Remnant II Hotfix Notes: 453,438- 11/12/2024

--|Performance and Crashes|--

- Reverted FSR 3.1.1 to FSR 3.1 as it wasn’t working with Frame Generation.

--|Gear / Items|--

-|Weapons & Mods|-

- Fixed an issue where Bonesaw’s fire rate was incorrect.

-|Misc Fixes|-

 - Fixed an issue where players were unable to acquire the Meat Shake and other concoctions from Duane if they had the chef medal.

DEVNOTE: If you previously made the concoction or have the concoction in your inventory you cannot do the quest for it with Duane. Chef Medal no longer prevents crafting concoctions.

Remnant II Patch Notes: 451,008- 11/05/2024

 --|Performance and Crashes|--

- We have updated to support FSR 3.1.1.

- We have updated to support DLSS 3.7.20.

 --|Player|--

 --|Archetypes|--

|Engineer|
- Fixed an issue where Engineer and Warden summons were incorrectly applying pressure.
DEVNOTE: This issue was causing the Turret and Drone to take turns attacking.[/]

- Fixed an issue where Impact Cannon and Hellfire were incorrectly applying pressure.

|Invoker|

- Fixed an issue where casting an Invoker skill sequentially caused communion to stop working.

|Medic|
- Fixed an issue where Medic Redemption skill glow was not turning off and could visually stack.

 --|Gear / Items|--


 -|Weapons|-

Repeater Pistol

- Increased Damage: 15 to 16
- Reduced Horizontal Recoil: 0.2 to 0.05
- Reduced Vertical Recoil: 0.7 to 0.6
- Reduced Recoil Decay Delay: 0.13 to 0.06
- Increased Overall Accuracy (Still & Moving)

DEV NOTE: The classic Repeater was falling behind even though, with frame-perfect input from the player, it could deal a ton of damage. We lightened up the dexterity requirement by increasing the damage slightly. Overall, much more accurate as well.

 

Western Classic

- Increased WS Damage Bonus: 105% to 110%
- Increased Reload Speed: 1.15 to 1.3
- Reduced Horizontal Recoil: 0.4 to 0.2
- Reduced Vertical Recoil: 1.6 to 1.05
- Reduced Recoil Recovery Delay: 0.1 to 0.075
- Increased Accuracy (Still & Moving)
DEV NOTE: Weakspot Damage Bonus Increase, Reload Speed Bonus, and an overall Accuracy Increase? Yes please! The Western Classic always had great burst damage. The buff to Reload will boost the sustain damage as well.

Service Pistol

- Increased Magazine Capacity: 10 to 12
- Increased Total Ammo: 110 to 120
- Reduced Horizontal Recoil: 0.2 to 0.15
- Reduced Vertical Recoil: 1.15 to 1.05
- Increased Overall Accuracy (Still & Moving)
- Reduced Spread per shot

DEV NOTE: These are basically all Quality of Life changes. Service Pistol has always been a very high damaging sidearm, but the magazine was a bit small. We increased it while also making the gun more accurate.

 

Wrangler

- Increased Fire Rate: 2.1 to 2.25
- Reduced Horizontal Recoil: 0.275 to 0.165
- Reduced Vertical Recoil: 2.15 to 2.05
- Reduced Spread per shot: 1.5 to 1.4
- Reduced Spread Decay delay: 0.19 to 0.135
- Slightly Increased Reload Speed

DEV NOTE: Properly befitting a true gunslinger, the Wrangler fires more quickly and can remain on target more easily. The overall damage increase is slight, but the handling adjustments should be noticeable for any fans of this Lever Action.

 

Huntmaster

- Increased Damage: 70 to 105
- Reduced Fire Rate: 1.5 to 1.05
- Reduced Reserves: 49 to 35
- Reduced Horizontal Recoil: 0.2 to 0.15
- Reduced Vertical Recoil: 4.0 to 3.0 - Slightly Increased Reload Speed

DEV NOTE: A huge adjustment to the true Hunting Rifle. All changes lead to much higher burst and sustain. The reduction in reserves was to help compensate and keep total damage in line, but it is important to know that it still deals more total damage than it did before due to the per-shot damage increase. Aim and be rewarded!

 

Tech 22

- Increased DMG: 8 to 9
- Reduced RPS: 16 to 15
- Increased Reload Speed
- Increased Magazine Size: 30 to 32
- Increased Total Ammo: 330 to 352
- Increased Min/Max Accuracy
- Reduced Vertical Recoil: 0.4 to 0.3
- Reduced Horizontal Recoil: 0.4 to 0.1
DEV NOTE: If you ever wanted a scalpel disguised as a pistol… today is the day.

SMG

- Increased Reload Speed by about 18%

- Reduced Horizontal Recoil: 0.6 to 0.25

- Reduced Vertical Recoil: 0.45 to 0.4

- Increased Accuracy (Still & Moving)

- Adjusted Reticle Size (Smaller)

DEV NOTE: Qualify of Life changes. More accuracy across the board. The reload will help with sustain, but burst remains the same.

 

Blackmaw

- Increased Magazine Capacity: 37 to 40
- Increased Total Ammo from 190 to 200
- Reduced Horizontal Recoil: 0.45 to 0.2
- Reduced Vertical Recoil: 1.1 to 1.05

DEV NOTE: Quality of Life changes to allow Blackmaw to remain a viable Primary option in a sea of great alternatives. Damage is basically the same, but you can damage for a bit longer, and stay on target much easier.

 

Chicago Typewriter
- Increased Fire Rate from 11 to 11.75
- Increased Reload Speed by 15%
- Reduced Horizontal Recoil
- Increased Reticle Contraction per shot
- Increased Accuracy at Max Reticle Contraction
- Added 0.25 Delay before Spread Enlarges

DEV NOTE: Fires slightly faster and reloads more quickly. The reticle contracts quicker as well so you can focus your fire sooner.


Bonesaw
- Reduced Heat per shot from 0.02 to 0.01335

- Increased Heat Decay Rate from 0.5 to 0.7

- Increased Overheat Anim Play Rate from 0.7 to 0.8

- Increased Fire Rate from 9.5 to 9.65

- Increased Base Reload Speed by 10%
DEV NOTE: With the head adjustments, the LMG can now be fired for 75 rounds before overheating as opposed to the 50 before. Combined with the small Fire Rate increase, this increases burst, while the reload speed helps to increase the sustain. We also slightly reduced the penalty for overheating.


Coachgun

- Increased Reload Speed by 18%

- Reduced Recoil per shot: 7 to 5

- Increased Ideal Range: 15m to 16m

- Increased Falloff Range: 33m to 35m

- Increased Accuracy (Still & Moving)

DEV NOTE: Reload increased to up the sustain damage. Minor Quality of Life adjustments to ensure you can hit stuff while moving.

 

Ford's Scattergun

- Increased Fire Rate: 1.1 to 1.2

- Increased Reload Speed by about 5%

- Increased Magazine Capacity: 7 to 10

- Increased Total Ammo: 28 to 30

DEV NOTE: Ford doesn’t play… and now, neither do you.


Bulldog

- Increased Fire Rate from 2.5 to 3.5
- Increased Reload Speed by 5%
- Increased Falloff Range from 32m to 40m (Ideal remains at 10m)
- Reduced Recoil per shot from 4.0 to 3.15
DEV NOTE: Time to destroy anything that stands in your path. The goal here was to better convey the Auto Shotgun fantasy. You be the judge!

 

Sureshot

- Increased DMG: 110 to 115
- Increased WS Bonus: 110% to 115%
- Increased Stagger Bonus: 10% to 20%
- Reduced Horizontal Recoil: 0.25 to 0.15
- Reduced Vertical Recoil: 5.0 to 3.5
- Increased Reload Speed
- More Responsive Fire after Reloading

DEV NOTE: Some changes to better reward accuracy, and some accuracy changes to assist in putting the damage where it’s most needed. This pocket sniper was already strong in certain builds and should stand out even more with the changes.

 

Widowmaker

- Increased Damage: 125 to 150
- Reduced Recoil: 7 to 5
- Reduced Recoil Speed: 100 to 75
- Reduced Horizontal Recoil: 0.4 to 0.25
- Slightly Increased Reload Speed
- More Responsive Fire after Reloading

DEV NOTE: A considerable damage increase to help the Sniper Rifle remain as a viable one-shot damage option. Between the damage and reload increase, this weapon will be hitting hard and do it much more frequently.

