The Crusher is on a deathmarch capable of regenerating while taking heavy damage and needs to be worn down quickly and consistently without a moment of pause.
The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.
The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals
The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack
We have reevaluated how this works and with how the game has evolved since launch we got to the conclusion that the assisted reload action require too much coordination which lead to it rarely happening
We want to reduce the complexity with assisted reloading to promote using it more.
Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.
Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack
Find a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal
It can be hard to know if a support weapon needs a backpack or can not be reloaded when only looking at the icon.
We want to make it easier to find specific weapons and to plan your loadout.
It should be easier to know when a weapon needs a backpack or can not be reloaded when only looking at the icon.
Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
Stratagem Weapons that can not be reloaded now have a drop weapon icon included on their loadout icons .
The original intent was to make the heavy landing to feel like you recovered from a high fall.
The player lost control for a long time when landing on the feet from a higher fall.
We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.
While still make it feel like a heavy landing recovery
Decreased the duration for the heavy landing animation with around 40%
Players can experience dead input when trying to stim when the stim action was not allowed.
We want to lessen the feeling of dead input when using the stim action.
We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.
This works similar to how the reload input action changes from the last patch.
The benefits of the short magazines are too few compared to drum magazines.
The benefits of some of the anti personnel side arms do not have enough benefits compared to other side arm options.
Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.
Give more benefits to some of the lesser used anti personnel side arms to make the items more useful
Short magazines got more max spare and starting magazines.
Some of the anti personnel sidearms got more max spare and starting magazines.
The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems
Create a larger area of effect for the napalms fire
Make it more effective compared to other napalm stratagems
Increased explosion radius 8 to 10m
More spread out bomb pattern to cover a larger area
The explosion of the mines looks like they can destroy larger things
The effect of the explosion match should match the visuals better
Make the mines work in more situations like destroying colony walls and bug holes from the outside
Increased Demolition strength from 30 to 40
Hunters and their variants were unable to attack FRVs consistently
They could only use their tongue to attack, and struggle to find a proper position to launch it
When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally
We allowed one melee attack to be correctly triggered against FRVs
When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could created clipping issue where the arm of the Veracitor could merge with the body of the Helldiver and sometime resulting in sending the Helldiver at high speed in the air
Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack
Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.
Increased Exomech melee’s force strength from 25 to 40
Conformed Exomech melee’s attack armor penetration to all correctly be Anti tank
Fixed rare crash that could happen when dropping down the core drill
Fixed a crash which could occur when spreading fire
Fixed a very rare crash which could occur when mortar sentries update their targeting aim
Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan
Fixed a rare UI crash on shutdown
Fixed a crash when using multiple monitors with different DPI scales in Windows
Sway and reload weapon stats now display decimals for better accuracy
Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons
You can now assist reload a Helldiver, using ammo from their backpack
Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive. Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.
Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped when inserting the next bullet in ADS at max FoV
Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or unless they are drilling. Enemies famously hate the democratic extraction of natural resources.
Weapons will no longer lock onto the tank of the GATER
Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways
Increased the speed and responsiveness of the GATER
Fixed an issue where the first person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack
Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon
The Ministry of Defence user experience department have made improvements to the TD-220 Bastion Mk.XVI munitions system Heads Up Display. This should make it clearer the main canon can be reloaded manually.
