Helldivers 2: Into the Unjust 4.1.0

Games News

Arrowhead Game Studios pulled through and the patch has dropped! Hurrah! For Democracy, Helldivers! Their announcement today is a slew of information, which starts at the following Discord comment, here. I would certainly suggest heading over and having a look for yourself as it contains far more than just patch messages, including a video interview about the changes in the patch (with a bit of humor). You’ll need to scroll to see everything their announcement brings to the table!

Humor is one of the things about this team that makes me wish our group would play it a bit more. I love some good laughs!

Into the Unjust: 4.1.0

Freedom’s greetings, Helldivers!

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’ video 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.

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

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

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 knives

  • Damage increased from 250 to 300,
  • Durable damage increased from 100 to 150,

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

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