Crossbow

- Increased DMG: 120 to 125
- Increased Projectile Speed: 15000 to 16500
- Increased Reserves: 27 to 30
- Increased Ideal Range: 23 to 26
- Increased Falloff Range: 70 to 75
- Increased Stagger Bonus: 10% to 20%
- Slightly Increased Reload Speed

DEV NOTE: With the Widowmaker increase, the Crossbow also needed some love to allow it to remain enticing. It now hits a bit harder, can hit from farther, and can do it more often. The Stagger was increased to help balance out the single-shot nature.


Trinity Crossbow
- Increased Fire Rate from 0.635 to 0.78
- Reduced Recoil per shot from 1.0 to 0.65
- Increased Projectile Speed from 12000 to 15000
- Increased Ideal Range from 22m to 24m
- Increased Falloff Range from 65m to 70m
DEV NOTE: The damage of Trinity was always decent, but getting the bolts where you wanted them was tricker than intended. Besides increasing the fire rate, we reduced the per-shot recoil so more of your bolts can hit the intended target. The Projectile Speed increase will also help the bolts get to where you want them sooner.

Royal Hunting Bow
- Increased Perfect Charge Damage Scalar: 1.7 to 1.8
- Increased Overcharge Damage Scalar: 1.4 to 1.45
- Increased Stagger Bonus: 5% to 10%
DEV NOTE: The Royal Hunting Bow was falling off a bit compared to some of the other options. This should bring it up to par while still providing a bow that can use Standard Mods.

Bolt Driver

- Increased Pre-Burst Fire Rate
- Increased Ideal Range: 17m to 18m
- Reduced Horizontal Recoil: 0.2 to 0.15
- Reduced Vertical Recoil: 0.65 to 0.55

DEV NOTE: The changes to this weapon increase both the burst and sustain damage. The Pre-Burst fire rate is not the “Wind-Up”. It is the time after shooting which happens between each shot, before the Wind-Up begins. What this means is that the gun recovers a bit faster between shots, thus increasing damage output.

 

Repair Tool

- Increased Ideal Range: 15m to 16m
- Increased Heat Decay: 0.33 to 0.5
- Increased Heat Decay Delay: 0.05 to 0.075

DEV NOTE: Minor Quality of Life changes to make the gun more than just a Drone buffer. The Heat Decay allows the gun to cool down much faster between shots.


Sporebloom

- Increased Damage: 200 to 250

- Increased Reload Speed: 1.25 to 1.35

- Reduced Max Spread from 6 to 5 (17%)

- Fixed Reticle Visualization (was too large)

DEV NOTE: Returned to HEAVY HITTER status.

 

Starkiller

- Increased Reload Speed: 15%

- Increased Overall Accuracy

- Dramatically Increased Moving Accuracy

- Gravity Core: Increased Base Damage: 350 to 750

- Gravity Core: Increased Add Damage: 250 to 500

- Gravity Core: Fixed Suck/Explosion Range (was previously halved)

- Gravity Core: Reduced Mod Cost: 1500 to 1000

DEV NOTE: Perhaps today is the day this thing actually kills some stars!? Accuracy Buffs for the Primary to make it more appealing. The Mod has gained significant damage buffs and is most likely going to kill you and your friends. We fixed a bug that was causing the range to show as twice as large as it was. The range is now as large as the original value said it was, which means we doubled what it was actually doing before.

 

Anguish

- Increased Reload Speed by 25%

- Increased Fire Rate: 1.7 to 1.85

- Increased Primary Shot Projectile Speed: 4500 to 6000

- Increased Charge Shot Projectile Speed: 9000 to 12000

- Loathe The Weak: Reduced Low Health Bonus by about 17%

- Loathe the Weak: Increased Projectile Speed: 6000 to 7500

- Loathe the Weak: Increased Duration: 10s to 15s
DEV NOTE: An overall boost to the Primary functionality and a slight reduction to the maximum damage that Loathe the Weak deals. Very powerful weapon.

 

Rune Pistol

- Increased Weakspot Damage: 100% to 105%

- Increased Pre-Burst Fire Rate

- Increased Magazine Size: 43 to 45

- Increased Total Ammo: 168 to 180

- MOD: Reduced Cost: 850 to 750

- MOD: Increased Orb Duration: 10s to 15s

- MOD: Increased Healing: 20% to 25%

DEV NOTE: A decent sidearm that was always hampered by the fact that it was generally considered to be primarily a healing option. The damage and functionality have been brought up to par and the healing has been buffed as well.

 

Aphelion

- Increased Damage: 62 to 70

- Increase Reload Speed by about 7%

- Increased Magazine: 7 to 8

- Increased Total Ammo: 49 to 56

- Reduced Fire Rate: 2 to 1.85

- Reduced Stagger Penalty: -25% to -10%

DEV NOTE: A few minor quality of life changes to buff the overall DPS and trash clearing ability. Should prove more versatile in more situations.

Monolith

- Increased EXPOSE Duration: 1s to 3s per application

- Increased Sustain Fire requirement for EXPOSE: 0.25 to 0.65

- MOD: No longer applies EXPOSE

- MOD: Reduced Cost: 1500 to 1250

DEV NOTE: Since Sandstorm was applying EXPOSE, it ended up making the primary fire irrelevant. We increased the duration that the primary fire applies EXPOSE and removed the application from the Mod itself. It’s much easier to ramp up EXPOSE using the primary.

 

Nebula

- Reduced DOT duration from 15s to 10s (Damage remains the same).

- MOD: Reduced Base Damage: 4 to 3

- MOD: Reduced Total Duration: 15s to 10s

- MOD: Reduced Base DOT Damage: 65 to 50

- MOD: Reduced DOT Duration: 10s to 5s

- MOD: Reduced Cost: 1250 to 1000

DEV NOTE: Like Monolith’s Sandstorm, the Mod was outclassing the benefit of the primary fire in every way. As an applicator that grants a 10% damage bonus, we wanted to make a few adjustments that toned down the strength of the cast-and-forget swarm. With the reduced duration on the DOT, it still deals more damage per second. The primary fire DOT remains damaging and damages more quickly.


Cube Gun
- Cube Shield: Increased Min Damage: 40 to 60
- Cube Shield: Increased Max Damage: 200 to 300
- Cube Shield: Reduced Mod Cost: 1000 to 500
- Cube Shield: Reduced Speed: 250 to 200

DEV NOTE: Only changes to the Mod. Cube shield now travels slightly slower and hits considerably harder both uncharged and charged (absorbing damage).

Black Greatsword

- Increased Base Damage: 115 to 120

- Increased Charge Speed: 0.5 to 0.33 per Stack

- Increased Damage per Stack: 25% to 30%

DEV NOTE: It takes guts to make a berserk change like this.

 

 -|Mods|-

- Fixed an issue where Big Bang’s mod’s DoT was scaling 10x when paired with Legendary Prism.

- Fixed an issue where Healing Effectiveness did not benefit Red Doe Staff's lifeline mod and the Spirit Healer mutator.

Astral Burst
- Increased Charges: 2 to 3
- Increased Damage: 35 to 70
- Increased Weakspot Damage Bonus: 75% to 85%
- Reduced Bounce Bonus: 35% to 10%
- Increased Cost: 450 to 500
- Reduced Initial Spread
DEV NOTE: Astral Burst has been one of the weaker Mods for quite a while. These tweaks should bring it more in line as a versatile damage addition to close-range buids.

Knight Guard
- Increased Damage: 15 to 65
- Increased Duration: 20s to 30s
- Increased Cost: 450 to 1000
DEV NOTE: The Knights are here. Basically, we fixed a bug that was causing Knight Guard to deal the “default” damage. Now it deals the proper amount. With a huge damage buff, and a duration increase, we increased the cost to balance it out.

Familiar
- Increased Duration: 15s to 20s
- Reduced Cost: 1000 to 750
DEV NOTE: Small balancing changes to make this more appealing.

Prismatic Driver
- Increased Beam Damage: 25 to 125 DPS
- Increased Explosive Damage: 150 to 300
- Reduced Hits to Explode: 6 to 4
- Increased Clear Delay: 1.5s to 3.0s
- Increased Clear Tolerance: 2m to 3m
DEV NOTE: Prismatic Driver was always meant to be somewhat of a weapon that works as an attachment to standard weapons. Huge damage increase. Clear Delay represents time between hits, and Clear Tolerance represents distance in-world that the shots can be apart.