Orbital Laser will no longer occasionally get stuck after targeting a flying enemy
Exosuits will no longer get stuck in trees when being dropped off
Throwable items are now being visible to other players when the Helldiver is carrying them
Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected
Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions
M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name
Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close
Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience
Impaler close melee attack now has a damage shockwave
Hunters are now able to attack FRVs more consistently
Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver
Fixed enemy navigation issues in one of the Take Down Overship locations
Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack
Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement
Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)
Obtruder will now collide correctly with Helldivers
Reduced clipping between Obtruder and Helldivers' vehicles
Veracitors now guard outposts
Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
Gatekeeper spawnrate has been increased to closely match Veracitor in Encounters
Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs
Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range
SEAFs can destroy enemy spawners
Enemies have learned how to climb stairs during the Establish Communication Uplink missions
Fixed several mission HUD inconsistencies on certain Hiveworld missions
Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations
Fixed a bug where the factory building facade was inverted
Updated the sounds for picking up medals, requisition slips and super credits one of the missions
Fixed a bug where the Recoil Simulator was showing all ammo being fired at once
Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings
Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster
Helldivers how have a chance to find super credits in Factory Worlds
Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration
Optimized various gameplay VFX across the game
Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
Fixed an issue with ragdolling causing invisible collision issues
Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.
If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)
Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.
Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver
Fixed an issue where the player could see through the Destroyer ship while in a cutscene
Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec
Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing
Fixed possible graphical artifacts in the Control Center
Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock
Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states
Clothes on the upper body of civilian industrial corpses in cities now have the correct textures
Optimized tree VFX materials
Fixed an issue where network problems caused collision errors with enemy corpses.
Fixed an issue that prevented Super Credits from spawning in Factory Cities
Additional improvements to image quality when using upscaling
Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling
Fixed blocky artifacts on nebula effects, especially visible on lower render scales
Reaching level 150 already takes many, many hours of dedicated sessions… Several hundreds of missions across dozens of Galactic War campaigns.
Reaching level 300 will take more than double that. This isn't a small bump; it's a genuine second act for anyone chasing the next rank.
New veteran players (already at 150): Log in after the patch and watch your level jump based on banked XP. Keep playing normally in the meantime, every dive counts💪.
Players still working toward 150: No change to your path. Keep pushing toward the current cap; the new ceiling will be waiting for you.
## What changed
## Bug Fixes
- **Voice chat audio** — fixed bug preventing audio from working and fixed issue where players wouldn't hear chat after rejoining a lobby
- **FRV and patterns** — fixed crashes related to this system
- **Fullscreen/windowed mode switching** — fixed crash when toggling between modes
- **Vehicle customization** — fixed crashes when cycling customizations, using button input on the menu, and when unique vehicle patterns in a lobby exceeded 32
- **Conduct Geological Survey mission** — fixed crash when hosting this mission
- **New player onboarding** — fixed issue where new players got stuck finding their first mission
## Overall
Multiple crashes and audio issues have been fixed, particularly around vehicle customization, display modes, and new player progression.
Voice chat audio bug has been democratically squashed.
The crashes relating to the FRV and patterns have been stylishly liberated.
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
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
Miscellaneous
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
Increased projectile damage 2500 to 3500
Increased projectile damage 2500 to 3500
Increased explosion damage 750 to 1200
Increased explosion damage 750 to 1200
Increased projectile damage 7500 to 10 000
Increased projectile durable damage 7500 to 10 000
Change the projectile damage type from gas to none
Increased ammo capacity from 100 to 125
Increased starting amount of magazines from 2 to 3
Will be affected less by wind by 60%
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
Increased health from 2000 to 2400
Increased health of doors by 50%
Increased health of tires from 300 to 350
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)
Removed cowardly behavior, it will now be more aggressive.
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
Reduced durable damage of normal attack from 80 to 65
Reduced durable damage of tongue attack from 50 to 35
Reduced health from 11 000 down to 9000
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.
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.
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.
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.
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
Intent is to make some of the less used throwables more available and viable options
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.
Moved scope offset closer to the scope so it will be easier to use in ADS mode.
Increased refill from 1 to 2
Increased max amount from 3 to 4
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 2 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
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)
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
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
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
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
Added one attack pattern (short attack burst followed by a longer one)
Reduced the current attack duration
Reduced accuracy on moving targets
Stimming is no longer interrupted by stagger
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
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
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
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
Improved image quality when using NVIDIA DLSS, AMD FSR or Intel XeSS upscaling.
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