decreased Exo Suit cooldown

**

  • Reduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems
Throwables amounts rebalance
  • Intent is to make some of the less used throwables more available and viable options
Orbitals damage rebalance
  • Intent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that.

  • Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers.

  • Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area.

  • The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar.

Primary weapons

M7S SMG

  • Moved scope offset closer to the scope so it will be easier to use in ADS mode.
Throwables

G-48 Giga Grenade

  • Increased refill from 1 to 2

TED-63 Dynamite

  • Increased max amount from 3 to 4

G-50 Seeker

  • Increased Start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-12 High Explosive

  • Increased Start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-16 Impact

  • Increased Start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-7 Pineapple

  • Increased start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-23 Stun

  • Increased start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-109 Urchin

  • Increased start amount from 2 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-10 Incendiary

  • Increased start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

G-13 Incendiary Impact

  • Increased start amount from 3 to 4

  • Increased refill from 2 to 3

  • Increased max amount from 4 to 5

**Stratagems **

Eagle 110mm Rocket Pods

Intent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable.

  • Increased explosion damage 200 to 300

  • Increased explosion durable damage 200 to 300

  • Increased explosion armor penetration Medium to Heavy

  • Rockets are fired in a closer pattern to each other to make it easier to hit smaller targets.

  • Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away to much when they die, because we increased the armor penetration of the explosion)

Orbital Precision Strike

  • Increased projectile damage 3500 to 4000

  • Increased projectile durable damage 3500 to 4000

  • Increased explosion damage 1000 to 1500

  • Increased explosion durable damage 1000 to 1500

Orbital 380mm HE Barrage

  • Increased projectile damage 3500 to 4000

  • Increased projectile durable damage 3500 to 4000

  • Increased explosion damage 1000 to 1500

  • Increased explosion durable damage 1000 to 1500

Orbital Walking Barrage

  • Increased projectile damage 3500 to 4000

  • Increased projectile durable damage 3500 to 4000

  • Increased explosion damage 1000 to 1500

  • Increased explosion durable damage 1000 to 1500

SEAF Artillery Explosive/High Yield Explosive

  • Increased projectile damage 3500 to 4000

  • Increased projectile durable damage 3500 to 4000

  • Increased explosion damage 1000 to 1500

  • Increased explosion durable damage 1000 to 1500

Orbital 120mm HE Barrage

  • Increased projectile damage 2500 to 3500

  • Increased projectile damage 2500 to 3500

  • Increased explosion damage 750 to 1200

  • Increased explosion damage 750 to 1200

Orbital Railcannon Strike

  • Increased projectile damage 7500 to 10 000

  • Increased projectile durable damage 7500 to 10 000

S-11 Speargun

The projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental.

  • Change the projectile damage type from gas to none

TX-41 Sterilizer

  • Increased ammo capacity from 100 to 125

  • Increased starting amount of magazines from 2 to 3

  • Will be affected less by wind by 60%

All Exosuits

  • Increased health from 1600 to 1800

  • Increased health of arms from 600 to 800

  • Increased health of legs from 400 to 550

  • Cooldown reduced from 10 minutes down to 8 minutes

M-102 Fast Recon Vehicle

  • Increased health from 2000 to 2400

  • Increased health of doors by 50%

  • Increased health of tires from 300 to 350

**Enemies

**

Terminids

Charger

  • Adjusted the chargers turning arc to make them easier to avoid

  • Increase their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its target

  • To compensate for this, charge speed has been slightly increased (8->9m/s)

Alpha commander

  • Removed cowardly behavior, it will now be more aggressive.

Hunters

  • Reduced durable damage of normal attack from 50 to 40

  • Reduced durable damage of tongue attack from 45 to 30

  • Reduced durable damage of pounce attack from 50 to 35

Warriors and spewers

  • Reduced durable damage of normal attack from 80 to 65

Stalkers

  • Reduced durable damage of tongue attack from 50 to 35
Automatons

Vox Engine

  • Reduced health from 11 000 down to 9000

  • Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140)

  • Amount of vox engines allowed to be active at the same time limited to 3

  • Reduced health of their cannon turrets from 8000 down to 3500

  • Reduced the armor of their cannon turrets from 5 to 4

  • Reduced durable on cannon turrets from 1 to 0.7

  • Increased damage of cannon turrets explosion to significantly hurt the vox engine when it dies

Illuminate

Elevated Overseer

  • Added one attack pattern (short attack burst followed by a longer one)

  • Reduced the current attack duration

  • Reduced accuracy on moving targets

🔧 Fixes

Special Shoutout

  • Stimming is no longer interrupted by stagger

Crash Fixes

  • Fixed a rare crash that would happen when a player joined a game

  • Fixed a rare crash which would occur when causing an excessive amount of explosions in a single frame

Weapons & Stratagem Fixes

  • Fixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settings

  • B/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponry

  • A/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentry

  • P-33 Missile Pistol weapon now shows the right trait tags in the menu

  • The R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazines

  • The secondary weapon's chosen customization correctly persists after death if the menu option is selected

  • Orbital Gatling Barrage will play the correct audio

  • The StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towers

  • Part of the Bastion Tank's barrel can be damaged with a light penetration weapon

  • Phalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind.

  • SG-97 Sweeper should now reliably eject shells when slamfiring

  • The WASP launcher can target the Illegal Broadcast transmitter tower

Enemies

  • Fixed physics to allow more representative shooting on the Dragonroach abdomen

  • Veracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstacles

Miscellaneous Fixes
  • A hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access it

  • Players are no longer removed from terminals when switching between controller and Keyboard and Mouse

  • D-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadout

  • Traversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum loss

  • Fixed several issues with some mission assets animation being out of sync for joining players

  • Fixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radius

  • Hints have better placements for the reinforcement Hellpods in commando missions

  • SEAF SAM site missiles now have better software to detect and detonate near enemy air units

  • Fixed a bug where certain Automaton mines turned invisible when a nearby mine exploded

  • Fixed a case where the Helldiver head twitched when leaving the Hellpod

  • M-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicle

  • Parts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weapon

  • Fix issues with certain physics collisions having no audio

  • Fixed Automaton mines getting under ground after a nearby mine explodes

  • Fixed an issue where an Eradicate Automaton Forces level could generate underwater

  • Fixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction mission

  • Fixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site mission

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800"]KNOWN ISSUES

Machinery of Oppression: 6.2.6

Changed
  • Improved image quality when using NVIDIA DLSS, AMD FSR or Intel XeSS upscaling
  • Dynamic Resolution Scaling is now turned off by default
Fixed
  • Fixed crashes related to Intel XeSS upscaling

Attention Helldivers,

This hotfix addresses a number of issues reported after the release of Machinery of Oppression (6.2.5).

We’re continuing to track feedback around upscaling quality and performance, and Nixxes and Arrowhead are actively working on further optimizations and improvements.

Patch Highlights
  • Improved image quality when using NVIDIA DLSS, AMD FSR or Intel XeSS upscaling.
🔧 Fixes
  • Fixed crashes related to Intel XeSS upscaling

  • Dynamic Resolution Scaling is now turned off by default

  • We’ve seen your reports on Dynamic Resolution Scaling causing graphical issues on some graphics cards. While working on a proper fix, we’ve disabled DRS by default on PC. You can still manually enable DRS if desired

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800"]KNOWN ISSUES

Machinery of Oppression: 6.2.5

Added
  • Support for FSR 3.1.5 upscaler
  • Support for FSR 4.0.3 on GPUs that support it
  • Support for DLSS 4.5 upscaler
  • Support for XeSS 3.0 upscaler
  • Variable Rate Shading (VRS) for supported devices
  • Support for Dynamic Resolution Scaling (DRS) on PC
  • NVIDIA's Reflex for NVIDIA GPUs
  • AMD's Anti-Lag 2 for AMD GPUs
  • Additional resolution options in display settings for monitors with wide range of available resolutions
Changed
  • Improved performance and image quality across all platforms
  • Improved the performance of the high reflection setting
  • Improved VRAM management on PC to improve performance on systems with limited VRAM
Fixed
  • Fixed an issue where Helldivers were unable to manually climb small obstacles and ledges without auto-climb
  • Fixed multiple rendering issues across all platforms

Attention Helldivers,

As the fight for Managed Democracy rages on, Super Earth’s finest engineers have been hard at work making every drop into hostile territory smoother.

Together with our friends at Nixxes Software, we’ve deployed an update with improvements for PC. From upscaling technologies and latency-reduction features to various optimizations and stability fixes, this patch is built to help you stay on target when the battlefield gets chaotic.

Below you’ll find the latest upgrades and fixes deployed in service of Super Earth.

Patch Highlights
**Added support for upscalers:

**

  • FSR 3.1.5

  • GPUs that support it will run FSR 4.0.3

  • DLSS 4.5

  • XeSS 3.0

  • Added Variable Rate Shading (VRS) for supported devices

  • VRS can help improve performance by reducing shading rates on certain areas of the image, resulting in less work for the GPU for similar looking close pixels

  • Added support for DRS on PC

  • Added NVIDIA's Reflex for NVIDIA GPUs

  • Added AMD's Anti-Lag 2 for AMD GPUs

🔧Fixes
  • Fixed an issue where Helldivers were unable to manually climb small obstacles and ledges without auto-climb.

  • Fixed multiple rendering issues and improved performance and image quality across all platforms.

  • Added additional resolution options in the display settings for monitors with a wide range of available resolutions.

  • Improved the performance of the high reflection setting.

  • Improved VRAM management on PC to improve performance on systems with limited VRAM.

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" buttoncolor="#ffe800"]KNOWN ISSUES

Machinery of Oppression: 6.2.3

Changed
  • Hive Guard main body armor increased from 1 to 2
  • Hive Guard main body health increased from 375 to 500
  • Hive Guard head armor decreased from 4 to 3
  • Hive Guard front legs armor increased from 2 to 3
  • Hive Guard claws armor decreased from 3 to 1
Fixed
  • Fixed an issue introduced in Patch 6.2.1 where armor values were incorrectly swapped between the Legs and Claws

Release Captain Morris here with a small update this fine Wednesday.

We have reverted the Hive Guard and fixed an issue introduced in Patch 6.2.1 where armor values were incorrectly swapped between the Legs and Claws.

Updated Hive Guard stats:

Main Body

Armor increased from 1 → 2

Health increased from 375 → 500

Head

Armor decreased from 4 → 3

Front Legs

Armor increased from 2 → 3

Claws

Armor decreased from 3 → 1

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800"]KNOWN ISSUES

Machinery of Oppression: 6.2.2

Added
  • 2 new biomes
  • 1 new enemy variant
  • Exo Suit can now be staggered with stagger strength 45
Changed
  • Exo Suit main health pool increased from 850 to 1600
  • Exo Suit will only die if the main healthpool is depleted instead of dying when specific healthzones are depleted
  • Exo Suit vulnerability to acid attacks increased by 50%
  • Exo Suit arms health increased from 350 to 600
  • Exo Suit arms now have 50% explosion resistance
  • Exo Suits no longer lose all mobility when both legs are broken
  • Gas effects now slow enemies by 25% when confused
  • CQC-30 Stun Baton stamina cost decreased from 5% to 3% and damage increased from 75 to 120
  • CQC-19 Stun Lance stamina cost decreased from 5% to 3%
  • CQC-2 Saber stamina cost decreased from 5% to 3%
  • CQC-5 Combat Hatchet stamina cost decreased from 5% to 4%
  • CQC-73 Entrenchment Tool stamina cost decreased from 5% to 3%
  • CQC-9 Defoliation Tool stamina cost decreased from 10% to 5% and armor penetration increases twice as fast
  • CQC-1 One True Flag stamina cost decreased from 5% to 3%
  • SH-20 Ballistic Shield Backpack health increased from 600 to 1000
  • FAF-14 Spear missile backpack capacity increased from 3 to 4
  • A/FLAM-40 Flame Sentry range increased from 20m to 34m and damage increased by 50%
  • A/LAS-98 Laser Sentry heat capacity increased from 200 to 250
  • TX-41 Sterilizer gas lingers longer with increased range
  • Terminid damage against vehicles increased
  • Bile Titan spew explosions are smaller with inner radius decreased from 2.25 to 1 and outer radius decreased from 3.5 to 2.2
  • Hive Guard head and front legs armor increased from Medium to Heavy
  • Hive Guard body and claws armor decreased from Light to Unarmored
  • Hive Guard body health decreased from 500 to 375
  • Bile Spewers increased durable damage on melee attack
  • Stalkers increased durable damage
  • Shriekers increased durable damage
Fixed
  • Defend city events appear Super Earth controlled again
  • Destroying the Air Base Control Tower with a portable Hellbomb no longer blocks objective progression
  • Enthusiastic Mirth emote sound has been fixed
  • Fleshmobs are no longer able to clip through various objects when charging
  • Gunships and Shriekers are now spawning during operations with the appropriate effect present
  • The Double-Edged Sickle no longer emits a high-pitched drone when firing
  • Players will no longer be redirected to the Python Commandos Warbond instead of Redacted Regiment and vice versa when selecting Acquisitions in the Ship Management menu
Removed
  • Most Exo Suit health zones that do not affect the main health to improve performance

I'm your host, Release Captain Morris. When humanity is at stake, we bring you this update from Super Earth High Command to further your efforts in the war.