Rotted Arrow
- Increased Base Damage: 75 to 110
- Increased WS Bonus: 125% to 150%
- Increased AOE: 1.5m to 4m
- Reduced Direct Hit AOE Delay: 0.8s to 0.5s
- Increased Cost: 400 to 500
DEV NOTE: A classic simple MOD, the damage fell off compared to other more powerful options. Should now be more competitive for more builds.

Concussive Shot
- Added Explosive Damage Tag
- Reduced Base Damage: 155 to 150
DEV NOTE: New builds unlocked!

Skewer 2.0
- Increased Impact Damage: 125 to 200
- Increased Trap Damage: 20 to 50 per hit
- Reduced Direct Hit AOE Delay: 0.75s to 0.6s
DEV NOTE: A damage boost to bring Skewer back into the light. There is a hidden Stagger Modifier (which has always existed) that will now be more obvious with the higher damage. In addition, the Trap Damage is huge.

Voltaic Rondure
- Increased Orb Damage: 20 to 30-
- Increased Lightning Range: 3m to 6m
DEV NOTE: Upping the damage and range allows Voltaic Rondure to absolutely shred trash mobs. Be sure to power it by shooting at it!
- Fixed an issue where multiple could be deployed, which was unintentional and caused issues.


Witchfire
- Increased Fire Line Damage: 55 to 150
- Increased Fire Line Duration: 5s to 10s
DEV NOTE: Uh… well then.

Voidlight
- Fixed an issue where Voidlight was not working in some boss fights.
- Fixed an issue where Voidlight functionality was not matching description.
- Fixed an issue where Voidlight was allowing multiple explosion triggers to occur.
DEV NOTE: We planned to fix some more typos instead of fixing this, but Chaos convinced us to make it work as intended! Καλά Χριστούγεννα!!!

 

 -|Trinkets, Mutators, Relics|-

- Fixed an issue where Tempest Conduit did not affect the damage of Superheated’s Pulse AoE.

- Fixed an issue where a player in a group was able to obtain Prismatic Stone Blue, however one of the players did not receive it, but could still not receive it when attempting again and would instead get scrap.

- Increased the Range of Burden of the Divine.
DEVNOTE: Internally, the range was a meager 10m. It is now 30m.

 -|Prisms|-

- Fixed an issue where Prisms were not able to be cleansed unless they were maxed out.

- Reduced the EXP requirement to level a Prism from 0-50 by about 50%.

- Reduced the EXP requirement to level a Prism from 50-51 (Legendary) by about 150%.
DEV NOTE: This change brings back the original Legendary EXP requirement.

Legendary: Altruistic

- Increased Shared Lifesteal: 30% to 50%

DEV NOTE: This change should allow players to create more powerful support / healing builds.

 

Legendary: Critical Situation

- Increased Critical Bonus: 25% to 35%
DEV NOTE: It's not too hard to get into the Light Armor Class while still having lots of armor. For some builds, this may be more enticing than some of the other damage options.

 

Legendary: Impervious

- Increased Damage Resistance: 20% to 30%

DEV NOTE: It's almost like having a free armor set!

 

Legendary: Jack of All Trades

- Reduced Bonus: 45% to 40%

DEV NOTE: A slight nerf for an extremely powerful and well-rounded Legendary option. Great for any build.

 

Legendary: Master Killer

- Increased Bonus: 1.25x to 1.35x

DEV NOTE: A noticeable damage buff that will outperform the other damage options given the right build and good aim.

 

Legendary: Sadistic

- Increased Chance: 25% to 50%

- Increased Damage Bonus: 50% to 100%

DEV NOTE: Combined with the Jack of All Trades reduction, this should make for a more interesting choice. Jack may still be more enticing due to the all-around bonus, but if you are going pure Status, you may want to give this a try.

 

Legendary: Sharpshooter

- Reduced Bonus: 75% to 60%

DEV NOTE: One of the 2 most powerful Legendary options in the game, this reduction should keep it viable, while not drowning out all other choices. Players now have a more meaningful choice between Sharpshooter, Jack of all Trades, Spectrum, Master Killer, or even Critical Situation.

 

Legendary: Spectrum

- Increased Red Bonus: 3% to 5% (All Damage)

- Increased Yellow Bonus: 3% to 5% (Movement Speed)

DEV NOTE: Players can now get a maximum of 45% All Damage or 45% Movement Speed if they build a Prism with entirely Red or Yellow. Even without building entirely into one color, the per-color bonuses are considerably more valuable.

 

Legendary: Speed Demon

- Fixed an issue that prevented Speed Demon from applying maximum speed bonuses.

DEV NOTE: Gotta go fast!

 

Legendary: Steel Plating

- Increased Armor: 100 to 150

DEV NOTE: This change brings the base Armor DR value up to 42.9% (from 33.3%). Since it is pure armor DR, it's more valuable when you have less armor, and less valuable when you have more armor.

 

Legendary: Unbridled

- Fixed an issue that prevented Unbridled from working with Engineer’s High Tech Prime perk.
DEV NOTE: While technically a Prime, we wanted to enable this like we did for other Skill Cooldown related elements.

 

 --|Boss Rush|--

- Fixed an issue where clients would not be able to select a buff to upgrade.

- Fixed an issue where client’s results would show up as no stats or name.

- Reworked Boss Rush EXP rewards for individual Boss Kills and Full Completion.
DEV NOTE: Players should gain considerably more Experience in Boss Rush for killing Bosses even without completing the run. 

 --|UI|--

- Fixed an issue where "You are dead screen" persisted and players didn’t respawn at the last checkpoint after dying in pitfall under fog door/arena entrance in Harvester miniboss encounter.

- Fixed several spelling mistakes.

 --|Misc Fixes|--

- Fixed an issue where Spark was not rewarding crafted items to all players.
DEVNOTE: We had applied a fix for this in the last patch, however it wasn’t a complete fix. Spark should be fully working now.

- Fixed an issue where Ancient Canopy sand room could become inaccessible for clients.

- Fixed an issue where players could get stuck in a loop waiting for Meat Shake from Duane.
DEVNOTE: If you have the Chef Medal, you can no longer craft concoctions from Duane, the cooking quests are considered completed at that time. If you do not have a concoction, you will need to find it in your campaign.

Remnant II Patch Notes: 448,817 - 10/17/24

--|Quality of Life|--

 --|General|--

- Enabled Prism Legendary Reroll.

- Increased EXP gain required to go from 50 to 51.

DEVNOTE: Players can now reroll ONLY the Legendary Segment on their Prism in addition to rerolling the ENTIRE Prism. This is done with a different button. Depends on Console or PC.

- Chef’s Medal no longer triggers Empathy Boss affix.

- Fixed an issue where players could see other sessions for Boss Rush as valid even though they were not joinable. This would result in a “Connection Lost” message after attempting to join.

- Fixed an issue where players would not get credit for Hardcore or other type of kills on various World Bosses.

- Fixed an issue where players could potentially miss trophies for NPCs in The Dark Horizon.

DEVNOTE: If you received the appropriate item related to the trophy for Spark, The Custodian or The Prototype talking to them again should unlock the related trophy.

- Fixed an issue where players could get stuck in a loop with McCabe attempting to get the Great Blacksword.

DEVNOTE: Players who are stuck in this state should just need to ask her "Is it done?" then run outside the warehouse to the World Stone then return back and ask again.

- Fixed an issue where players would not share in Spark’s alloy related rewards that used quest items.

- Fixed an issue where loading into zones would sometimes swap out handgun for long gun and vice versa.

--|Player|--

 --|Archetypes|--

|Engineer|

- Fixed an issue where Impact Cannon was calculating stats at the wrong time and resulting in numerous issues.

|Handler|

- Fixed an issue where Handler skills to be executed without going on cooldown.

|Invoker|

- Fixed an issue where Invoker Prime Perk Visionary was not calculating cooldown reduction correctly.

--|Gear / Items|--

 -|Weapons & Mods|-

- Clarified Black Greatsword Mod Text (Indomitable).

DEV NOTE: Max Damage has not changed. This is just a text clarification to represent actual dmg.

- Fixed an issue where Monorail and Redeemer were not scaling correctly.

- Fixed an issue where Starkiller’s base damage was incorrect.

- Fixed an issue where Extender Metagem was not working with Monorail.

- Fixed an issue where Monorail’s Overdaw shots were not counting as charged shots for Sequenced Shot and Closed Loop.

- Fixed an issue where Genesis Bow projectiles could show up as misaligned for clients with slower connections.

