Freedoms greetings Helldivers,
We want to share an update on our most recent patch. It was originally planned for Tuesday, but a last-minute certification issue caused a delay. The team is now targeting delivery by the end of this week, with staff ready to work over the weekend if needed. There’s still a small chance the issue won’t be fully resolved by Friday, which could push the patch to next week. We’re doing everything we can to deliver it this week and will provide an update on Friday either way. Thanks for your patience and understanding.
As we previously shared, we have pushed back our content releases, including Warbonds, to focus on fixing performance, bugs, and balance. The upcoming patch includes many bug fixes, performance optimizations and a weapons/enemy balance pass – not included in the list below. We want to share a smaller list of optimizations with you ahead of time so that you can get a better idea of what’s coming, and then the full patch notes will go live with the patch as usual.
Optimizations for the upcoming release:
- 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
Thank you, Helldivers, for your patience and unwavering commitment to Managed Democracy. Your courage and restraint from calling in orbital strikes over patch delay, keeps the galaxy free.
For Freedom!
During the creek...
-it was post railgun nerf
-it was pre-weapon buffs (I mean ALL of them)
-it was pre-sentry buffs
-it was pre-ninja patrol fix
-there was 1 Medium AR and it was burst fire (useless with horrible recoil)
- there was 1 Medium Shotgun
-there was 1 Medium Marksman Rifle -there was no Medium Submachinguns
-there were limited Super Destroyer upgrade (longer cooldowns, less damage, less uses)
-Most damage was done with weapon stratagems...
-Overall lots of missing things that lacked and was gained from newer warbonds. (See the Killzone armor or Inflammable.. we had explosion reduction that didn't work right back at the creek).
-Oh and fire didn't do jack to bots and lockons didn't work most the time...
Now is this battle getting good, yeah. However, is it monumental like the others... nah. This one seems more of a drag due two major parts:
1) Sample extraction was a bad MO; it should have been on spore lungs destroyed and oil tankers expelled.
2) The random map generation seems off on this, especially with the constant exosuits getting stuck when turning in caves... Unfortunately due to game mechanics like the tankers getting stuck or the maps spawning water with weird depths next to a cave that should be flooded are big detractors to immersion.
DOLLAPALOOZA 😭 the festival just told me that was the biggest crowd they’d ever had at the perry stage in lollapalooza’s history. i love you so much chicago ♥️ @lollapalooza