*** INCOMING MESSAGE FROM SUPER EARTH HIGH COMMAND ***

The beauty of our most Democratic galaxy is truly unparalleled. As we push into new territories, we have discovered planets with lush, tranquil forests with winding paths and shade from massive trees.

Underneath the peaceful tree canopies, our Citizens can take time to unwind and reflect on the glory of Managed Democracy and the good, achieved by Super Earth's most illustrious heroes.

However, not everything on these planets is what it seems. We have detected several of our Un-Democratic foes on the perimeter and there have also been some alarming signals on Gloom-infested planets--larger than the typical Terminid convoys, bearing a striking resemblance to some of the Bile Titan signals detected in other regions.

It is time to arm yourself with the new Exo Experts Warbond* equipped with new exosuit designs well-suited for close combat and fire-based offense. Originally deployed to clear land for a six‑star holiday resort, these suits have since been repurposed to leave enemies with nowhere left to hide.

Stay alert, Helldivers–these forests have eyes.

Patch Highlights

**

  • 2 new Biomes

  • One new enemy variant

  • Major Exo Suit rebalance

  • Enemy rebalances

  • Side-Arm and Stratagem rebalances

  • Several known issues resolved

Resolved known issues:

  • Defend city events appear Super Earth controlled again

  • Destroying the Air Base Control Tower with a portable Hellbomb no longer blocks objective progression.

  • Enthusiastic Mirth emote sound has been fixed, laughter is once again permitted on the battlefield.

  • Fleshmobs are no longer able to clip through various objects when charging.

  • We have restocked the fireworks for the celebration when players have completed the tutorial (good job, you have earned them)

  • Gunships and Shriekers are now spawning during operations with the appropriate effect present.

  • The Double-Edged Sickle no longer emits a high-pitched drone when firing.

  • Players will no longer be redirected to the Python Commandos Warbond instead of Redacted Regiment and vice versa when selecting 'Acquisitions' in the Ship Management menu.

  • Sparks and bug spawner smoke now have higher material resolution.

Balancing

Exo suits rebalance

We agree with the community that the Exosuits can take too little damage and break too easily, especially against the Automaton faction. Therefore we have made a bigger balance pass to increase its durability.

  • Increased main health pool from 850 to 1600

  • The Exo suit will only die if the main healthpool is depleted. Before it could die if specific healthzones were depleted.

  • Increased vulnerability to acid attacks by 50%

  • Fixed so parts of the cockpit healthzones are not blocked by the ragdoll actor. Now the cockpit zones will be damageable in the right way.

  • Increased Exo suit arms health from 350 to 600

  • Exo suit arms now also have a 50% explosion resistance (just like the main body)

  • Removed constitution and bleedout on the Exo suit arms.

  • Exo suits no longer lose all mobility when both legs are broken.

  • Can now be staggered, have stagger strength 45. Stagger does not affect the ability to shoot.

  • Removed most health zones that do not affect the main health and are mainly visual effects. The reason is to improve performance. For example tow cables and similar items can not be damaged or destroyed anymore.

Enemy damage against vehicles

  • We think automatons and illuminates do damage reasonably well against the vehicles especially now with the changes to the Exo suits, the Terminids however have fallen behind a bit in their ability to deal with vehicles so we have made some buffs to their damage against durable targets.

Gas effects

  • Now it also slows the enemies with 25% when they are confused by the gas, the slow of course also affects you. Larger enemies like the Bile Titan and factory strider that do not become confused also are therefore not slowed.
Items changes
Sidearms weapons

CQC-30 Stun Baton

  • Decreased stamina cost from 5% to 3%

  • Increased damage from 75 to 120

  • Increased durable damage from 38 to 60

CQC-19 Stun Lance

  • Decreased stamina cost from 5% to 3%

CQC-2 Saber

  • Decreased stamina cost from 5% to 3%

CQC-5 Combat Hatchet

  • Decreased stamina cost from 5% to 4%

CQC-73 Entrenchment Tool

  • Decreased stamina cost from 5% to 3%

Stratagems

CQC-9 Defoliation Tool

  • Increased and moved damage hit box to make it easier to hit the enemy

  • Longer window for when damage hit box is active

  • Armor penetration increases twice as fast

  • Moves slower when it does damage to an enemy

  • Decreased stamina cost from 10% to 5%

CQC-1 One True Flag

  • Decreased stamina cost from 5% to 3%

SH-20 Ballistic Shield Backpack

  • Increased health from 600 to 1000

FAF-14 Spear

  • Increased amount of missiles in the backpack from 3 to 4

A/FLAM-40 Flame Sentry

  • Increased range from 20m to 34m

  • Increased damage by 50%

  • Increased how fast it panics enemies

A/LAS-98 Laser Sentry

  • Increased heat capacity from 200 to 250

TX-41 Sterilizer

  • Updated gas spray VFX

  • The Gas lingers for longer and has longer range

Enemies
Terminids

Bile Titan

  • Spew explosions are smaller to match the visuals better

  • Decreased Explosion inner radius from 2.25 to 1

  • Decreased Explosion outer radius from 3.5 to 2.2

Hive guard

  • Increased armor on head and front legs from Medium to Heavy (3 to 4)

  • Decreased armor on body and claws from Light to Unarmored (2 to 1)

  • Decreased health on body from 500 to 375

Bile Spewers

  • Increased durable damage on melee attack

Stalkers

  • Increased durable damage

Shriekers

  • Increased durable damage

Scavengers

  • Increased durable damage

Hunters

  • Increased durable damage

All Warrior variants

  • Increased durable damage

Charger

  • Slight increase in durable damage of its melee and charge attack

Hive Lord

  • Increased durable damage on many of its physical attacks

Dragon Roach

  • Increased durable damage on its flame attack

Impaler

  • Increased stagger force needed from 45 to 50

  • Slight increase in durable damage on its melee attack

Automatons

Raiders

  • increased durable damage of the melee attacks

  • Small arms fire from raiders, turrets, devastators, slight increase in durable damage

Berserkers

  • increased durable damage

Devastators

  • increased durable damage on melee attack

Heavy Devastators

  • Shield is destructible and dropped when destroyed

  • Armor heavy (4)

  • Health 800

  • Durable 0.7

Rocket Devastator

  • Decreased stagger strength on rockets projectile from 50 to 35

Hulk

  • Increased durable damage on flamer attack

War Strider

  • Leg hip joints decreased armor from Heavy to Medium (4 to 3)

All Tanks main body (bottom part)

  • Increased health on Main health pool from 3000 to 4000

  • Increased health on back vents from 750 to 1500

  • Increased armor on back vents from Medium to Heavy (3 to 4)

  • Remove tracks damage zone when the zone is dead

  • Removed damage cap to carry through from tracks to main health (so if you overkill it more damage goes to main health)

  • Reduced durable resistance on tracks (1.0 to 0.8)

  • Reduce overlap damage zones when its driving to match visuals better and do less damage

Shredder Tank turret

  • Reduced turn speed

Barrager tank turret

  • Increased health on weak spot on front and back from 750 to 1500

Illuminates

Fleshmobs

  • Increased durable damage

Tesla tower

  • Lower destruction strength needed to destroy it from 30 to 20

  • Added health function with 200 health and armor 2

🔧 Fixes

Crash Fixes

  • Fixed a rare AI crash

  • Fixed a crash which could occur when using under barrel firing modes

  • Fixed a rare crash that was happening whilst fighting enemies, predominantly against the Illuminates

Weapons & Stratagem Fixes

  • Added missing haptics feedback when firing the Automaton MG Emplacement

  • SEAF Artillery will no longer let you insert a shell and then immediately remove it, thus softlocking the gun

  • Destroying the Air Base Control Tower with a portable Hellbomb in a multiplayer session, no longer blocks objective progression

Enemies

  • Fleshmobs now can deal damage to vehicles

  • Destroying a Terminid egg while standing against it, can no longer send the Helldiver flying

  • Shooting marks on the Exomech will now appear on the correct body part that was being shot at

  • Fixed bug where certain enemy kills would not count towards order progression

  • Factory Striders will no longer count as Fabricators in the Destroy Automaton Fabricators mission

  • Stratagem hellpods can no longer land on the Air Control Tower during the Evacuate Priority Citizens missions

Miscellaneous Fixes

  • Fixed a bug where the Helldiver could get soft-locked in the loadout menu, if they had less than 4 total stratagems, where one or more was temporarily disabled

  • Fixed squares sometimes appearing in the minimap if Terrain Quality was set to low

  • Extraction shuttle now flies straight upon extracting from cities

  • Fixed an instance where the Helldiver head twitched when leaving the Hellpod

  • Fire should now more consistently scorch the terrain under it. Note: This has no changes to gameplay

  • Fixed several floating items on a magma planet

  • Fixed a gap in the terrain in the tutorial area

  • Optimized performance of Strafing Run particles for DSS Eagle Storm and Air Support stratagems

  • A message will be displayed in the stratagem HUD when stratagems fail to be called in

  • Tutorial: Flag celebration now has been fixed with proper fireworks timing and lighting

  • Players can no longer fall through the ship roof in Illuminate invasion missions

  • Fixed a bug where the Helldivers head twitched in the end screen, before and after using Victory Poses

  • Tremor ambient sound now fades out properly

  • The Burier of Heads title has been thoroughly investigated, and since no signs of alleged dissident connections could be discovered, the title has been reintroduced. Helldivers who have unlocked this title through the Dust Devils Warbond should now find it among the other titles in the customization menu

  • Fixed issue where the player could interact with the Hive Core Drill terminal from behind

  • Enemy visibility and hearing should now be affected more by different weathers. This means enemies should generally have a harder time spotting and hearing helldivers in more intense weather scenarios

Bonus note

We have now introduced validation checks on launch to help address potential issues caused by out of date drivers.

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800"]KNOWN ISSUES

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

** Content listed is not exhaustive. Some patched content may not appear on launch day, you will have to play and see!

Machinery of Oppression: 6.1.1

Changed
  • Increased amount of fog in the distance to look more cohesive and provide more ambient light, especially noticeable on sandy moons
  • Increased brightness during Exostorms to combat cases where it could get really dark within the Exospire mission
Fixed
  • Fixed a crash happening when swapping between weapons while planting the One True Flag in multiplayer
  • The SMG-72 Pummeller is now able to reload if the Weapons magazine has bullets in it
  • Reintroduced the Burier of Heads title for Helldivers who have unlocked it through the Dust Devils Warbond

Release Captain Morris here with a small update this fine Wednesday!

🔧 Fixes

Crash Fixes

  • Fixed a crash happening when swapping between weapons while planting the One True Flag in multiplayer.

Weapons & Stratagem Fixes

  • The SMG-72 Pummeller is now able to reload if the Weapons magazine has bullets in it.

Miscellaneous Fixes

  • The Burier of Heads title has been thoroughly investigated, and–since no signs of alleged dissident connections could be discovered–the title has been reintroduced. Helldivers who have unlocked this title through the Dust Devils Warbond should now find it among other titles in the customization menu.

  • Increased amount of fog in the distance to look more cohesive and provide more ambient light (this is especially noticeable on a sandy moon).

  • Increased brightness during Exostorms, to combat cases where it could get really dark within the Exospire mission.

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe710"]KNOWN ISSUES

Machinery of Oppression: 6.1.0

Added
  • Illuminate Piloted Constructs VERACITOR and GATEKEEPER enemies
  • Illuminate Appropriators sub-faction
  • Watcher OBTRUDER variant enemy
  • Illuminate Fleets with two distinct fleet types: Mindless Masses and Appropriators
  • Illuminate Exostorms planetary condition with variable storm intensity
  • Destroy Exospire mission type with shield generator nodes and Dark Fluid cell objectives
  • Entrenched Division Premium Warbond with flame, gas, and trench-related tools
Changed
  • Flamethrower behavior now causes small to medium enemies to move slower and small to large terminids and small to medium illuminates to panic and attack randomly when flamed
  • AR/GL-21 One-Two underbarrel weapon function moved from down to left
  • PLAS-15 Loyalist magazine capacity increased from 7 to 8
  • PLAS-15 Loyalist charger-up time reduced from 1 second to 0.75 seconds
  • P-11 Stim Pistol heal effect increased by 100 percent
  • P-11 Stim Pistol muzzle velocity increased from 200 to 300
  • GL-21 Grenade Launcher medium armor penetration reverted to previous level
  • CQC-1 One True Flag melee ability moved and increased in size, now targeted by enemies more aggressively
  • CQC-20 Breaching Hammer damage increased from 2100 to 2200
  • M-1000 Maxigun ammo capacity increased from 750 to 1000
  • LAS-98 Laser Cannon beam length increased from 200 meters to 1000 meters
  • GL-28 Belt-Fed Grenade Launcher ammo increased from 100 to 120
  • GL-52 De-Escalator full reload time reduced from 7.5 to 5.5 seconds and single reload from 3.5 to 2.5 seconds
  • AC-8 Autocannon full reload reduced from 5.5 to 4.5 seconds and half reload from 2.3 to 1.8 seconds
  • B/MD C4 Pack switch function moved from right to left
  • Exosuit step damage zone resized to better match leg proximity
  • Resupply stratagem now allows climbing but disables autoclimb functionality
Fixed
  • Fixed crash occurring during Hellpod drop
  • Fixed rare crash when grenade entered Vox Engines weakpoint
  • Fixed rare crash caused by Cyborgs taking cover
  • Fixed Cyborg Agitator and Radicals armor not breaking properly when attacked by laser weaponry
  • Fixed B-1 Supply Pack being usable by Helldivers already full on ammo on Xbox
Removed
  • PC large build removed; players must switch to default slim build to access this update

Release Captain Morris here with a small update this fine Tuesday!