- Fixed issue where Detonator was not proccing correctly when equipped with Provisioner’s Ring
or when is ammo is added via range dummy or World Stone.

- Fixed an issue where Big Bang Mod damage when combined with Power Trip Prism was scaling damage x10 instead of the intended x5 amount.

- Fixed an issue where Sorrow’s Mod, Eulogy was not receiving damage buff from Spellweaver/Harmonizer Mutator.

- Fixed an issue where Hyper charger Mutator didn’t increase charge melee damage for the Dark Matter Gauntlets while using Darkness Beam.

- Fixed an issue where Sealed Resin Loop allowed Monorail recoil animation to be evade cancelled.

- Fixed an issue where Darkness Beam from the Dark Matter Gauntlets persisted after 10 stacks of Rage animation from the Challenger archetype, causing an invisible beam to deal significant damage to enemies.

 

-|Trinkets, Mutators, Relics|-

- Fixed an issue where Shiny hog lure was not giving mod power to long gun mods.

- Fixed an issue where Pressure Point Mutator Level 10 bonus was not triggering from Twisted Arbalest mod.

- Fixed an issue where Endaira's loop was not reliably working only while sprinting.

- Fixed an issue where during combat, all quick slot consumables would become unusable if the player had the Feeding Tube equipped and a value of zero for the left most quick slot item.

- Fixed an issue where Space Crabs were not dealing the appropriate amount of damage.

- Fixed an issue where Reaction Chain did not correctly provide the correct amount of mod power to stowed weapons.

--|Boss Rush|--

- Increased Boss Rush EXP Rewards from 1.0, 1.15, 1.25, 1.5 to 1.0, 1.2, 1.5, 2.0.

- Readjusted Boss Rush Scaling for all difficulties.

- Made minor balance adjustments to some Aberration Affixes.

- Increased Damage of Hexer Pylon Power

- Increased Effectiveness of Stave Pylon Power

- Added AOE Stat interaction with Lighting Pylon Power

- Increased Detonate Pylon Power and enabled interaction w/ Explosive Scaling

- Fixed an issue where client players could potentially receive scrap as a reward instead of an item if the host already had all of the items of the specific reward type.

- Fixed an issue where players could be pushed off the map while viewing stats at the end of Boss Rush and need to restart the game.

- Fixed an issue where "Kill nearby enemies" pop up text was appearing behind the aberration health bar, making it unreadable in Boss Rush.

- Fixed an issue where sometimes buffs would skip a level when upgraded in Boss Rush for clients.

- Fixed an issue where when inside the glitch puddle of the Boss Rush buff Trapper, Engineer turrets would take damage from the player’s puddle.

- Fixed an issue where it was possible for two aberrations to spawn in Boss Rush unintentionally.

- Fixed an issue where if Plasma Cutter was used in Annihilation fight in Boss Rush, potentially the firing sound would persist until fired again.

--|Enemies|--

- Fixed an issue where Annihilation’s Orb attack was doing too little damage.

- Fixed an issue where Annihilation’s Invasion attack was still spawning mines and visual effects upon death.

- Fixed an issue where Red Prince’s Tribute “kill” in Hardcore mode would leave players stuck on the ground if they had Black Cat Ring equipped.

- Fixed an issue where Dran grenades would explode several times when they hit Monolith's Sandstorm Mod.

- Fixed an issue where Anguish explosions were not damaging Lydusa.

- Fixed an issue where Alepsis Taura Reverb Laser could remain if the boss transitioned into the final phase during the attack.

- Fixed an issue where the 3 blue homing lasers would fire at a singular point, instead of homing in on the player.

- Fixed an issue where Alepsis Taura could continue to fire the white screen projectiles when it transitioned to the final phase.

- Fixed an issue where the Root Horror would sometimes vanish instead of dying.

- Fixed an issue where the Ravager’s Ground Wave attack was set to the incorrect damage type.

- Fixed an issue where Amalgam would sometimes freeze on the ladder when player drops down the ladder during a chase.

- Fixed an issue where Lydusa’s wall phase was lasting too long on higher difficulties.

- Fixed an issue where in rare circumstances the Nightweaver could spam her projectile attack even if she had died.

--|UI|--

- Fixed an issue where it was not clear that dream consumables can now only be used in campaign by adding “Restricted to Campaign Use Only” text to description.

- Fixed an issue where Mudtooth’s Snake Oil cooldown was not updated on tooltip when using Ring of the Castaway.

- Fixed an issue where The Cotton Kiln was listed as the Ethereal Manor on the mini map until you died.

- Fixed an issue where Legendary Relic Fragments didn’t have a +1 on their label.

- Fixed an issue where the Void Light descriptions had a misspelling.

- Fixed an issue where “Pirate” combo Prism was displaying incorrect colors.

--|Audio|--

- Fixed an issue where the Dark Matter Gauntlet’s charge loop sound effects could potentially play indefinitely.

- Fixed an issue where Perfect Shot sound effect was not audibly falling off correctly.

--|Misc Fixes|--

- Fixed an issue where sometimes Mudtooth's DLC 1 dialogue would continue to trigger even after completing it.

DEVNOTE: Forgive Mudtooth, sometimes the stories just take hold of him and he can’t remember which one he told and which one he hasn’t.

- Fixed an issue where if players were able to acquire cooking rewards outside of Duane's interaction as a client and received the chef medal from him, having the recipe materials later could potentially cause Duane to not correctly update his dialogue.

DEVNOTE: All that time over a hot stove hasn’t done much for Duane’s focus or memory.

- Fixed an issue where the incorrect skybox would sometimes show up in N’Erud.

- Fixed an issue where if players lost access to Meat Shake, Egg Drink or Numbing agent; if they have the correct ingredients to make them, they can now reengage with Duane to restart the quest.

DEVNOTE: Duane is always down to cook something, even if he’s done it before. The guy loves cooking!

 

- Fixed an issue where players could get locked in T-Pose while doing a melee attack and swapping mods on a slow connection.

- Fixed an issue where Simulacrums were not spawning in parts of The Dark Horizon.

- Fixed an issue where the Medic’s jacket could get stuck inside the player’s body during certain attacks.

- Fixed an issue where the Gunslinger’s cape could get stuck inside the player’s body during certain attacks.

- Fixed an issue where players could get stuck in statue form after getting backstabbed by a certain character in The Forgotten Kingdom storyline if the player had Black Cat Band equipped.

- Fixed an issue where after using a skill then throwing, players could potentially be locked in place.

- Fixed an issue where minions would sometimes not correctly zone with the player.

- Fixed collision issues in various locations that allowed the player to get out of the world or get stuck.

- Fixed an issue where VFX would sometimes turn off completely.

Remnant II Patch Notes: 446,618 - 10/03/2024

--|Performance and Crashes|--

- Fixed an issue where using Bulwark and a shield could potentially crash the game.

- Fixed an issue where players could crash while using inventory.

- Fixed an issue where players could potentially crash when joining a game from the World Stone.

 

--|General|--

--|Prisms|--

- Lowered Minimum Prism Cleanse Level from 51 to 10.

DEVNOTE: We have more adjustments coming for the Prism System, including the ability to cleanse only the Legendary Fragment, as well as some balance changes. These changes will be included in a future patch.

--|Boss Rush|--

- Fixed an issue where clients would see “defeated” message and not receive XP for Boss Rush.

- Readjusted the overall health scaling of enemies in Boss Rush.

DEVNOTE: This should see bosses be slightly more challenging early on and less challenging at the end of a long run, especially Gauntlet.

- Increased the EXP gain of Veteran, Nightmare, and Apocalypse difficulty in Boss Rush from 5%, 10%, 15% to 10%, 25%, 50% respectively.

- Fixed an issue where Scholar, Sagestone, and Mudtooth’s Elixir were not affecting XP gain in Boss Rush.

- Increased the Relic Dust drop in Boss Rush.

- Fixed an issue where it was still possible to receive items players already possessed as Boss Rush mode rewards.

DEVNOTE: The chance was previously very low, but we removed the potential to receive duplicate items from the rewards table completely.

- Fixed an issue where Vortex could potentially pull Bosses, Player Summons and Very Good Boy in Boss Rush.

 

--|Misc|--

- Fixed an issue where players could get into a state where Duane would not complete Numbing Agent recipe.

DEV NOTE: Duane was just trying to keep that delicious recipe to himself.

- Fixed an issue where it was possible to not receive Alloy Extractor from Spark when accepting her quest.