The Galactic War never rests, and neither can you. While you lick the wounds caused by the Automatons on Cyberstan, Super Earth’s other numerous enemies seek opportunities to rob us of our Democracy. It’s time to rally.

On Friday, March 20, 2186, we are mobilizing our divers based on new intelligence gathered by High Command.

This time, the Illuminate have put new pieces on the board. Illuminate Appropriators have made themselves known–shielded, powerful, and arriving in Illuminate Fleets, as well as hordes of Fleshmobs and Voteless.

But that’s not all. New planetary conditions have been detected, and the squids have commanded nature itself to work against us in the form of the Illuminate Exostorms with intense wind and lightning strikes. You will have to destroy their Exospires to calm the storm.

We have already authorized the launch of new tools to help you: the Entrenched Division Premium Warbond should aid in tackling this new mission: flame, gas, or the safe haven of a freshly-dug trench are the new tactics.

As you weather the storms of Illuminate space, never forget: the squids are no match for Managed Democracy.

Please note: The PC large build has now been removed. In order to access this update and future updates, please switch to the default (previously slim) build.

Patch Highlights

_* This content will unlock on Friday, March 20. *** _**

New enemies

  • **Illuminate Piloted Constructs **

  • VERACITOR: capable of fighting at close quarters.

  • GATEKEEPER: engages targets at ranged distance.

  • A new variant of the Watcher:

  • OBTRUDER: inserts itself where it is not wanted.

  • New Sub-Faction: Illuminate Appropriators

Introducing the Illuminate Fleets

  • The Mindless Masses are set on taking over swaths of territory, with fewer Illuminates units deploying vast hordes of voteless and fleshmobs.

  • The Appropriators field only Illuminate units, supported by a variety of constructs---piloted and otherwise.

Illuminate Exostorms

Planets in Illuminate space have been sieged by powerful Illuminate Exostorms, with high-intensity wind and lightning strikes.

  • Planets experiencing Exostorms will be visible on the Galactic Map, but the danger will ramp up when you dive to the planet’s surface.

  • The strength of the storms can vary, with higher class storms presenting greater risk.

In order to contain these planetwide storms, you must complete the new “Destroy Exospire” mission.

**New Mission - Destroy Exospire

**

The powerful storms seem to originate from Illuminate technology in the form of Exospires. Work with your squad to destroy the Exospires and clear the storm looming over the region.

  • Sub-objective: The Exospire is protected by a force shield. The squad will first have to locate the access nodes that connect to the subterranean shield generators, and overload them with an electrical surge of liberating force.

  • Primary Objective: Once the force shield has been deactivated, the squad will enter the Exospire’s chamber and destroy its core by eliminating the Dark Fluid cells that maintain it.

⚖️ **Balancing **

General changes overview

Flamethrowers

  • Some enemies now thinks its very inconvenient to be flamed in the face

  • smaller to medium sized enemies will in general be slower while getting flamed with a flamethrower

  • small to medium automatons, small to large terminids and small to medium illuminates will be confused and panic when getting flamed in the face. which leads to them attacking randomly

Primary weapons

AR/GL-21 One-Two

  • Moved the underbarrel weapon function from down to left
**Sidearms

**

PLAS-15 Loyalist

  • Increased magazine capacity from 7 to 8

  • Shorter charger-up time on full charge up from 1 sec to 0.75 sec

P-11 Stim Pistol

  • Increase Heal effect with 100%

  • Increase Muzzle velocity from 200 to 300

Stratagems

Resupply

  • You can now climb it again! But the autoclimb will not climb it. It's literally the best of both worlds!

GL-21 Grenade Launcher

  • Reverted the change made in the previous patch - the launcher has medium armor penetration again

CQC-1 One True Flag

  • Moved and increased the size of the melee ability

  • The One True Flag is DESPISED by the enemies of Democracy. They will attempt to target anyone waving it

CQC-20 Breaching Hammer

  • Increased damage from 2100 to 2200

M-1000 Maxigun

  • Increased ammo capacity from 750 to 1000

LAS-98 Laser Cannon

  • Increased beam length from 200m to 1000m

GL-28 Belt-Fed Grenade Launcher

  • Increased ammo from 100 to 120.

GL-52 De-Escalator

  • Faster reload

  • Full reload around 2 second faster from around 7.5 to 5.5 sec

  • One reload around 1 sec faster from around 3.5 to 2.5 sec

AC-8 Autocannon

  • Faster reload

  • Full reload around 1 second faster from around 5.5 sec to 4.5 sec

  • Half reload around 0.5 sec faster from around 2.3 sec → 1.8 sec

B/MD C4 Pack

  • Moved the switch from weapon function from right to left

Exosuits Step damage zone

  • Made the damage zone closer to the size of the legs.

  • Helldivers and enemies were killed when not in close proximity

  • This effects EXO-45 Patriot Exosuit and EXO-49 Emancipator Exosuit

**Enemies

**

General

  • Small to medium automatons, small to large terminids, and small to medium illuminates will be confused and panic when getting flamed in the face, which leads them to randomly attack anyone in their vicinity

🔧 Fixes

Crash Fixes

  • Fixed a crash that would occur during the Hellpod drop

  • Fixed a rare crash that occurred when a grenade entered a Vox Engines weakpoint

  • Fixed a rare crash caused by Cyborgs taking cover

Weapons & Stratagem Fixes

  • Fixed an issue where the Cyborg Agitator and Radicals armor did not break properly when attacked by laser weaponry

  • Fixed B-1 Supply Pack being usable by Helldivers that are already full on ammo on Xbox

  • Orbital lasers will no longer target enemies in caves

  • Fixed stratagems bouncing on fuel depots in factory cities

  • Guard dog drones will no longer obscure your view while interacting with terminals or other mission items

  • Helldivers will now start with 4 Arc Grenades instead of 3

  • Fixed an issue where the G-50 seeker grenade would not deal damage

  • Fixed "low ammo" and other notifications showing on weapons with infinite ammo

  • Stats for melee weapons are now more accurate. Showing damage, weapon attack speed and stamina drain per attack

  • Fixed a glitch that would let a player take multiples of the same stratagem

  • Enemies

  • Fixed an issue where Brood Commanders would not summon reinforcements when detecting a client player

  • Overseers will now stagger when their armour and shields are destroyed

  • Enemies will now be alerted to the sound of the CQC-20 Breaching Hammer exploding

  • The unarmored limbs attached to the Hiveguard's protective front legs now have lower armor

  • Fixed an issue where surge modifiers spawned more enemies than intended

  • Vox engine changes:

  • Reduced spawn rate

  • Reduced upper body turn rate

  • Increased the spread of main cannon shots

  • MG turrets on the side will now die instantly when the Vox Engine dies

  • Vox Engine now tries to avoid shooting targets with its main cannons on targets that are too close

  • Fixed an issue where enemies could walk through the Vox Engines tracks to attack the player

  • Fixed a bug that would cause Bastion Tanks to be launched into the upper atmosphere when running over cars on colonies.

  • Fixed an issue where scout walkers with rockets would not die when those rockets were shot, stealth divers rejoice

  • Fixed a bug where Levers on Cyborg Assembly unit would not work if you were killed/ragdolled while interacting with them

Miscellaneous Fixes

  • Sending an invite via the social menu on PS5 will now also send a system invite

  • Fixed an issue where login error messages would go out of bounds, making them difficult to read

  • Fixed red lighting occurring on the super destroyer after leaving a Magma planet/Cyberstan

  • Fixed a minor issue where UI would go out of bounds when dying with 3 types of Samples

  • Removed the redundant "Compare" option when equipping stratagems

  • Fixed an issue where foliage that slowed a Helldiver would also slow projectiles passing through them

  • Added the correct “Stun” and “Arc” tags to items that were missing the tags from their descriptions

  • Purge Illuminate mission has been renamed to Eliminate Overseers to be more accurate

  • Helldivers can now melee while falling or using the LIFT-850 Jump Pack

  • Fixed weapons with stationary reload being reloadable while using LIFT-850 Jump Pack

  • Illuminate Overships can now only be destroyed by the Planetary Defense Cannon

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe710"]KNOWN ISSUES

Machinery of Oppression 6.0.3

Changed
  • Increase Demolition Force of C4 from 30 to 40
  • Reduced the likelihood of Commando Operations not awarding Medals
Fixed
  • Fixed a rare missile related crash
  • Fixed a crash that could occur when finishing mission with a Convoy objective
  • Fixed a crash on Rapid Acquisition and Confiscate Assets Missions
  • Fixed a crash that could occur on startup or shutdown
  • Fixed a rare crash which could occur when entering the ship
  • Fixed SH-51 Directional Shield sometimes not making any noise
  • Fixed a bug where reloading the R-72 Censor caused the camera to attach inside of the barrel of the weapon
  • Fixed LAS-16 Trident not displaying hit effects on environment objects
  • Gunship Facilities are now properly destroyed by the Hellbomb
  • Fixed two Super Destroyer videos missing audio in Simplified Chinese
Removed
  • Removed a hatch close to the Bastion Tank gunner door that could mistakenly feed mission-critical material into the ammunition compartment of the tank

Attention Helldivers, As we fight against the Cyborgs, Super Earth is making sure all Helldivers have every chance of democratic Success!

We're sharpening our weapons of mass liberation. All our efforts must find their Clanker targets!

Below you'll see the latest fixes and updates for our brave divers marching forward...

📍 Patch Highlights
  • The C4 pack gets more boom for your credits

  • Missiles hit their target even more!

⚖️ Balancing

B/MD C4 Pack

  • Increase Demolition Force of C4 from 30 to 40
🔧 Fixes

Crash Fixes

  • Fixed a rare missile related crash

  • Fixed a crash that could occur when finishing mission with a Convoy objective

  • Fixed a crash on "Rapid Acquisition" and "Confiscate Assets" Missions

  • Fixed a crash would could occur on startup or shutdown

  • Fixed a rare crash which could occur when entering the ship

Weapons & Stratagem Fixes

  • Fixed SH-51 Directional Shield sometimes not making any noise

  • Fixed a bug where reloading the R-72 Censor caused the camera to attach inside of the barrel of the weapon

  • Fixed LAS-16 Trident not displaying hit effects on environment objects

  • Gunship Facilities are now properly destroyed by the democratic might of the Hellbomb

  • Removed a hatch close to the Bastion Tank gunner door that could mistakenly feed mission-critical material into the ammunition compartment of the tank

Miscellaneous Fixes

  • Fixed two Super Destroyer videos missing audio in Simplified Chinese

  • Reduced the likelihood of Commando Operations not awarding Medals

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800"]KNOWN ISSUES

Into the Unjust: 6.0.1

Added
  • Bastion Tank vehicle added for deployment
  • Chinese voice-over language option added
  • Siegebreakers Warbond with a hammer melee weapon and LAS-16 Trident upgrade
  • War Horse cosmetic set available in the Superstore
Changed
  • All victory poses and emotes are now interchangeable except for a few exceptions
  • Increased all melee weapon base damage by 50 percent
  • Decreased melee damage modifiers on armor passives to make the passive less mandatory
  • Decreased sway modifier on SMG and pistol weapons from 1.2 to 1 to reduce close-range weapon drag
  • Unified weapon function direction inputs so similar weapon functions use the same input direction
  • Moved ammo type and volley/semi mode weapon functions from right to left weapon function direction
  • Increased difficulty intensity on difficulty 9 and higher, with the largest changes to the Automaton faction
  • R-2124 Constitution bayonet melee damage increased from 110 to 165
  • R-2 Amendment bayonet melee damage increased from 110 to 165
  • P-72 Crisper magazine capacity increased from 30 to 50
  • CQC-30 Stun Baton damage increased from 50 to 75
  • CQC-19 Stun Lance damage increased from 110 to 165
  • CQC-2 Saber damage increased from 125 to 188
  • CQC-5 Combat Hatches damage increased from 160 to 240
  • CQC-42 Machete damage increased from 200 to 300
  • G-7 Pineapple max uses increased from 3 to 4 and starting uses increased from 2 to 3

*** INCOMING MESSAGE FROM HIGH COMMAND ***

We have confirmed, with concrete proof and beyond any doubt, that the Automaton Collective stole our schematics for the Star of Peace. We cannot let them turn this defensive tool of peace into a destructive weapon of war. It's now up to you, our most elite and powerful force, to bring them to justice on their own turf.

We have approved the deployment of new equipment for squads to aid in the swift elimination of the Automaton threat.

Push toward Cyberstan and end this insult to Managed Democracy. Helldivers, let this be the last time the Automatons steal from Super Earth.

📍 Patch Highlights
  • Bastion Tank: A new tank vehicle is ready to roll over entrenched enemies! The Bastion Tank offers unrivaled firepower and defense on the battlefield. It will require your team to work together to hunt down the enemy! (2pm CET)

  • Chinese VO has been added to Helldivers 2!

  • Arm yourself with the latest premium Warbond* Siegebreakers, loaded with a devastating hammer built for close-range persuasion and an upgrade to a _Helldivers _favorite, the LAS-16 Trident!

  • March into battle in style with the new War Horse set, available in the Superstore on February 10!

  • With a few exceptions, all victory poses and emotes are now interchangeable!

⚖️ **Balancing

**

General changes overview

Melee weapons and Armor passive with increased melee damage re-balance

  • Intent is to make the Armor passive that increases melee damage less mandatory but still be useful to make melee weapons more effective.

  • We increased all the melee weapons damage and decreased the modifiers on the armor passives that increase melee damage.

  • Total damage with the melee armor passive will be higher or the same as before.

  • Base melee attack also got a 50% damage increase.

SMG and Pistol rounds less Sway

  • The intent is that the increased drag of SMG and Pistol which make it a close combat weapon and less effective at range is the main characteristic of these weapons.

  • We decreased the Sway modifier to be the same as most other weapons

Unify Weapon function directions inputs

  • The intent is to make the "weapon function modes" that are similar to be on the same "weapon function direction input".

  • This is to make it easier to remember which direction similar types of weapon functions are and also make it so you need to use less "quick weapon functions" inputs.

  • Weapon function modes that affect Programmable ammo, Ammo types, Volley modes, Safe modes, Guided modes will now be in the left direction.

  • We have not moved the underbarrel weapon switching option to the left yet, but we are looking into moving it to the left direction so all ammo altering switching is in the left direction even if it is an underbarrel selection that usually is in the down direction.

Difficulty on difficulty 9+

Made changes across all factions to increase the intensity on high difficulties, the biggest change should be noticed on the Automaton front while Terminids and the Illuminate are less affected.

Value changes
**

**

Primary weapons

R-2124 Constitution

  • Increased Bayonet melee damage from 110 to 165

  • Increased Bayonet melee durable damage from 55 to 83

R-2 Amendment

  • Increased Bayonet melee damage from 110 to 165

  • Increased Bayonet melee durable damage from 55 to 83

MP-98 Knight

  • Decreased sway modifier from 1.2 to 1

SMG-37 Defender

  • Decreased sway modifier from 1.2 to 1

SMG-72 Pummeler

  • Decreased sway modifier from 1.2 to 1

M7S SMG

  • Decreased sway modifier from 1.2 to 1

SG-20 Halt

  • Move the “ammo type” weapon function from Right to Left weapon function direction

DBS-2 Double Freedom

  • Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction
Sidearms weapons

P-72 Crisper

  • Increased magazine capacity from 30 to 50

  • Decreased sway modifier from 1.2 to 1

P-2 Peacemaker

  • Decreased sway modifier from 1.2 to 1

LAS-58 Talon

  • Decreased sway modifier from 1.2 to 1

GP-31 Grenade Pistol

  • Decreased sway modifier from 1.2 to 1

LAS-7 Dagger

  • Decreased sway modifier from 1.2 to 1

P-113 Verdict

  • Decreased sway modifier from 1.2 to 1

M6C/SOCOM Pistol

  • Decreased sway modifier from 1.2 to 1

PLAS-15 Loyalist

  • Decreased sway modifier from 1.2 to 1

P-11 Stim Pistol

  • Decreased sway modifier from 1.2 to 1

SG-22 Bushwhacker

  • Decreased sway modifier from 1.3 to 1

  • Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction

P-4 Senator

  • Decreased sway modifier from 1.3 to 1

GP-20 Ultimatum

  • Decreased sway modifier from 1.3 to 1

CQC-30 Stun Baton

  • Increased damage from 50 to 75

  • Increased durable damage from 25 to 38

CQC-19 Stun Lance

  • Increased damage from 110 to 165

  • Increased durable damage from 55 to 83

CQC-2 Saber

  • Increased damage from 125 to 188

  • Increased durable damage from 65 to 98

CQC-5 Combat Hatches

  • Increased damage from 160 to 240

  • Increased durable damage from 80 to 120

CQC-42 Machete

  • Increased damage from 200 to 300

  • Increased durable damage from 100 to 150

**Throwables

**

G-7 Pineapple

  • Increased max amount uses 3 to 4

  • Increased start amount uses 2 to 3

G-31 Arc

  • Increased max amount uses 4 to 5

  • Increased start amount uses 3 to 4

Stratagems

SH-20 Ballistic Shield Backpack

  • Shorter cooldown from 300 to 240 sec

Orbital Smoke Strike

  • Shorter cooldown from 100 to 75 sec

CQC-9 Defoliation Tool

  • Increased damage from 300 to 450

  • Increased durable damage from 150 to 225

CQC-1 One True Flag

  • Increased damage from 110 to 200

  • Increased durable damage from 55 to 100

RS-422 Railgun

  • Move the “Safe/Unsafe mode” weapon function from Right to Left weapon function direction

StA-X3 W.A.S.P. Launcher

  • Move the “Programmable ammo mode” weapon function from Right to Left weapon function direction

GL-21 Grenade Launcher

  • Increased armor penetration level from Medium to Heavy
Armor passives

Peak Physique

  • Decreased melee damage bonus from 100% to 40%

Rock Solid

  • Decreased melee damage bonus from 100% to 40%

Reinforced Epaulettes

  • Decreased melee damage bonus from 50% to 20%
Enemies

General

Some enemies have had their damage vs durable rebalanced to adjust for Helldiver vehicles with large health pools. It will not change their effectiveness against normal Helldivers, only their vehicles.

Things like attacks from Bile Titans, Chargers, Crescent Overseers, Overseers, Rocket firing Automatons, Hulk melee attacks, mortars, acid etc have gotten values adjusted. Some of the adjustments only affect certain targets (ie the Bastion). Other adjustments also affect the FRV and Exosuits.

Enemies Aim calculations were not always updated when there were many enemies trying to aim, making Automatons on higher difficulties a bit bad at aiming. They should now attempt to update the aim better considering the data they have before they get another proper aim update. This means that Automatons will aim better even when there are a lot of them without any further cost to performance.

Terminids

Dragon roach

  • lowered the direct damage from the flame attack by 25%

Automatons

Rocket Raider

  • Rockets now deals increased damage vs Durable targets

Devastator

  • Removed durable on arms

Rocket Devastator

  • Rockets now deals increased damage vs Durable targets

Hulk Bruiser

  • Rockets now deals increased damage vs Durable targets

Gunship

  • updated its targeting software and should now be better at hitting their targets

  • Rockets now deals increased damage vs Durable targets

Illuminate

Overseer

  • Overseer`s weapon now deals increased damage vs Durable targets

Crescent Overseer

  • Increased force on artillery attack to stagger the Helldiver

  • Increased the damage of its direct shot attack

  • Crescent Overseer`s weapon now deals increased damage vs Durable targets

🎮 Gameplay

Emotes and Victory poses

Emotes and victory poses are now interchangeable. Except for a few exceptions like emotes that require 2 people, the kick and a few others, all the victory poses can now be used as emotes and all emotes can now be used as victory poses

🔧 Fixes

Hang Detection

As part of our ongoing war against bugs and instability we have introduced a “hang detection” feature in the PC version. If the game hangs (freezes) for more than 20 seconds then this new feature will crash the game instead of letting it stay hung. This generates a file called a “crash dump” which contains important debugging information for our programmers to diagnose and fix the root cause of the hang.

If you experience a hang, please wait at least 40 seconds before restarting your PC to allow the hang detector to do its job.

If you experience a 20+ second hang followed by a crash:

  • If the crash reporting window shows up then please submit the report as usual.

  • If the crash reporting window doesn’t show up (it can fail), we humbly request that you share the crash dump file with our player support team (https://arrowhead.zendesk.com/). They will be able to assist you in locating and sharing the crash dump file.

With your help, we can eliminate these issues once and for all!

Crash Fixes

  • Fixed a rare crash caused by weapon customization desynchronization

  • Fixed a rare crash that would occur when players would access the Galactic Map

  • Fixed a crash caused by Automatons in Lava Missions

**Weapons & Stratagem Fixes **

  • The RS-422 Railgun magazine during reload animation is now visible

  • When finishing an Eradication mission after the mission time has run out, an over-zealous second Pelican pilot will no longer heroically try to extract our noble Helldivers if another is already en route

  • AX/FLAM-75 "Guard Dog" Hot Dog has its sound effects fixed

  • AR/GL-21 One-Two underbarrel explosions sound effects are now fixed

  • MLS-4X Commando rockets will now target properly, rather than targeting the last place the Helldiver aims at

  • Fixed an issue where the R-36 Eruptor displayed incorrect zoom levels options when using non-zoomed scope attachments

  • Fixed a bug where the B-1 Supply Pack would give infinite supplies when dropped

  • Fixed the visual glitches that appear in the preview section of the Weapon Customization Menu

  • Helldivers can now reload whilst inside an M-102 Fast Reconnaissance Vehicle

  • B-1 Supply Pack can no longer be used on Helldivers when their ammo, grenades and stims are full

  • Fixed bug where story campaign operations would not persist between game sessions

  • Projectiles from turret stratagems will now also hit their owners

  • The Ministry of Defense has installed scrubbing chips on the Ground All-Terrain Extraction Rig, preventing accidental lock-on by smart weaponry

  • RS-422 Railgun now properly displays the clip during the Reload animation if the player reloads the weapon immediately after firing

  • When cancelling a reload after a new projectile was made visible, but before it was put into the weapon; the weapon would display the new shell in the weapon, even with the weapon empty. The weapons will now correctly display if it is ready to fire or not

  • Heat based weapons are now displaying overheating properly, in the Weapon Function Menu

  • Kills with "One True Flag" will now count towards Major Order kills

  • Fixed the M-1000 Maxigun wind-up sounds which would sometimes not play properly

  • Player can no longer throw multiple stratagems after entering and exiting emplacements

  • Grenade launcher shots and explosions from AR/GL-21 One-Two rifle should now be visible when shot by other players

P-92 Warrant

  • Made the drag and gravity the same on the non-guided projectile as the last patch change for the guided projectile.

  • Move the “Guided mode/None Guided mode” weapon function from Right to Left weapon function direction

  • Fixed its crosshair not updating when toggling its weapon function through the new input bindings

Enemies

  • Enemies have learned how to target better

  • Fixed spawn rate on Rapid Acquisition missions on difficulty CR7-10. Adjusted spawn points on Rapid Acquisition map

Miscellaneous Fixes

  • Automaton dropships will now move less erratically when dropping enemies

  • Fix incorrect camera positioning when transitioning to first person while reloading

  • Fixed an issue where players could land on Command Bunkers in city missions

  • Fixed certain items not being interactable inside specific PoIs on Magma planets

  • Solved terrain height changing when approaching or moving away from a deformed piece of terrain, causing a weird visual effect

  • Exiting a vehicle now properly inherits the vehicle`s velocity

  • High-Command has now authorized Commando Operations to be carried out on all Automaton controlled planets. They will frequently be available to choose alongside the regular Peace Keeping Operations going forward

  • Fix damage inconsistencies between client and host damage. Clients should no longer do less damage than the host

  • Players no longer get stuck under the bridge during Rapid Acquisition missions

  • The Helldiver properly follows hand position protocols when activating power stations

  • Camera correctly points towards the Hellidver during the push-up emote

  • The battery light will now turn off after its delivery during “Seize Fusion Batteries” objective

  • Draw! Emote no longer locks melee weapons

  • Adjusted Automaton scanner glow - they will no longer shine white whilst scanning for Helldivers

  • The Super Earth Flag is now correctly playing the Super Earth Anthem when using the stratagem during Hive World Missions

  • The Helldiver now moves their hands away from terminal screens to not block sight to whoever is looking over their shoulder

  • [Xbox Only] Smoke will no longer display green artifacts on red planets

  • The Guard Dog series of stratagems have had their names shortened to improve readability. They’re still your loyal companions, but now with shorter, easier to read names.

Optimizations

  • We improved fog density / visibility between Volumetric Fog Quality settings, making the Lowest and Low settings match

  • Improved performance of building material found in colonies and cities

  • Removed the light-source that was attached to the Helldiver, which was used for making dark environments brighter near the player; tweaked and improved playability and visibility in darker environments instead

  • Fixed an issue that was causing some players to get a "10002026" error during login attempt

  • Implemented performance improvements affecting explosions and general destruction, primarily surrounding bot factories

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe710"]KNOWN ISSUES

Into the Unjust: 5.0.2

Added
  • Commando missions introduced where air support is unavailable and reinforcements must be deployed in advance
Changed
  • Noise radius of suppressed weapons reduced by approximately 50%
  • Enemy detection radius when being fired at but not hit reduced for Devastators, Berserkers, Spewers, Chargers, Impaler, and Observer
  • Slim PC build set as default for all players with option to switch back temporarily
  • M-1000 Minigun muzzle flash adjusted for reduced visibility
Bang bang less…

Democracy doesn’t always need to shout. This patch is deploying some important updates to suppressed weapons, allowing Helldivers to eliminate threats with reduced detection and tighter tactical control.

Expect quieter kills, cleaner engagements, and new opportunities for coordinated strikes before the enemy knows you’re there.

Remember: stealth is a tool, not a substitute for overwhelming firepower. Use it wisely, Helldivers!