DEVNOTE: This should also fix an issue where it was possible to refuse to accept her quest the first time, but then some players were unable to try to acquire it later.

- Fixed an issue where Players were unable to load a profile with DLC3 content after removing entitlements to the DLC.

DEVNOTE: Now players will be sent back to Ward 13 and their DLC3 items will be unequipped.

- Fixed an issue where some players could not get sword reward from Ava McCabe if they changed their system clock or played Boss Rush mode after giving Black Metal Bars to McCabe.

 

--|Player|--

--|Archetypes|--

|Warden|

- Fixed an issue where Warden Trait Barrier was not unlocking account-wide at level 10.

 

|Engineer|

- Fixed an issue where Vulcan cannon was not allowing windup when dodging.

- Fixed an issue where Overclock wasn’t resetting at the Worldstone.

- Fixed an issue where Heavy Weapon: Vulcan was firing shots at a slow constant rate dealing less DPS per second.

 

|Archon|

- Reduced Havoc Form Lighting Hands Damage.

- Reduced Lightning Dash AOE Damage.

DEVNOTE: Havoc Form was doing too much damage all around, often handily beating any other build by a large margin. These changes are designed to bring it more in line with other builds. We will keep an eye on it and make additional adjustments where necessary.

 

|Invoker|

- Reverted Line of Sight change on Way of Kaeula, Miasma, and Eruption.

DEVNOTE: While this behavior can still cause certain unintended issues, the addition of the LOS check had too much of an impact on the fun-factor of these skills. We will look to address any balance issues that pop-up from this change in a future patch.

 

 --|Gear / Items|--

 -|Weapons & Mods|-

- Fixed an issue where Mod Generation was not working correctly.

- Fixed an issue where Monorail windup/charge was not increasing damage properly.

- Fixed an issue where Genesis Bow was scaling incorrectly.

 DEVNOTE: Now uses boss scaling, but damage was reduced so that at max level, the primary fire still does the same damage as before. From 75x2 (150) to 50x3 (150).

- Reduced Megadrive Damage Scaling on returning bolts.

- Fixed an issue where Voidlight was not functioning properly with certain projectiles.

- Fixed an issue where Voidlight was not correctly accumulating with certain damage types.

- Fixed an Issue with Black Greatsword basic attacks counting as Charge Attacks.

 DEVNOTE: This also allows Weaponlord Mutator to properly function with the sword.

 

 -|Trinkets, Mutators, Relics|-

- Fixed an issue where the same character affixes were able to be applied more than once.

- Increased Hardcore Metal Band Max Stacks from 2 to 3 as intended in last patch.

- Updated text on Dull Steel Ring to better represent the effect.

- Fixed an issue that was enabling Burden of the Mason to grant full benefits from Zero Hour and Gul Signet while at Medium Armor Weight encumbrance.

- Fixed an issue that allowed Hypercharger to benefit all Melee Damage instead of Charge only.

 

 -|Enemies|-

- Fixed an issue where Sentinel Drones would sometimes get stuck in cliffs in DLC 3.

 

 -|UI|-  

- Fixed an issue where the number of shrines activated was displaying as 0 in Boss Rush in Detailed Info panel.

- Fixed an issue where the screen would go black in spectator mode when observed player used yellow door.

- Fixed an issue where Brabus had visible markup language in one of his lines.

- Fixed an issue where Ritualist skill Deathwish was not displaying duration on the tooltip.

- Fixed an issue where Warden Archetype on character selection screen was not displaying descriptive text.

 

 -|Misc Fixes|-  

- Fixed an issue where navigation was sometimes broken the first time loading into DLC3 in campaign.

- Fixed an issue where players could vault out of the world in Gas Chamber level.

- Fixed an issue where Simulacrum was not spawning correctly in DLC3.

- Fixed an issue with audio on Warden Drone Summon.

- Fixed an issue where Clients could see outside of world when falling out of map in Cargo Belt section of DLC 3.

- Fixed an issue where players would spawn to close into Sha’Hala fight in Boss Rush Mode causing one player to get kicked out.

- Fixed an issue where players could re-acquire Black Metal Bars from Brabus if previous ones were turned in to Ava McCabe but Sword was not yet collected.

- Fixed an issue where players could return to destroyed N’Erud after defeating Sha’Hala by way of DLC3 dungeon.

- Fixed an issue where sometimes Mudtooth's DLC 1 dialogue would continue to trigger even after completing it.

- Fixed various locations where players could glide out of the world in DLC3.

- Fixed various issues with textures in environment.

Remnant II Patch Notes 434,869 – 08/13/24

 --|Performance and Crashes|--

- Memory Improvements for XBox Series S to reduce crashes.

- Fixed an issue that was causing some players to crash when loading into their character.

If you are still experiencing Out Of Memory/Shader Decompression crashes on 13th/14th generation Intel Processors when loading the game, here are some supporting articles: https://community.intel.com/t5/Processors/July-2024-Update-on-Instability-Reports-on-Intel-Core-13th-and/m-p/1617113#M74792

Additional information and possible support solutions can also be found at Epic owned RAD tools post: https://www.radgametools.com/oodleintel.htm

--|Quality of Life|--

- Updated FSR to FSR 3.1.

Remnant II Patch Notes 432,022– 07/18/24

--|Performance and Crashes|--

- Fixed an issue where the game would sometimes crash when a weapon was reloaded at the same time it was unequipped.

- Fixed various crashes.

- Added memory improvements.

 

--|Quality of Life|--

- Added the ability to delete campaign progress from the player selection screen.

DEVNOTE: This is meant to be used in cases where the campaign has become corrupted and can no longer be accessed. This will allow you to retain your Character progress but remove campaign data. Once deleted, campaign progress data cannot be restored.

- Updated to DLSS 3.7.10.

 

 --|Misc Fixes|--  

- Fixed an issue where it was possible to have more than 1 of a unique item in the character’s inventory.

- Fixed an issue where “Requiem of the Forgotten Kingdom” Achievement would sometimes not be awarded for completing alternate ending of “The Forgotten Kingdom” storyline.

Remnant II Patch Notes 420,332  – 05/09/24

 --|Performance and Crashes|--

- Fixed an issue where Impact Cannon sometimes caused performance issues vs Annihilation.

- Fixed an issue where Upgrading/Downgrading repeatedly could cause hitching or slowdown.

 

 --|Archetypes|--

 |Invoker|

- Engram: Now properly shows Lore and Description when viewed in Wallace’s Inventory.

- Way of Kauela: Haste applied by other sources will no longer be removed when Kauela ends.

- Way of Kauela: Fixed an issue where Drenched Sound loop would remain after a kill.

- Way of Kaeula: Fixed an issue causing Tidal Wave to skip cooldown and multiple times.

- Way of Kauela: Fixed an issue that caused recasts to refresh the Lighting Cooldown.

DEV NOTE:  The Lighting Blasts from Way of Kauela are on a timer, and recasting would cause this timer to be refreshed. They are now on an independent timer so that recasting will allow the Lighting to strike when it originally should have.

- Way of Meidra: Drenched no longer reverts to base damage upon Archeytpe swap.

- Way of Meidra: Should now consistently heal friendly Companions & Summons.

- Way of Meidra: Fixed an issue allowing Way of Meidra to heal bosses.

DEV NOTE: Vash Cowaii in shambles.

- Way of Lydusa: Increased Critical Bonus Chance from 5% to 10%.

- Way of Lydusa: Added Elemental Damage type for AOE Blasts.

- Way of Lydusa: Now scales with Amplitude.

- Way of Lydusa: Skill Cooldown bar behaves properly when using “reactivation” effect.

- Way of Lydusa: Enabled Sand Devils generation from Skill/Status Damage.

DEV NOTE: While all damage is currently allowed to generate Sand Devils, we are keeping an eye on on. This is because it ends up allowing an infinite cycle of Sand Devils > Detonate when Mod or Status damage continues to apply. The original design was that Brittle was caused by Ranged and Melee Damage, and Sand Devils would also only be created by those damage types as well. We will see how this plays out and may eventually limit it to only those damage types.

 

 |Ritualist|

- Prime: Fixed a bug causing Amplitude to have a double stacking effect on Vile.

- Wrath: Increased Damage Bonus from 20% to 25% at Max Level.

DEV NOTE: While Ritualist is already quite strong, we wanted to ensure that their strength wasn’t entirely Status Damage so that they could also be used as a Secondary Archetype more effectively. This is a slight buff to benefit all damage in either scenario.