So where could you use these new tools? In the brand new Commando missions! Helldivers are going deep behind enemy lines where their normal reliance on air superiority is no longer an option. Reinforcements have to be deployed in advance and destroyer support is a risky business with limited time. The Commando missions will be activated later today (14:00 CET) alongside the release of the Redacted Regiment Warbond.

And, finally, after weeks of your input and stress testing, we are ready to make the slim PC build default for all players. We’ll keep the larger version online for a short time to ensure a smooth transition for everyone; so you’ll continue to have the option to switch back should you wish. Once this transition has been completed we’ll look to sunset the large build permanently in the near future.

Much more to come in February and beyond.

Finish the job for Super Earth.

⚖️ Balancing
General changes overview

Suppressors are now more effective

  • Intent is to make suppressors more valuable in stealth gameplay and attract less attention from enemies

  • Noise radius of firing suppressed weapons roughly reduced by 50%

  • Enemies detection radius when being fired at, but not being hit, is reduced in some units

General

  • Detection range of danger (basically being shot at but not getting hit) reduced for enemies like Devastators, Berserkers, Spewers, Chargers, Impaler, Observer
🎮 Gameplay

Optimizations

  • Adjusted M-1000 Maxigun muzzle to reduce flash

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" buttoncolor="#ff7300"]KNOWN ISSUES

Into the Unjust: 5.0.0

Added
  • Add new unbound keybind options for quickly swapping weapon functions like changing fire modes or ammo
Changed
  • Decrease ergonomics penalty on magnifying scopes weapon attachments
  • Decrease ergonomic modifier on 2x Tube Red Dot from -3 to -1
  • Decrease ergonomic modifier on 4x Combat Scope from -6 to -2
  • Decrease ergonomic modifier on 10x Sniper Scope from -9 to -4 and increase APW-1 Anti-Materiel Rifle ergonomics from 26 to 31
  • Increase SMG-37 Defender damage from 100 to 110 and durable damage from 20 to 22
  • Increase SMG-32 Reprimand damage from 135 to 140
  • Increase M7S SMG damage from 80 to 90 and durable damage from 16 to 18
  • Increase VG-70 Variable durable damage from 20 to 23
  • Increase M90A Shotgun durable damage from 15 to 20
  • Increase P-2 Peacemaker damage from 95 to 100 and durable damage from 30 to 32
  • Increase P-113 Verdict damage from 135 to 140
  • Increase M6C/SOCOM Pistol damage from 110 to 125 and durable damage from 25 to 28
  • Decrease War Strider force strength on grenade explosion from 50 to 30
  • Decrease Bile Spewer force strength on artillery explosion from 50 to 30 and force impulse from 60 to 40
  • Decrease Stalker force strength from 40 to 35 when a tongue attack hits the player
  • Update First Person View aiming experience to make scope size and distance more consistent with different FOV settings and make ergonomics more responsive
Fixed
  • Fix rare crash that would occur when combat music would start
  • Fix rare crash that could occur during Nuke Nursery mission
  • Fix crash after hotjoining a game that just started where existing players are using certain stratagems
  • Fix rare crash when enemies would fall through the ground

Release Captain Morris, coming to you this democratic Tuesday with an important update from High Command.

Super Earth has detected strange signals from previously unmonitored worlds on the Galactic map. The Ministry of Intelligence is investigating the source of the signals. Helldivers, be vigilant and hold the high ground.

Patch Highlights
  • For this patch, we have tackled a bunch of items from our Known Issues list, including audio issues, XP modifiers, and several crashes.

  • We have made more optimizations and improvements!

  • Balancing changes that raise weapon damage and fixes to weapon FOV.

⚖️ Balancing
General changes

Decreased ergonomics penalty on magnifying scopes weapon attachments

  • The intent is to make magnifying scopes more a matter of preference by decreasing the penalty they impose on a weapon's ergonomics (low ergonomics makes the weapons muzzle follow the crosshair slower).

Some of the Pistol ammo balance update

  • The intent with this change is to make some of the pistol rounds weapons more effective after the last pistol ammo re-balance that did make them more of a close range weapon.

  • The pistol rounds re-balance general intent is to make them more effective at close range while not more effective at long range then for example assault or marksman rifles

**2x Tube Red Dot **
  • Decreased ergonomic modifier from (-3) to (-1)
4x Combat Scope
  • Decreased ergonomic modifier from (-6) to (-2)
**10x Sniper Scope **
  • Decreased ergonomic modifier from (-9) to (-4)

  • **APW-1 Anti-Materiel Rifle **is also effected by this change so it will get an increased ergonomics from 26 to 31

**

Primary weapons


**

SMG-37 Defender

  • Increased damage from 100 to 110

  • Increased durable damage from 20 to 22

SMG-32 Reprimand

  • Increased damage from 135 to 140

M7S SMG

  • Increased damage from 80 to 90

  • Increased durable damage from 16 to 18

VG-70 Variable

  • Increased durable damage 20 to 23

M90A Shotgun

  • Increased durable damage 15 to 20
Sidearms weapons

P-2 Peacemaker

  • Increased damage from 95 to 100

  • Increased durable damage 30 to 32

P-113 Verdict

  • Increased damage from 135 to 140

M6C/SOCOM Pistol

  • Increased damage from 110 to 125

  • Increased durable damage from 25 to 28

Enemies

War strider

  • Decreased force strength on grenade explosion from 50 to 30

Bile Spewer

  • Decreased force strength on artillery explosion from 50 to 30

  • Decreased force impulse on artillery explosion from 60 to 40

Stalker

  • Decreased force strength from 40 to 35 when a tongue attack hits the player

(Force strength is the value that decides if a player or enemy should stagger or ragdoll.)

🎮 Gameplay

Keybind options for quick weapon function:

  • New, unbound keybind options have been added for quickly swapping weapon functions (like changing fire modes or ammo).

  • The intent is to give players better ease of use, especially for weapons with multiple ammo types like the Halt, Autocannon, and the new "One Two" AR.

Updated First Person View (FPV)

  • We updated how First Person View (FPV) works with the intention of improving the aiming experience across different FOV settings (Field of view).

  • The intent is that the size and distance of the scope will be more consistent with different FOV settings.

  • We also updated how ergonomics works in FPV with the intent to make it more responsive.

  • Fixed instances of flickering textures in various city locations

🔧 Fixes

Crash Fixes & Softlocks

  • Fixed a rare crash that would occur when combat music would start

  • Fixed a rare crash that could occur during 'Nuke Nursery' mission

  • Fixed crash after hotjoining a game that just started where the existing players are using certain stratagems

  • Fixed a rare crash when enemies would fall through the ground

  • Fix rare crash on mission load

Weapons & Stratagem Fixes

  • Fixed an issue with the BR-14 Adjudicator, when aiming with the 10x scope on 200 m setting which would cause the model to disappear

  • Fixed a visual issue on VG-70 Variable during the reload animation when aiming down sights

  • Fixed a torso clipping issue with the CE-07 Demolition Specialist armor

  • Fixed pump-shotguns sometimes not showing a new shell being inserted on reload

  • PLAS-45 Epoch now correctly zooms in ADS mode, just like any other support weapon

  • Fixed display related to no ammo being shown for Infinite Ammo weapons

  • Fixed the VO (Voice Over) line for “no ammo” being played after pressing reload whilst using Infinite Ammo weapons

  • Fixed a small bug where supply packs were giving ammo without consuming a charge when dropped

  • Fixed a bug that locks stratagems after drowning while holding that stratagem ball

  • Fixed the red glow that would happen if the player would empty one or two magazines with MG-206 Heavy Machine Gun, M-105 Stalwart or MG-43 Machine Gun

Enemies

  • Factory Striders will no longer be launched to sky erratically when dying

  • Hellpods that hit Factory Striders will no longer remain in the air after the enemy dies

  • War Striders now detonate mines

  • Enemy presence around Cognitive Disruptor Towers is now cleared from the mini-map when the objective is completed

  • Chargers no longer speed up when exiting charge

  • Fixed Rupture Warriors getting stuck below Sentries

  • Added a medium-armored weak spot to the vents on the backside of the Bunker, AA, and Mortar emplacements. This was done so these structures behave similarly to other comparable defenses..

Miscellaneous Fixes

  • Fixed the terrain not being affected by explosions and the Entrenchment Tool (PS5 only)

  • Fixed a bug where the lights were missing/flickering on the Orbital Gatling

  • Fixed a thumbnail glitch in the Acquisition Center menu

  • Cryo-pods no longer clip into the Engineering Bay when playing the ship arrival cutscene

  • Fixed an armor gap affecting CE-27 Ground Beaker and CW-9 White Wolf whilst using the 'Draw!' emote

  • The UI will no longer show inaccurate objective info on the Mission Summary screen if the host has left the game

  • Fixed a bug whilst joining a non-host in a cross-play lobby.

  • Fixed the NPC technician’s neck sticking through their shirt

  • Mini-map fog of war effect while exploring caves no longer persists between missions

  • Soon-to-be Helldivers will no longer be stopped from progressing the tutorial if they die in the flag room

  • Fixed issue where the automaton grinder sludge would be affected by weathering even though it's sealed behind glass

  • Fixed an issue where a missile inside the Destroyer’s hangar was misaligned. This dangerous act of asymmetry has been corrected. The undemocratic ship operator responsible for this disgraceful display of inefficiency has been promptly re-educated in a high-orbit correctional facility. Glory to the Office of Corrective Deployment!

  • Helldivers will no longer be locked out of the GATER when trying to get into the driver's seat simultaneously

  • Fixed a bug with missing haptics when a controller disconnects or reconnects

  • Fixed an issue on a command bunker where there was a lack of collision

Optimizations

  • Optimized lights on Automaton VFX

  • Optimized physics of rock assets throughout the game to improve performance

  • Improved the way environmental effects such as sandstorms, blizzards, and acid storms apply their status effects for reduced impact on performance

  • Improved ADS weapon placement and behavior

  • Reduced the amount of camera clipping on weapons

  • Fixed texture details used for weapons while aiming down sights

  • Improved depth of field when ADS and whilst scopes are zoomed in

  • Fix for textures sometimes appearing low resolution even when memory is available (PC only)

Known Issues

Into the Unjust: 4.1.2

Changed
  • Improved the way environmental effects such as Sandstorms, Blizzards, and Acid Storms apply their status effects for reduced impact on performance
  • Optimized destruction on various tree assets to maintain performance when lots of trees are being destroyed
Fixed
  • Fixed a crash that could happen when alt+tabing or changing display related settings
  • Fixed a crash that would occur when the Hive Lord would hear noises coming from outside the map area
  • Fixed a crash that could occur when leaving or disconnecting from a game
  • Fixed a crash which could occur when changing graphics settings during some missions
  • Fixed a rare crash which could occur when launching into city missions
  • Fixed a rare crash which could occur when the Pelican lands
  • Fixed an issue where the SH-32 Shield Generator Backpack and the FX-12 Shield Generator Relay didn't shield those inside from the effects of Storms, such as Acid Storm, Sandstorm, and Blizzard
  • Fixed a rare bug where all audio could cut out after extensive playtime
  • Fixed Sandstorms and Blizzards no longer slowing Helldivers down
  • Addressed a gameplay/performance issue which allowed Bile Titans to traverse through areas they should not have been able to

Freedom's greetings, Helldivers!

Release Captain Morris coming to you this democratic Tuesday with an update from High Command.

Welcome to this “mini” quality of life update. Below you will see some of the fixes the devs have been hard at work on over the past weeks. As always, we are excited to get your thoughts and feedback on how this improves your diving!

**Patch Highlights

**

🔧 Fixes

Crashes

  • Fixed a crash that could happen when alt+tabing or changing display related settings

  • Fixed a crash that would occur when the Hive Lord would hear noises coming from outside the map area

  • Fixed a crash that could occur when leaving or disconnecting from a game

  • Fixed a crash which could occur when changing graphics settings during some missions

  • Fixed a rare crash which could occur when launching into city missions

  • Fixed a rare crash which could occur when the Pelican lands

Miscellaneous

  • Fixed an issue where the SH-32 Shield Generator Backpack and the FX-12 Shield Generator Relay didn't shield those inside from the effects of Storms, such as Acid Storm, Sandstorm, and Blizzard

  • Fixed a rare bug where all audio could cut out after extensive playtime

Optimizations

  • Improved the way environmental effects such as Sandstorms, Blizzards, and Acid Storms apply their status effects for reduced impact on performance

  • Optimized destruction on various tree assets to maintain performance when lots of trees are being destroyed Fixed Sandstorms and Blizzards no longer slowing Helldivers down.

  • We have addressed a gameplay/performance issue which allowed Bile Titans to traverse through areas they should not have been able to

We also kindly ask you to put a “fiery” red circle around the date December 2nd! As we will have some “buzzing” updates for you all!

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" buttoncolor="#ffe800"]Known Issues

Into the Unjust: 4.1.1

Changed
  • Fixed for textures sometimes appearing low resolution even when memory is available on PC
  • Reduced flashlight reaction on muzzle smoke on all weapons for a better FOV
  • Reduced frame rate stutters during the drop-in sequence
  • Optimized destruction on various tree assets to maintain performance when lots of trees are being destroyed
Fixed
  • Fixed a crash after hotjoining a game that just started when existing players use certain stratagems
  • Fixed a rare crash when enemies fall through the ground
  • Fixed a crash that occurs during missions when an encounter is triggered
  • Fixed rare crash on mission load
  • Fixed crash which could occur when interacting quickly with the weapon customization menu
  • Extraction shuttle will no longer get into the landing stage when bumping into tall structures near the landing pad
  • Fix an issue with missing haptics when gamepads disconnect and reconnect
  • Fixed ragdolls falling through ground during certain sections of the Tutorial
  • Fixed issue where some unused textures were being loaded into memory accidentally on certain planet types

Freedom's greetings, Helldivers!