 

 |Gunslinger|

- Sidewinder: Reduced the Reload Time Decrement from 10s to 6s.

DEV NOTE: This change allows for a few more Swap Reloads with Sidewinder at the base duration of 60s. Previously, 7 were possible. With this update, 11 are possible. Of course, it still benefits from Duration Increases as well.

 

 |Archon|

- Power Creep: Increased Mod Refund & Mod Generation Bonuses from 5% to 10%

- Chaos Gate: Increased Mod Generation from 5% to 10%.

- Chaos Gate: - Fixed an issue where VFX were still visible to clients after deactivation.

- Havoc: Fixed an issue causing Havoc to be staggered in some situations.

- Havoc: Fixed an issue where abilities would cancel after going through a Labyrinth portal.

- Havoc: Fixed an issue causing inconsistent Cooldown Refund behaviors.

- Havoc: Fixed an issue causing Blink to trigger AOE Explosion Twice.

- Havoc: Fixed an issue that allowed Footwork and Swiftness to multiply Speed Bonus.

DEV NOTE: Havoc Form was incorrectly labeled as always in “AIM” mode, which allowed Footwork and Swiftness to stack while applying to Lighting Hands and Shield. This is no longer the case, but Movement Speed Bonuses will still apply to both (just not AIM Bonuses).

- Havoc: Reduced Lighting Hands Base Damage from 56 to 48.

- Havoc: Reduced Movement Speed while Firing Lighting Hands.

- Havoc: Slightly increased the cost of Lighting Hands time decrement per pulse.

DEV NOTE: The combination of Movement Stacking Bonuses and Fire Rate Stacking - which is still enabled – allowed the Archon to easily circle strafe some of the most challenging content while holding down Lighting Hands. Repositioning with Blink was almost never required due to the Speeds that could be attained. This change allows the Archon to retain their maximum Speed Bonuses during normal movement and reduces the evasive effectiveness of simply strafing while firing. We also boosted the Archon’s overall Mod Generation through Power Creep, and added a bit more back to Chaos Gate.

 

 |Engineer|

- Vulcan Turret: Fixed an issue causing Turret to miss shorter enemies like Hollows or Parasites.

 

 --|Gear / Items|--

 |Ranged Weapons|

- Trinity: Increased Base Damage from 42 to 44 per bolt (126 to 132 per Shot).

- Thorn (Blowback): Added Mod Damage Scaling to Blowback Explosions.

- C.Aphelion: - Fixed an issue that caused the weapon to propel players across map.

- C.Sorrow: Fixed an issue preventing Heals from applying to Companions & Summons.

- Monolith: Added Elemental Damage Type to Primary Fire (Ranged + Elemental)

- Monolith: Fixed an issue causing Primary Fire to sometimes pass through parts of enemies.

- Monolith (Sandstorm): Fixed issue preventing Mod Use when no Ammo was present.

- Monolith (Sandstorm): Enabled Duration to scale with Mod Duration Bonuses.

- Monolith (Sandstorm): Now properly scales with Mod + Elemental Damage Bonuses.

- Monolith (Sandstorm): Fixed an issue preventing proper damage calculation.

- Plasma Cutter: Fixed an issue that caused certain VFX particles to drift.

- Polygun: Fixed an issue showing incorrect values when upgrading.

 

 |Melee Weapons|

- Mirage: Fixed a UI issue causing stats/description to break the bounds of the Tooltip.

- Mirage (Cyclone): Enabled Proper Damage Type scaling (Melee + Elemental)

- Crystal Staff: Fixed Incorrect Damage Scaling Values.

- Crystal Staff: Lowered Base Damage to account for proper 3x Damage Scaling (net Buff)

- Crystal Staff: Fixed an issue where Inspect information as displaying incorrectly.

- All Katanas: Increased Backstep Damage Scalar from 0.9 to 1.45 per hit.

- Steel Katana: Increased Critical Chance from 11% to 13%

- Edge of the Forrest: Increased Critical Chance from 9% to 11%

 

 |Weapon Mods|

- Explosive Shot: Fixed an issue preventing proper damage scaling based off Weapon Level.

- Song of Eafir: Fixed an issue allowing damage to register as Weakspot Hits vs some fliers.

- Scrap Shot: Fixed an issue preventing damage from updating in the inspect information.

- Flying Bomb Trap: Fixed an issue that allowed Flying Bomb Trap to damage allies.

 

 |Weapon Mutators|

- Failsafe: Fixed incorrect refund calculations for Mods that spent Multiple Charges at once.

- Ingenuity: Fixed an issue causing Level 10 Bonus to break reload on any non-heat weapon.

- Pressure Point: Fixed an issue where Level 10 Bonus triggered twice on Mod Activation.

- Weaponlord: Fixed description of Primary Effect.

- Slayer: Increased Damage Bonus from 20% to 25%.

 

 |Trinkets|

- Mist Step:  Fixed an issue that caused certain weapons to disappear.

- Birthright of the Lost: Applies EXPOSED to enemies in a 3m AOE on any Perfect Dodge trigger.

- Birthright of the Lost: EXPOSE no longer applies to self on self-triggered Perfect Dodge.

- Jester’s Bell: Increased Duration from 15s to 20s.

- Kinetic Shield Exchanger: Increased Mod Generation from 20% to 30%.

- Stoneshaper’s Chisel: Effect properly remains after after traveling.

- Ahanae Crystal: Increased Damage Bonus from from 4% to 5% per Stack.

- Band of the Fanatic: Increased Status Damage Bonus from 25% to 30%.

- Band of the Fanatic: Reduced Duration Penalty from -65% to -50%.

- Burden of the Audacious: Fixed interaction with Burden of the Divine.

- Burden of the Follower: Increased Mod Generation from 25% to 30%.

- Burden of the Mesmer: Reduced Health Penalty from -25% to -20%.

- Devoured Loop: Fixed an issue preventing any Skill Cooldown resets.

- Devoured Loop: Fixed an issue preventing Skill Cooldown resets of active skills.

- Effluvium Enhancer: Increased Acid Bonus from 20% to 25%.

- Matriarch’s Ring: Increased Duration from 5s to 7s.

- Ravager’s Bargain: Removed hidden Skill Damage that was stacking with Base Damage Bonus.

- Shadow of Misery: Increased Status Damage Bonus from 15% to 20%.

- Shock Device: Increased Shock Bonus from 20% to 25%.

- Talisman of the Sun: Increased Fire Bonus from 20% to 25%.

 

 |Relics|

- Constrained Heart: Recasting properly refreshes BULWARK stacks.

- Broken Heart: No longer causes long black screen after death while equipped.

 

 --|Enemies|--

- Fixed an issue where Bloodless Heir Aberration would focus on entirely on summons.

- Fixed an issue where the Kiln enemy could shoot through some walls.

- Fixed an issue where Tal Ratha’s Weapon phantom for Roll Attack was incorrect.

- Fixed an issue where some enemies would remain inactive during Shrewd fight.

- Fixed an issue where Dran Rifle and Shotgun character rarely connected with melee attacks.

- Fixed an issue where the Root Knight could get stuck hovering over Root Nexus.

 

 --|Misc Fixes|--  

- Fixed an issue where changing a keybinding from LMB to anything else would cause melee throwing weapons to automatically get thrown even if button was not released.

- Fixed an issue where the tooltip for Sanguine Vapor was incorrect and did not match the item description text.

- Fixed a collision issue causing players to sometimes pop into place while riding elevators.

- Fixed an issue where the Trinity wall mural was not always displaying correctly.

- Fixed an issue causing some cubes to not reappear after dying during the Polygun Quest.

Remnant II Patch Notes: 05/01/24 – 419,098

 --|Performance and Crashes|--

- Fixed an issue where DLSS was no longer showing up for Microsoft Store and PC GamePass versions of the game.

- Fixed an issue where sometimes unlocking a new trait could cause a potential crash.

- Fixed an issue where the game would potentially crash if it could not reach match making servers.

 

 --|Quality of Life|--

 --|General|--

- Added a feature where backup saves on Steam and Epic will automatically be loaded upon finding a corrupted save.

DEVNOTE: This is only on Steam and Epic platforms because they’re the only platforms that allow us to create back up saves.

 

 --|Bug Fixes|--

 --|General|--

- Fixed an issue where some players were not receiving “Thank You For Being A Friend” Achievement.

DEVNOTE: If you have the reward that was granted when the Achievement should have been issued, all you should need to do is touch the World Stone in Ward 13 and it should unlock the Achievement.

- Fixed an issue where players were not able to receive the Crimson Guard Shroud if they had the True Crimson Crown.

- Fixed an issue where it was possible to not complete all of the Memento turn-ins to Dwell in multiplayer.

DEVNOTE: Players should now be able to continue their turn-in quest with Dwell. If after completing the quest and you have not received your reward, follow up with Dwell again and ask him about the pieces, he will reward you if you have collected 3 and missed the reward previously.

- Fixed an issue where players could potentially pick up an item labeled Temp_Mcguffin in Goddess’s Rest.

 

 --|Progression & Rewards|--

- Fixed an issue where after triggering specific cubes and then dying it would lock out the quest to retrieve Polygun.

 --|Archetypes|--

 |Gunslinger|

- Fixed an issue where Gunslinger’s prime perk was not firing off correctly.

 --|Gear / Items|--

- Fixed an issue where Weapon Lord values were not in line with the intended values called out in the previous patch notes.

- Fixed an issue where Corrupted Savior’s Mod decay timer was not ending for clients.

- Fixed an issue where Corrupted Merciless Mod was autoloading at the same time as the final shot.

- Fixed an issue where Trinity Crossbow and Huntmaster were skipping the “re-cock/bolt” portion of their reload animation while Bulletstorm was active.

- Fixed an issue where Trinity Crossbow was gaining infinite ammo while Bulletstorm was active.

- Fixed an issue where Power Stone projectiles were not targeting certain Fae enemies and instead would hover above them.

- Fixed an issue where Deathwish was not draining the correct amount of life per second.

- Fixed an issue where Bulletweaver was not working Anguish’s Mod.

- Fixed an issue where duration modifiers were not working with Anguish.

- Fixed an issue where Anguish’s Mod explosions’ damage was not being properly calculated.

- Fixed an issue where Crystal Staff would target critters in world.

- Fixed an issue where Hunter’s Focus was granting 100% Critical Chance at all times.

- Fixed an issue where Blasting Cap damage bonus was incorrect.

- Fixed an issue where Bottom Heavy was showing formatting text.

- Fixed an issue where Defensive Action Loop inspection info was set up incorrectly.

- Fixed an issue where Sweet Leaf was not behaving correctly with Bulwark.

- Fixed an issue where Samoflange was not reducing damage as described in description.

- Fixed an issue where Thorn was able to lock onto invisible items.

- Fixed an issue where Bloodless Crown was missing a visual asset in game.

- Fixed an issue where Polygun reload animation continued play even while jumping.

- Fixed an issue where several guns with overheat animation would continue to play will performing a landing roll.

- Fixed an issue where some skills’ cooldowns would be ignored if the player was falling while the skill was being activated.

- Fixed an issue where Monolith’s Mod would allow players to perfect dodge while inside the Sandstorm Mod allowing some items to proc unintentionally.

 --|Enemies|--

- Fixed an issue where the texture on Shifting soldier incorrectly changed when marked by the Blooming Flower.

- Fixed an issue where Stampede affix was dealing too much damage.

- Fixed an issue where Lydusa was not being affected by Brightstone Consumable debuff.

- Fixed an issue where Stone Warden was dealing more damage than intended.

- Fixed an issue where flying enemies in The Forgotten Kingdom could get stuck and not able to move in some locations.

- Fixed an issue where the Bloodless Heir could teleport off the edge of the arena.

- Fixed an issue where Kiln enemies could still fire projectiles when banished by Repulsor Mod.

 --|UI|--

- Fixed an issue where the inspect information for Profane Soul Stone was missing a “%” from its description.

- Fixed an issue where description for Profane Soul Stone was incorrect.

- Fixed an issue where it was not possible to scroll through archetypes if all of them were unlocked.

- Fixed an issue where quest objective after defeating Forgotten Kingdom was disappearing instead of updating.

- Fixed an issue where Heatwave was showing incorrect values.

 --|Misc Fixes|--  

- Fixed an issue where you could tell Walt you’re looking for your friend in Adventure mode and One-Shot versions of DLC2.

- Fixed an issue where players could use Wormhole to get out of the world on Root Earth.

- Fixed an issue where if a client player was downed while reloading, they would continue to the play the reload animation.

- Fixed an issue where characters were sometimes removed from cinematics, causing issues where players would be locked out cinematics.

- Fixed an issue where the Very Good Boy could get stuck inside the Cinderclad Forge miniboss.

- Fixed an issue where shooting over some ledges caused the Visual Effects to disappear on Monolith and Plasma Cutter.

- Fixed an issue where players could reenter Goddess’s Rest to require rewards after completing questline.

- Fixed an issue where players would sometimes not play world stone animations with Atonement Fold equipped.

Remnant II Patch Notes April 23rd, 2024

[ The Forgotten Kingdom DLC Launch ]

The wait is over, The Forgotten Kingdom DLC is available April 23rd! Uncover new secrets, traverse new dungeons, acquire powerful gear, meet unexpected allies and face new threats in your quest to return peace to the forgotten kingdom.

Introducing the Invoker Archetype!

Discover this brand-new Archetype and learn to manipulate Skills to your will. The Invoker draws upon the power of Yaesha to benefit their team, debuff enemies, and prove a valuable addition to any Archetype combination.

The Forgotten Kingdom storyline is automatically woven into all new campaigns!

If you wish to experience The Forgotten Kingdom right out of the box, head to “Adventure Mode” from the Ward 13 Worldstone and select “One Shot”. As with the original DLC, this will populate your Adventure with DLC content, allowing you quicker access to the newest quests, NPCs, enemies, and of course, loot!


[ Overview ]

Along with The Forgotten Kingdom DLC, this update brings a massive amount of balance adjustments across the board.

Our goal regarding balance has always been to provide more build options and facilitate as much player creativity as we can. We’ve gone through almost every aspect of our gear options to strengthen the foundation that every player build relies upon. We hope the changes inspires you to try crazy new builds combinations and experience all the new content we are proud to share with you.

We look forward to hearing from you on our Official Discord, watching your videos and clips, and of course, reading your posts and comments everywhere and anywhere we can. Player feedback is a big deal to us at both Gunfire Games and Arc Games. We absolutely appreciate the Remnant community and the dedication and love you show to the game, so this mega balance update is for you!

Welcome to the Jungle!

- Gunfire Games & Arc Games
 

[ General ]

= Performance =
- Added support for DLSS 3.7 and XeSS 1.3.

DEV NOTE: These options are now available in the settings menu.

= Quality of Life =
- Added cross platform friend invites and joining in-game.
- Added an FOV modifier to console versions of the game.


[ UI ]

- Fixed an issue where sometimes, certain items could not be equipped or unequipped without closing and reopening the inventory
- Fixed an issue where Tutorial pop-up about Downgrading was incorrect
- Fixed an issue where Weapon tooltips would not display RPS information correctly
- Fixed an issue where the name of a spectator disappeared after a zone change
- Fixed an issue where UI would display at max size while in downed state.
- Fixed an issue where Rewards for defeating Annihilation would show up behind the credits screen if players skipped final game cinematic.

DEV NOTE: Items were always being rewarded; however, the UI toasts were hidden.


[ Player ]

= General =
- Adjusted Melee Window after exiting a ladder (sooner)
- Increased Buffer Window for Melee after all Forward Evades
- Increased Buffer Window for Melee after Ultra Heavy Neutral Evade
- Increased Buffer Window for Melee after Omen Dash
- Increased Buffer Window for Melee after Mist Step
- Increased Movement Speed Cap from 150% to 200% (Sprint, Jog, Crouch, ADS)

DEV NOTE: General QOL cleanup. Buffering a Melee Attack out of any Evade should feel much more responsive. Same for exiting a ladder.

= Bleed Status Effect =
- VS Player: Properly halves healing when Triage is active
- VS Enemies: Reduces Empathy and Regenerator Effectiveness by 50%

DEV NOTE: Added counterplay to certain boss affixes that work the same way they do against the player. Play smart!

= Slow Status Effect =
- Enabled Interactions with items that require “Negative Status Effects” to trigger
- Does not count as an “Elemental Status Effect”

DEV NOTE: Added another way to trigger items that are looking for Status Effects by making this one of our “core statuses” (Bleed, Burning, Overloaded, Corroded, Slow).