Release Captain Morris here, coming to you this democratic Tuesday with a Freedom Delivery.

For this ongoing minor update, stability and balance improvements were the focus of the team. We look forward to hearing how you feel - we're keeping the galaxy (and democracy) running smoothly.

**Patch Highlights

**

  • Fixed crashes, including some hotjoining and stratagem-related crashes.

  • Reducing framerate stutters during drop-in sequence.

  • Fixed issues related to unused textures loaded into memory.

🔧 Fixes

Crashes

  • Fixed a crash after hotjoining a game that just started, and when the existing players use certain stratagems

  • Fixed a rare crash when enemies fall through the ground

  • Fixed a crash that occurs during missions when an encounter is triggered

  • Fix rare crash on mission load

  • Fixed crash which could occur when interacting quickly with the weapon customization menu

Miscellaneous

  • Extraction shuttle will no longer get into the landing stage when bumping into tall structures near the landing pad

  • Fix an issue with missing haptics when gamepads disconnect/reconnect

  • Fixed ragdolls falling through ground during certain sections of the Tutorial

  • Fixed issue where some unused textures were being loaded into memory accidentally on certain planet types

Optimizations

  • (PC only) Fixed for textures sometimes appearing low resolution even when memory is available

  • Reducing flashlight reaction on muzzle smoke on all weapons for a better FOV

  • Reduced frame rate stutters during the drop-in sequence

  • Optimized destruction on various tree assets to maintain performance when lots of trees are being destroyed

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues " style="button"]Known Issues

Into the Unjust: 4.1.0

Changed
  • Improved overall effectiveness of primary weapons, sidearms, throwables, and stratagems
  • Light penetration weapons now deal a higher percentage of their total damage against durable enemies to differentiate them more clearly from medium penetration options
  • SMGs and pistols adjusted to emphasize close-quarters combat with increased close-range damage and increased damage falloff
  • Melee weapons and throwables improved to make each feel more impactful and unique in their function
  • SG-8P Punisher Plasma damage projectile decreased from 100 to 0 and damage explosion increased from 150 to 225
  • SG-8S Slugger damage increased from 280 to 330 and durable damage increased from 75 to 90
  • AR-23 Liberator damage increased from 80 to 90 and durable damage increased from 15 to 22
  • SMG-37 Defender damage increased from 80 to 100, durable damage increased from 8 to 18, and drag increased from 0.6 to 1.2
  • MP-98 Knight damage increased from 70 to 90, durable damage increased from 7 to 18, and drag increased from 0.6 to 1.2
  • CQC-5 Combat Hatchet damage increased from 110 to 160, durable damage increased from 55 to 80, and attack speed slightly reduced
  • CQC-42 Machete damage increased from 170 to 200 and durable damage increased from 80 to 100
  • TED-63 Dynamite damage increased from 700 to 1000, armor penetration increased from Medium to Heavy, demolition strength increased from 30 to 40, stagger increased from 30 to 40, and uses decreased from 4 to 3
  • G-7 Pineapple shrapnel from main explosion increased from 7 to 18, demolition strength increased from 20 to 30, inner radius on shrapnel explosion increased from 1 to 2.5m, damage on shrapnel explosion increased from 70 to 100, and lifetime removed on shrapnel
  • G-50 Seeker given higher priority for flying enemies and highest target priority for marked targets, with damage increased from 400 to 500
  • G-6 Frag uses increased from 5 to 6
  • G-3 Smoke uses increased from 4 to 5
  • Throwing knifes damage increased from 250 to 300 and durable damage increased from 100 to 150
  • PLAS-45 Epoch duration until explosion increased from 3 to 3.25 sec, damage on standard projectiles explosion increased from 400 to 500, and demolition strength on overcharged projectile increased from 10 to 30
Removed
  • Resupply rack is no longer climbable

Freedom's greetings, Helldivers!

Release Captain Morris coming to you this democratic Thursday with an update from High Command.

This update focuses on what matters most right now: making HELLDIVERS 2 feel better to play.

We’ve overhauled how we approach patching to better target the pain points you’ve shared with us. That means more focus on stability, balance, and the issues that affect your experience the most.

Over 200 bugs have been fixed, along with key balance updates and quality-of-life improvements. (For a deeper look, check out Lennart and Niklas’ (https://youtu.be/OBW4NumlYHo) breakdown.)

While new features are coming, this patch marks a big step forward: both in the game itself and in how we work to improve it. More refinements are already underway.

⚖️ Balancing
**

**

General changes

Primaries, Sidearms, Throwables, and Stratagems

  • Improvements have been made to increase the overall effectiveness of primary weapons, sidearms, throwables, and stratagems

Light vs. Medium Penetration Weapons

  • Light and medium penetration weapons now offer more distinct advantages.

Light penetration weapons generally deal a higher percentage of their total damage against durable enemies, differentiating them more clearly from medium penetration options

SMGs and Pistols

  • SMGs and pistols have been adjusted to emphasize their role as close-quarters weapons. Close-range damage has been increased, and damage falloff has been increased to reinforce their short-range combat identity

Melee Weapons and Throwables

  • Melee weapons and throwables have been improved to make each feel more impactful and unique in their function

Resupply Rack

  • The resupply rack is not climbable anymore
Primary weapons

SG-8P Punisher Plasma

  • Damage projectile decreased from 100 to 0

  • Damage explosion increased from 150 to 225

SG-8S Slugger

  • Damage increased from 280 to 330

  • Durable damage increased from 75 to 90

AR-23 Liberator

  • Damage increased from 80 to 90

  • Durable damage increased from 15 to 22

AR-23A Liberator Carbine

  • Damage increased from 80 to 90

  • Durable damage increased from 15 to 22

AR-23P Liberator Penetrator

  • Damage increased from 60 to 65

AR-23C Liberator Concussive

  • Damage increased from 65 to 75

  • Durable damage increased from 30 to 35

AR-61 Tenderizer

  • Durable damage increased from 22 to 30

AR-32 Pacifier

  • Damage increased from 50 to 55

  • Stun value per projectile increased from 1.5 to 2

SMG-37 Defender

  • Damage increased from 80 to 100

  • Durable damage increased from 8 to 18

  • Drag increased from 0.6 to 1.2

MP-98 Knight

  • Damage increased from 70 to 90

  • Durable damage increased from 7 to 18

  • Drag increased from 0.6 to 1.2

SMG-32 Reprimand

  • Damage increased from 125 to 135

  • Drag increased from 0.6 to 1.2

SMG-72 Pummeler

  • Damage increased from 70 to 85

  • Durable damage increased from 7 to 18

  • Stun value per projectile increased from 1.5 to 2

  • Drag increased from 0.6 to 1.2

LAS-16 Sickle

  • Damage increased from 55 to 60

  • Durable damage increased from 5 to 6

MA5C Assault Rifle

  • Damage increased from 80 to 90

M7S SMG

  • Damage increased from 70 to 80

  • Durable damage increased from 7 to 16

  • Drag increased from from 0.6 to 1.2

StA-11 SMG

  • Damage increased from 70 to 90

  • Durable damage increased from 7 to 18

  • Drag increased from 0.6 to 1.2

PLAS-39 Accelerator Rifle

  • Extra spare magazines increased from 8 to 12

  • Ergonomics increased from 40 to 60

Sidearm weapons

CQC-2 Saber

  • Damage increased from 110 to 125

  • Durable damage increased from 55 to 65

CQC-5 Combat Hatchet

  • Damage increased from 110 to 160

  • Durable damage increased from 55 to 80

  • Attack speed has been slightly reduced

CQC-42 Machete

  • Damage increased from 170 to 200

  • Durable damage increased from 80 to 100

P-2 Peacemaker

  • Damage increased from 85 to 95

  • Durable damage increased from 25 to 30

  • Drag increased from 0.6 to 1.2

P-19 Redeemer

  • Damage increased from 60 to 70

  • Durable damage increased from 5 to 12

  • Drag increased from 0.6 to 1.2

P-113 Verdict

  • Damage increased from 125 to 135

  • Drag increased from 0.6 to 1.2

M6C/SOCOM

  • Damage increased from 100 to 110

  • Drag increased from 0.6 to 1.2

P-92 Warrant

  • Drag decreased from 0.3 to 0

  • Gravity multiplier decreased from 1 to 0.3

Throwables

TED-63 Dynamite

  • Damage increased from 700 to 1000

  • Armor penetration increased from Medium to Heavy

  • Demolition strength increased from 30 to 40

  • Stagger increased from 30 to 40

  • Uses decreased from 4 to 3

G-7 Pineapple

  • Shrapnel from main explosion increased from 7 to 18

  • Demolition strength on the main explosion increased from 20 to 30

  • Inner radius on shrapnel explosion increased from 1 to 2.5m

  • Damage on shrapnel explosion increased from 70 to 100

  • Removed lifetime on the shrapnel

  • Shrapnel from the shrapnel explosion decreased from 6 to 0

G-50 Seeker

  • Higher priority for flying enemies

  • Highest target priority for marked target

  • Damage increased from 400 to 500

G-6 Frag

  • Uses increased from 5 to 6

G-3 Smoke

  • Uses increased from 4 to 5

Throwing knifes

  • Damage increased from 250 to 300

  • Durable damage increased from 100 to 150

PLAS-1 Scorcher

  • Plasma projectiles will now pass through foliage without losing velocity
Stratagems

**


PLAS-45 Epoch**

  • Duration until explosion increased from 3 to 3.25 sec

  • Delayed muzzle charge VFX by 0.5 seconds so it now appears when the projectile is overcharged, improving visibility of the charge state

  • Damage on standard projectiles explosion increased from 400 to 500

  • Demolition strength on overcharged projectile increased from 10 to 30

M-105 Stalwart

  • Damage increased from 80 to 90

  • Durable damage increased from 15 to 22

FLAM-40 Flamethrower

  • Canister capacity increased from 130 to 150

  • Starting canisters increased from 2 to 3

  • Max spare canisters increased from 4 to 5

APW-1 Anti-Materiel Rifle

  • Durable damage increased from 180 to 225

  • Starting magazines increased from 4 to 5

  • Max spare magazines increased from 6 to 8

AC- 8 Autocannon

  • Damage increased from 260 to 325

GL-52 De-Escalator

  • Damage increased from 55 to 100

  • Durable damage increased from 55 to 70

MS-11 Solo Silo

  • Health increased from 800 to 1500

  • Enemies will not attack it

  • Increased demolition strength needed to destroy it

Orbital Railcannon Strike

  • Cooldown decreased from 210 to 180 sec

EXO-45 Patriot Exosuit

  • Missile Armor penetration in worse angles increased from 6-6-4-0 to 6-6-5-0

  • Rotary gun ammo capacity increased from 1000 to 1350

Enemies
  • The goal is to make light and medium armor-piercing weapons equally effective against certain common enemies by adjusting their durable damage and durable resistance values
**Illuminates

Fleshmob**

  • Targeting the faces deals extra damage to its main health, effectively creating weak spots

  • Main health decreased from 6000 to 5000

  • Most health zones are slightly more durable

  • Slightly less vulnerable to fire to balance health decrease

Elevated Overseer

  • Main health decreased from 600 to 450

  • Head health increased from 150 to 200

  • Head zone armor decreased from 3 to 2

  • Torso health decreased from 600 to 450

  • Arms health decreased from 300 to 250

  • Slight increase on how easy it is to set on fire

Leviathan

  • Now equipped with beam-based weaponry

  • Leviathans will not show up in missions outside of cities

Terminids

Rupture Strain enemies

  • Updated textures for all Rupture Strain enemies for better readability

Rupture Warrior

  • Movement speed when underground has been decreased

  • Needs to surface more often when moving underground

  • Its burrow attack is slightly slower and leaves more space to be dodged

  • Smaller damage boxes when attacking from below

  • Front legs armor decreased from 3 to 2

  • Will prefer to emerge before attacking turrets instead of destroying them from below ground

Rupture Spewer

  • Retuned the timing of how fast it starts to act from when it unburrows

Bile Spewer Variations

  • Increased size of its mouth weak spot

Brood Commanders

  • Slightly harder to set on fire

Warriors

  • Slightly harder to set on fire

  • Slight durable increase in head and body

Dragon roach

  • Spawn rate decreased

  • 50% lower on difficulty 5,6

  • 40% lower on difficulty 7,8,9

  • 33% lower on difficulty 10

  • Destruction of the wings results in instant termination of the Dragon

  • Wings now have their own health pool of 4000

  • Increased how much damage wings take from explosion

Bile spewers

  • Slightly harder to set on fire

  • Larger body parts are slightly more durable

Hive Lord

  • Improved performance during Hive Lord encounters.
**

Automatons**

** Base Alarming**

  • Automaton troopers in bases will require better visual confirmation before calling in reinforcements, instead of calling them in immediately

Devastators

  • Slightly harder to be put on fire

  • Large body parts are slightly more durable

Command Bunker Turret

  • Removed ragdolling from its projectiles explosion

Factory Strider

  • Slightly less vulnerable to fire

War Strider

  • Shoots 2 fewer grenades per salvo

  • Shoots grenades less often

  • Removed ragdolling from its projectiles explosions

  • Added weak spots aim for the eyes and the vents on the back

Scout Striders

  • Armored top shield is more durable
🔧 Fixes

Stratagems

  • Fixed an issue where Helldivers were unable to call down stratagems in the objective area of the "Nuke Nursery" cave mission

  • Fixed an issue with the B-100 Portable Hellbomb stratagem sometimes falling on Cave roofs in the "Destroy Spore Lung" mission

  • Fixed an issue with the drill objective stratagem sometimes landing in unintended places such as on top of caves, in Nuke Nursery Hive World missions

  • Players can now stay aiming down sights when activating the LIFT-860 Hover Pack

Crashes

  • Fixed a rare crash occurring when fighting Illuminates

  • Fixed a crash when hotjoining and readying up before other hotjoiners

  • Fixed a crash occurring when a player would re-join multiple times

  • Fixed a rare crash caused by Eagle-1

  • Fixed a rare bug where the Eagle-1 would never be removed from the game session and eventually cause crashes

  • Fixed rare crash bug that could happen when spawning in groups of enemies

  • Fixed crash affecting Helldivers trying to lean out from a vehicle

  • Fixed a crash that could happen when scrolling through the weapon customization menu

  • Fixed a crash that could happen during game shutdown

Weapons

  • Fixed armor penetration values in the Stats Menu for CQC-5 Combat Hatchet, CQC-30 Stun Baton,CQC-19 Stun Lance, CQC-2 Saber, CQC-1 One True Flag and the G-7 Pineapple grenade; the armor penetration value displayed as Medium instead of Light

  • Improved initial bullet alignment while strafing and riding in vehicles

  • Moved the first person camera further away from the MS-11 Solo Silo's Target Designator scope

  • Fixed the weapon reload animations desyncing when wielding armor passives that give increased reload speed

  • The FAF-14 Spear can now lock onto Automaton AA turrets

  • Fixed projectiles hitting direct center of sights when extremely close to objects

  • Haptics feedback is now present throughout the firing of the FLAM-40 Flamethrower stratagem

Miscellaneous

  • Fixed a bug where Hive Lord body parts would not spawn properly

  • Fixed an instance where the Helldiver couldn't re-join their previous host, if said host left a joined game in progress from the loadout

  • Fixed a bug where the LIFT-182 Warp Pack would sometimes get stuck suspended in the air or crash

  • Fixed Adreno-Defibrillator armor passive animation bug

  • Fixed disconnection issues when joining a solo player with 3 cross-platform players

  • Fixed mesh clipping for the arms on some animations

  • Reduced the chance of the Extraction Shuttle clipping through terrain

  • Fixed a flickering bug on the avatar when the Helldiver gets affected by mud or snow

  • Fixed a bug hole covered by terrain in one of the CR10 Mega Nests

  • Rupture Warriors can no longer destroy deployable turrets while still underground

  • Fixed an issue where the front door of the GATER could become inaccessible

  • Fixed a rare issue where the player could be disconnected when they are a part of a mixed platform, 3 person lobby that joins a solo player under poor network conditions

  • Fixed an issue with Illuminate dropships not taking correct damage during the “Repel Invasion Fleet” missions

  • The currency symbol for Saudi riyal is now displayed correctly in the in game shop

  • The Oil Rigs reverse audio will no longer continuously play if the player attempts to reverse during oil extraction

  • Fixed Helldivers going through the floor in the tutorial mission, when diving near the barbed wires

  • Fixed a rare soft-lock in tutorial

  • Helldiver is now killed when driving into drill holes during Nuke Nursery missions

  • Fixed an issue where Helldivers could enter a vehicle even though the seat got claimed by someone else first

  • Fixed controller vibrations behaving incorrectly when connecting or disconnecting controllers on PC

  • Fixed miscellaneous threading issues in the audio system

  • Fixed minor texture clipping issues on the floor between hellpod launchers on the ship

  • Fixed an issue where voice chat could sometimes change volume unexpectedly - particularly when entering caves

Optimizations

  • Optimized status effects

  • Optimized physics by only enabling powered ragdolls when needed

  • Optimized physics body handling for damage calculations

  • Optimized Automaton units and NPC eyes, by changing them from particle effects to shaders

  • Optimized AI behaviors by analyzing and stripping out redundant code

  • Reduced stuttering during drop-in sequence for missions on Hive Worlds

  • Improved audio IO performance

  • Snow distribution and overall look has been reworked

  • Improved performance by tweaking LOD settings for characters

  • Optimized asset distribution for several planets types

  • Optimized scattered assets such as grass on various planet types

  • Optimized asset distribution in Hiveworlds and Terminid caves

  • Optimized asset setup and geometry for assets used in Hiveworlds and Terminid caves

  • Optimized status effect physics and particle systems while maintaining visual feedback and fidelity

  • Optimized various Automaton explosion VFX

  • Optimized Acid Rain effects during Acid Storms

  • Optimized Dragonroach fire attack VFX

  • Made various optimizations to the fire system, including particle and light optimization.

  • Improved performance by optimizing the rendering of several shaders

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="button"]Known Issues

Patch 01.400.002

Changed
  • The Dragonroach can now be damaged with fire and/or gas
  • Rebalanced caves audio levels
Fixed
  • Fixed a crash on cave maps when host migrates under certain conditions
  • Fixed a crash to desktop which would occur if the oil rig was destroyed when the shuttle was on its way
  • Fixed a crash when joining someone who is using bombardment stratagems
  • Fixed a crash on game start-up
  • Fixed an issue where Helldivers were reinforcing on top of cave structures
  • Rupture Warriors now track moving clients accurately, leveling the difficulty level of attacks between client and host
  • Fixed an audio bug related to Devastator projectiles
  • Fixed a rare instance where Primary Weapon audio would go missing

Freedoms greetings Helldivers!

Release Captain Morris here with a small update this fine Tuesday!

🌍 Overview
  • Crash fixes

  • Audio bug fixes, including cave audio

🔧 Fixes
  • Fixed a crash on cave maps, when host migrates under certain conditions

  • Fixed a crash to desktop which would occur if the oil rig was destroyed when the shuttle was on its way

  • Fixed a crash when joining someone who is using bombardment stratagems

  • Fixed a crash on game start-up

  • Fixed an issue where Helldivers were reinforcing on top of cave structures

  • The Dragonroach can now be damaged with fire and/or gas

  • Rupture Warriors now track moving clients accurately, leveling the difficulty level of attacks between client and host

  • Fixed an audio bug related to Devastator projectiles

  • Rebalanced caves audio levels

  • Fixed a rare instance where Primary Weapon audio would go missing

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="button"]Known Issues

Hotfix 01.004.001

Changed
  • Decrease S-11 Speargun reload duration from 3.5 to 2.5 seconds
  • Reduce MS-11 Solo Silo cooldown from 210 seconds to 180 seconds
Fixed
  • Fix a crash that can happen when too many particle effects are spawned
  • Fix a crash when Helldivers are in Hellpods after being reinforced
  • Fix an issue where light emitted by the Hellpad could become excessively bright under certain conditions
  • Fix a general crash occurring during Automaton missions
  • Fix an issue in which hive world tunnels would become darker than intended in certain circumstances when using lower graphics settings
  • Fix a crash that could occur if the target of a seeking missile gets deleted before impact
  • Improve the extraction shuttle to land in a more safe and sound manner
  • Fix the LIFT-182 Warp Pack getting stuck suspended in the air or crashing
  • Fix a rare crash caused by multiple players having the MA5C AR equipped on the Super Destroyer
  • Fix Displacements Backpack VFX issues whilst aiming down sights
  • Fix a rare crash which could occur when aborting a mission while a player was wielding a turret or driving a vehicle

Release Captain Morris here, rolling out a hotfix to a Super Destroyer near you.

⚖️ Balancing

S-11 Speargun

  • Decreased reload duration 3.5 -> 2.5 sec

MS-11 Solo Silo

  • Reduced cooldown from 210 seconds to 180 seconds
🔧 Fixes
  • Fixed a crash that can happen when too many particle effects are spawned

  • Fixed a crash when Helldivers are in Hellpods after being reinforced

  • Fixed an issue where light emitted by the Hellpad could become excessively bright under certain conditions

  • General crash fix occurring during Automaton missions

  • Fixed issue in which hive world tunnels would become darker than intended in certain circumstances when a user is using lower graphics settings

  • Fixed a crash that could occur if the target of a seeking missile gets deleted before impact

  • The extraction shuttle will land in a more safe and sound manner

Weapons & Stratagem Fixes

  • Fixed the LIFT-182 Warp Pack getting stuck suspended in the air or crashing

  • Fixed a rare crash caused by multiple players having the MA5C AR equipped on the Super Destroyer

  • Fixed Displacements Backpack VFX issues whilst aiming down sights

  • Fixed a rare crash which could occur when aborting a mission while a player was wielding a turret or driving a vehicle

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="button"]Known Issues

Into the Unjust - Out Now!

Added
  • Add Hive Worlds with randomly-generated giant cave systems, advanced Terminid life, acid lakes, advanced bug spires, roof holes for stratagem calls, and destructible walls
  • Add mission to destroy the Spore Lung and stop Gloom spread on Hive Worlds
  • Add mission to take control of the GATER mobile oil rig and siphon oily substance from Hive World surfaces
  • Add Rupture Spewer enemy that bursts from ground and spews corrosive acid
  • Add Rupture Warrior enemy, a Gloom-induced mutation that burrows underground
  • Add Rupture Charger enemy that tunnels through ground at high speeds
  • Add Dragonroach enemy that swoops down and spews air-combustible acid
Changed
  • Unify non-explosive Orbitals to have same projectile damage and destruction values as Orbital gas
  • Increase Orbital Smoke projectile damage from 0 to 300, armor penetration from 0 to 7, and demolition strength from 30 to 50
  • Increase Orbital E.M.S projectile damage from 250 to 300, armor penetration from 3 to 7, demolition strength from 30 to 50, and stagger strength from 10 to 50
  • Change all stun explosions to apply stun effect on explosion and initially stagger enemies without ragdolling players hit by such explosions
  • Increase Stun grenade stagger strength from 0 to 50
  • Decrease Urchin stagger impulse from 15 to 0
  • Increase Mortar E.M.S stagger strength from 10 to 50 and decrease stagger impulse from 40 to 0
  • Increase Stun Hellpod booster stagger strength from 10 to 50 and decrease stagger impulse from 20 to 0
Fixed
  • Fix rare crash caused by multiple players having MA5C AR equipped on super destroyer
  • Fix crash that could occur during hot-joining
  • Fix rare crash that could occur when dropping backpacks
  • Fix mute AX/LAS-5 GUARD DOG ROVER audio

Freedoms greetings Helldivers!

Release Captain Morris coming to you this democratic Tuesday with an update from high command.

🌍 Overview

  • New additions

  • Balancing

  • Fixes

  • Miscellaneous fixes

  • Known issues

For too long, we’ve waited and watched as The Gloom expands to swallow more innocent star systems. For too long, we’ve let the Terminids wreak havoc on our colonies, our cities, our homes. The Terminids have pushed into our territory for long enough.

Now, with new recruits trained and ready, it’s time to push into unknown territory. Into the Unjust.

🎮 New Additions

Hive Worlds

  • Randomly-generated giant cave systems

  • A new tactical challenge

  • Discover disgusting flora and fauna and advanced Terminid life

  • Hive World surface - acid lakes and advanced bug spires

  • Holes in the cave roof will allow stratagems to be called down

  • Destructible walls within the caves to navigate

  • Bring a flashlight!

Missions

  • Delve deep into the caves to destroy the Spore Lung and stop its infectious Gloom spread

  • Take control of the GATER mobile oil rig and siphon the mysterious oily substance from the surface of Hive Worlds

  • Undertake more missions to extract resources and destroy the enemy threat on Hive Worlds

  • Have Super Earth approved levels of fun!

New Enemies

  • Rupture Spewer; The foul Rupture Spewer bursts from the ground only to spew its undemocratic pestilence on the innocent. Upon returning to its dark warrens, it is believed to consume its own dead in order to generate more of its corrosive acid.

  • Rupture Warrior; A product of Gloom-induced mutation, the Rupture Warrior has lost the UV-insulating chitin layer that would protect its internal organs from solar radiation damage. Captured specimens prefer burrowing to open-air movement, a pattern indicative of subconscious shame at their own undemocratic ways.

  • Rupture Charger; When this armored beast senses the presence of Liberty, it buries itself underground to escape its light. Its Charger instincts compel it to tunnel through the ground at high speeds, emerging only to attack those who represent the Liberty that blinds it so.

  • Dragonroach; This oversized affront to Free skies everywhere circles its would-be prey, swooping down intermittently to bespew them with air-combustible acid. A spineless tactic befitting an exoskeletal monstrosity.

⚖️ Balancing

Unified “none explosive Orbitals” so they have the same projectile damage and destruction values as the Orbital gas. This effects:

** Orbital smoke**

  • Increased Projectile Damage 0 → 300

  • Increased Projectile AP 0 → 7

  • Increased Projectile Demolition strength 30 → 50

Orbital E.M.S

  • Increased Projectile Damage 250 → 300

  • Increased Projectile AP 3 → 7

  • Increased Projectile Demolition strength 30 → 50

Unified Stun explosions work. They all apply the stun effect on the explosion and not only on the status effect volume. This effects:

  • Orbital E.M.S

  • Mortar E.M.S

Changed how all stun explosions work in that they now initially stagger the enemy they stun but also without ragdolling the player if hit by such an explosion

Throwables

Stun grenade

  • Increased stagger strength 0 -> 50

Urchin

  • Decreased stagger impulse 15 -> 0

Stratagems

Orbital E.M.S

  • Increased stagger strength 10 -> 50

  • Decreased stagger impulse 40 → 0

Mortar E.M.S

  • Increased stagger strength 10 -> 50

  • Decreased stagger impulse 40 → 0

Booster

Stun Hellpod

  • Increased stagger strength 10 -> 50

  • Decreased stagger impulse 20 → 0

🔧 Fixes

Crash Fixes & Softlocks

  • Fixed a rare crash caused by multiple players having the MA5C AR equipped on the super destroyer

  • Fixed crash that could occur during hot-joining

  • Fixed a rare crash that could occur when dropping backpacks

Weapons & Stratagem Fixes

  • Fixes for mute AX/LAS-5 'GUARD DOG' ROVER audio

  • Audio fixes for multiple weapons not having reverb applied to them

  • Fixed Hellpod payloads being targetable by guidance system

  • GL-52 De-Escalator stratagem input code now begins with a down arrow, inline with other support weapon stratagems

  • Motivational Shocks Booster no longer applies to enemies

  • Fixed the StA X3 WASP Launcher firemode - it will no longer fire in Semi-Auto mode after switching from Artillery firing mode

  • Fixed guidance system targeting Tanks incorrectly

Enemies

  • Installed additional hydraulic leg supports on dropship Automaton units (they will no longer take damage when dropped from the dropships).

  • Updated automaton city outpost to prevent broken pathing on the bridge

  • Illuminate enemies are now less likely to warp on top of destroyed outpost ship rubble

Missions

  • Updated the design of city evacuation objectives that will allow brave citizens to evacuate correctly

  • Fixed a missions issue that caused ghost objectives to appear during the mission complete screen

  • Fixed issue where the landed Automaton dropships in the Sabotage Airbase objective could be destroyed with LIFT-182 Warp Pack

  • Fixed occasional Charger pathing issues around certain bug rocks

Miscellaneous Fixes

  • Fix flickering VFX shadows in some areas.

  • Fixed strange movement after falling while marching

  • Fixed chat typing animations - Helldivers no longer suffer from fat fingers and will use their writing pads when typing chat messages.

  • Fixed the Adreno-Defibrillator status effect not affecting Helldivers inside combat walkers

  • Fixed an issue where the planetary hazard damaged Hellbombs will visually appear to explode twice when shot by GL-21 Grenade Launcher, from the shooter's POV

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="button"]Known Issues

Patch 01.003.303

Fixed
  • Fixed issue where the Halo Warbond could not be purchased if you had unlocked all Warbonds at the point of upgrading to Super Citizen Edition
  • Fixed crash that occurred when multiple helldivers equip the MA5C Assault Rifle on the ship and the host leaves

Freedoms greetings Helldivers!

Release Captain Morris here with a small update this fine Friday!

🌍 Overview
  • Warbond Token fix

  • Crash fix

🔧 Fixes
  • Fixed issue where the Halo Warbond could not be purchased if you had unlocked all Warbonds at the point of upgrading to Super Citizen Edition

  • Fixed crash that occurred when multiple helldivers equip the MA5C Assault Rifle on the ship and the host leaves

Patch 01.003.302

🌍Public Service Announcement🌍

Release Captain´s Carlberg & Morris reporting in for this important PSA

Attention, Helldivers!

The pods are primed. Coordinates locked.

In moments, you will drop into the Galactic War’s most brutal warzones — and that’s exactly where you belong. Shoulder to shoulder with your brothers and sisters from every corner of the Galaxy, fighting as one.

We stand united in our love of Super Earth, guided by the steady hand of Managed Democracy. Like the legendary Helljumpers of another Great War, we go feet first into hell — because that’s where the fight is fiercest. There will be no rescue. No retreat. Only you, Helldivers, together against the enemy.

You are the first boots to hit the ground, the last to leave it.

And when the Galaxy sees those four blazing streaks cut through the sky, they know: Liberty has arrived, and it will not be denied.

Now suit up. Lock in. Remember your extensive training. And see you planetside!

With love from all of us at Arrowhead,

Happy Xbox launch day iO

PATCH 01.003.202

Changed
  • PLAS-45 EPOCH: Improved spread decreased by 75% to improve the weapons accuracy
  • The LIFT-182 Warp Pack FX no longer shows when in first person mode
  • Disabled LIFT-182 Warp Pack fields around shuttles, preventing any Helldiver escapees
Fixed
  • Fix a crash caused by tinkering with weapon customization
  • Fix a crash that could occur when enemies despawned after being killed
  • Fix crash after getting killed by explosions
  • The Laser turret now displays correct heat build up
  • Fix desync between clients when using the LIFT-182 Warp Pack to get out of a vehicle
  • Fixed issue with the AR-32 PACIFIER being unable to fire for a second after reloading
  • Fixes for enemy navigation in cities where they could not traverse certain areas
  • Fixed an issue where some players were unable to access items tied to their DLC or Warbonds
  • Fix for some emotes snapping the Helldiver torso when standing near a hellpod drop
  • Fix for Manic Laughter emote not triggering sound on ship

Freedoms Greetings Citizens and Helldivers, Release Captain Carlberg here rejuvenated after a Super Earth sanctioned vacation.

Transmission from Super Earth incoming

🌍 Overview
  • Crash Fixes

  • Weapon Fixes

  • Missing DLC and Warbond fix

  • You may now laugh on the ship with full audio

🔧 Fixes

Crash fixes

  • Fix a crash caused by tinkering with weapon customization

  • Fix a crash that could occur when enemies despawned after being killed

  • Fix crash after getting killed by explosions

Weapons Stratagems & Boosters

  • PLAS-45 EPOCH: Improved spread

  • Decreased by 75% to improve the weapons accuracy

  • The Laser turret now displays correct heat build up

  • The LIFT-182 Warp Pack FX no longer shows when in first person mode

  • Disabled LIFT-182 Warp Pack fields around shuttles, preventing any Helldiver escapees. You are done, it is time to go home

  • Fix desync between clients when using the LIFT-182 Warp Pack to get out of a vehicle

  • Fixed issue with the AR-32 PACIFIER being unable to fire for a second after reloading

Enemies

  • Fixes for enemy navigation in cities where they could not traverse certain areas
Miscellaneous Fixes
  • Fixed an issue where some players were unable to access items tied to their DLC or Warbonds

  • Fix for some emotes snapping the Helldiver torso when standing near a hellpod drop

  • Fix for Manic Laughter emote not triggering sound on ship

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="button"]Known Issues

Patch 01.003.201

Fixed
  • Fix for the host crashing the game for other players when planting the CQC-1 One True Flag stratagem

Issuing an Emergency Hot Fix from High Command

Overview
  • Crash Fix
Fix
  • Fix for the host crashing the game for other players when planting the CQC-1 One True Flag stratagem

PATCH 01.003.200

Changed
  • Reduce the time for Helldiver to regain control after ragdolling from 0.8 to 0.5 seconds
  • Increase chest injury bleed damage from 1 to 10
  • Increase AR-32 Pacifier stun duration from 1.5 to 3 seconds
  • Increase AR-32 Pacifier starting magazines from 5 to 6
  • Increase AR-32 Pacifier max magazines from 7 to 8
  • Increase SMG-72 Pummeler stun duration from 1.5 to 3 seconds
  • Increase R-2124 Constitution bayonet stagger strength from 20 to 25
  • Increase R-2 Amendment bayonet stagger strength from 20 to 25
  • P-92 Warrant now locks-on to Large sized enemies
  • Increase G-109 Urchin stagger strength from 0 to 50 and make it affect Large sized enemies
  • Increase fuel in G-10 Incendiary grenade for longer-lasting fire duration
  • Increase fuel in G-13 Incendiary Impact grenade for longer-lasting fire duration
  • Increase A/FLAM-40 Flame sentry fire damage resistance from 0 to 95%
  • Reduce A/FLAM-40 Flame sentry cooldown from 150 to 100 seconds
  • Make Firebomb Hellpod booster affect Hellpods default explosion
  • Decrease Firebomb Hellpod stagger strength from 80 to 15
  • Decrease Firebomb Hellpod demolition strength from 40 to 20
  • Make Stun Pods booster affect Hellpods default explosion
  • Decrease Stun Pods stagger strength from 80 to 15
  • Increase damage needed to gib Warriors from 500 to 750

Freedoms greetings Helldivers!

Release Captain Carlberg coming to you this democratic Tuesday with an update from high command

🌍 Overview
  • Balancing

  • Mission Fixes

  • Weapon Fixes

  • Miscellaneous Fixes

⚖️ Balancing
General
Helldiver
  • Reduced the time it takes for the Helldiver to regain control after ragdolling from 0.8 to 0.5 sec

  • Increased chest injury bleed damage from 1 to 10. Chest injuries now cause more noticeable damage, as the previous value of 1 was so low it appeared to have no effect

CQC-1 One True Flag
  • Thanks to some groundbreaking military research into pointier flag tips, the flag can now be proudly planted directly into enemies—dead or alive—ensuring the eternal colors of Super Earth are never tainted, only quenched by the blood of its foes. Absolute Democracy
Primary weapons

AR-32 Pacifier

  • Stun duration increased from 1.5 to 3 sec

  • Starting magazines increased from 5 to 6

  • Max amount of magazines increased from 7 to 8

  • Slight increase in stun value applied to enemies

SMG-72 Pummeler

  • Stun duration increased from 1.5 to 3 sec

  • Slight increase in stun value applied to enemies

ARC-12 Blitzer

  • Slight increase in stun value applied to enemies

R-2124 Constitution

  • Bayonet stagger strength increased from 20 to 25

R-2 Amendment

  • Bayonet stagger strength increased from 20 to 25
Sidearms

P-92 Warrant

  • Now also locks-on to Large sized enemies
Throwables

G-109 Urchin

  • Stagger strength increased from 0 to 50

  • It now staggers and affects Large sized enemies

G-10 Incendiary

  • The amount of fuel has been increased in the grenade, resulting in longer-lasting fire duration

G-13 Incendiary impact

  • The amount of fuel has been increased in the grenade, resulting in a longer-lasting fire duration
Stratagems

A/FLAM-40 Flame sentry

  • Fire damage resistance increased from 0 to 95%

  • Cooldown reduced from 150 to 100 sec

GL-52 De-Escalator

  • Slight increase in stun value applied to enemies
Boosters

Firebomb Hellpod

  • Now affects the Hellpods default explosion as well

  • Stagger strength decreased from 80 to 15 to prevent ragdolling players

  • Demolition strength decreased from 40 to 20 because we now correctly also additively apply the normal Hellpod explosion

Stun Pods

  • Now affects the Hellpods default explosion as well

  • Stagger strength decreased from 80 to 15 to prevent ragdolling players

  • Demolition strength decreased from 40 to 20 because we now correctly also additively apply the normal Hellpod explosion

Enemies
General
  • It’s now easier to put Large to Massive sized enemies on fire
Terminids

Warrior

  • Damage needed to gib Warriors increased from 500 to 750 damage

  • This is how much damage is needed to explode the body without leaving a corpse behind

Automatons

Scout strider

  • Legs armor decreased from 3 to 2

  • Legs durable resistance has been increased

Illuminates

Overseer variants

  • Unarmored Torso healthzone armor decreased from 2 to 1
🔧 Fixes

Weapons Stratagems & Boosters

  • Fixed an issue with the R-2124 Constitution playing audio during the wrong instances

  • Fixed an issue with the draw and holster speed with the Gunslinger Armor Passive

  • Fixed an issue with ranged weapon grips after dropping the Entrenchment Tool

Enemies

  • Fixed an issue where status effect damage were attempting to apply more times than intended
Missions
  • Fixed an issue that prevented stratagems from working correctly on Terminate Illegal Broadcast objectives

  • Fixed an issue with bad enemy pathing on military uplink objectives

  • Fixed an issue for the terminal and drop off point, where they became inaccessible during the Retrieve Recon Craft Intel objective

Miscellaneous Fixes
  • Fixed an issue in first person view where some armors resulted in visible obstructions around the shoulder while using a high Field Of View

  • Fixed an issue during map generation that could result in missing terrain features

  • Fixed fall animations occasionally playing before victory poses

  • Extended some fonts to handle Bengali characters in player names

  • Fixed an error that caused some enemy models to appear in lower quality

  • Fixed an issue to prevent accidentally triggering jump packs or climbing on supply pods while using the interact button on controller

  • Fixed an issue where exiting the chat was leaving players unarmed

  • Fixed an issue with aiming during the draw emote

  • Fixed issues when exiting First Person View using emotes

[url="https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="button"]KNOWN ISSUES