= Exposed Debuff =
- Increases Incoming Damage by 15% from all sources

DEV NOTE: This is now a static value in singleplayer and multiplayer. No longer variable based on number of players in the game. We are considering making Expose a multiplicative debuff, but wanted see how this version performs at scale, first.

= Shooting Range =
- Increased the active “Infinite Ammo/Damage” trigger volume
- Added Mod Charges and Skill Charges to trigger volume
- Fixed the DPS Meter from disappearing when certain damage values were reached

DEV NOTE: Casting Mods that push you out of the trigger volume made it hard to get solid DPS numbers. You now have more room behind to move about and get pushed back, but some things (like double Concussive Shot) will still push you out. We left some room so you could easily reset the tracker. Time to test Big Bang DPS! Oh yea, the refresh trigger volume also refills Mod and Skill Charges.


[ Enemies ]

= Roaming Aberration Spawns =
- Spawn Rate has been increased on lower difficulties.

DEV NOTE: We doubled the spawn rate on Survivor and increased it slightly less on all difficulties other than Apocalypse which is still 50% chance. To clarify, Apocalypse still has the highest chance to spawn Roaming Aberrations.

= Fae Knights =
- Fixed an issue causing Fae Knights to teleport to their deaths

DEV NOTE: Dummies.


[ Traits ]

= General =
Some small Trait balancing and reworking here. Dark Pact was swapped to Grey Health Conversion instead of reducing the Grey Regeneration rate. We also restructured Swiftness to contain Wayfarer, and Amplitude to contain Resonance. With these updates, there should be some additional exciting choices to be made.

= Dark Pact =
- Changed from Reduced Grey Health Regen to Grey Health Conversion Rate

DEV NOTE: We found the original design of Dark Pact to be too niche. Changing it to Grey Health Conversion Rate gives it more overall interactions, especially with many of the updated and new gear items.

= Glutton =
- Increased Max Value from 30% to 35%

= Handling =
- Reduced Max Value from 40% to 30%

DEV NOTE: Spread Reduction was still a bit too high across the board, so we made a few adjustments to most related items and perks, Handling included.

= Wayfarer =
- Removed Trait
- Combined Bonus with Swiftness Trait

DEV NOTE: While we will all miss Wayfarer as a standalone Trait, a new Trait can be obtained in its place. Head back to the original reward location and grab it!

= Swiftness =
- Added Wayfarer Bonuses

DEV NOTE: The original values of Wayfarer have been fully rolled into Swiftness. This means that +10 Swiftness is now equivalent to +10 Swiftness and +10 Wayfarer.

= Resonance =
- Removed Trait
- Combined Bonus with Amplitude Trait

DEV NOTE: A new Trait is now rewarded in Resonance’s place. Adventure once again to claim the new prize and perhaps it will enhance your next build!

= Amplitude =
- Added Resonance Bonus (same original Resonance 50% bonus)

DEV NOTE: Just like Swiftness and Wayfarer combo, you can now get both AOE and AURA bonus from a single trait, Amplitude!


[ Archetypes ]

= Hunter =
- Prime: Melee Weakspot Hits also extend Skill Duration
- Skill: Hunter’s Focus: Added 0.75s Grace Period when leaving ADS
- Skill: Hunter’s Focus: Removed Critical Bonus
- Mark (General): Reduced Critical Chance Bonus from 15% to 10%

DEV NOTE: Hunter Critical Chance with Mark gives a steady advantage over every other Archetype due to its multiplicative nature. Base amount was reduced, and the bonus during Hunter’s Focus was removed following the new addition of the Grace Period to help maintain uptime. Their total Ranged and Weakspot Modifier keep them ahead of the pack as the go-to precision-based class. 

= Challenger =
- Skill: Rampage: Reduced initial Rampage Fire Rate from 15% to 10%
- Skill: Rampage: Adjusted Melee Window after Berserk activation (sooner)
- Perk: Reduced All Critical Chance from 10% to 5%

DEV NOTE: Critical Chance wasn’t tapering off like the Damage does. After reassessing the strength of 10% All Crit only being on Challenger, we reduced it to 5% but always enabled it for any range (Damage still tapers off). For Rampage, it has been overperforming for quite a while. The Fire Rate reduction should smooth it out while allowing it to remain incredibly strong – capable of monster damage.

= Medic =
- Perk: Benevolence: Fixed an issue causing Benevolence from working consistently

DEV NOTE: Still Medic. Still good!!! =)

= Handler =
- Increased Armor of Very Good Boy (50% DR)
- Companion Bleed no longer counts as a separate “unique” Bleed
- Fixed an issue preventing petting Very Good Boy while wearing Atonement Fold

DEV NOTE: V.G.B. got a bit tougher. Also, not being able to pet Very Good Boy is inexcusable, but we will do better in the future!

= Gunslinger =
- Prime: Casting a Skill while ammo buff is active will properly refresh its duration
- Skill: Quickdraw: No longer consumes excess Skill cooldown
- Skill: Sidewinder: Increased Duration from 12s to 60s
- Skill: Sidewinder: Reduced Cooldown from 80s to 50s
- Skill: Sidewinder: Obtaining Ammo reduces Duration by 10s
- Skill: Sidewinder: Reduced Swap Speed Bonus from 50% to 35%

DEV NOTE: Sidewinder has been the single most powerful skill in the entire game since launch. However, since it required quite a bit of skill and dexterity to play perfectly, it ended up being used by only the top 0.01% of players. Additionally, it was generally only useful with single-shot weapons due to the short duration. With this change, the hardcore players can still enjoy the “swapper” playstyle, and everyone else can utilize the excellent ADS Movement Speed buffs and still have plenty of time to utilize the free reloads. Sidewinder will not subtract duration if a Swap does not grant ammo.

= Summoner =
- Prime: Ruthless: Sacrificing Enraged Minions deals more damage based on their HP
- Changed Flyer Sacrifice Projectiles from Skill to Skill+Explosive
- Reduced Flyer Sacrifice Projectile Damage to compensate for 2x DMG Types
- Increased Armor of Minion: Hollow & Minion: Flyer (40% DR)
- Increased Armor of Minion: Reaver (50% DR)
- Fixed an issue that sometimes caused Minions to despawn when using yellow doors

DEV NOTE: In the previous build, Sacrifice causes Minion Explosions to deal more damage the lower their Health was. This has been reversed, so you no longer risk losing them to normal damage. All Minions are a bit tougher as well. This is a hidden interaction and not listed on the Tool Tip, but it is intentional.

= Alchemist =
- Skill: All Vials: Fixed an issue preventing proper cooldown behavior

DEV NOTE: Occasionally, Vials could get stuck in their Cooled Down State.

= Engineer =
- Adjusted All Turrets Base Critical Damage from 110% to 150%
- Increased Armor of all Turrets (50% DR)
- Reduced Movement Speed Cap of Heavy Carry Modes from 200% to 150%
- Metalworker: Reduced Ranged/Skill Critical Chance from 10% to 5%
- Skill: Vulcan: Increased Turret Mode Damage from 0.4 to 0.5 of Carry Damage
- Skill: Flamethrower: Increased Burn from 50 over 10s to 150 over 10s
- Skill: Flamethrower: Increased Ammo Cost of Turret Mode from 10 to 15
- Trait Loadout: Shifted -1 Expertise to +1 Endurance

DEV NOTE: Fixed the Critical Damage discrepancy of Turret Damage compared to other sources. We are looking into potentially looking at allowing Turrets to take some of the Engineer’s stats. For now, this should give a little more power.

= Archon =
- Prime: Removed Mod Generation Percentage Bonus
- Prime: Increased the Max Level Base Mod Generation from 3/6 to 15/30
- Spirit Within: Removed reference to Mod Power Refund over time
- Power Leak: Reduced Base Gain from 200 to 100
- Skill: Reality Rune: Added Automatic Mod Generation while inside Dome
- Skill: Chaos Gate: Damage Dealt/Taken Debuff Grants Stacks (up to 50x)
- Skill: Chaos Gate: Reduced Total Damage Buff from 50% to 35%
- Skill: Chaos Gate: Reduced Bonus Mod Generation from 20% to 5%
- Skill: Havoc Form: Increased Speed of Entering/Exiting
- Skill: Havoc Form: Cancelling Havoc Form refunds some Skill Cooldown
- Skill: Havoc Form: Reduced Cost of Blink
- Skill: Havoc Form: Reduced Cost of Shield
- Skill: Havoc Form: Increased Base Movement Speed
- Skill: Havoc Form: Increased Firing Movement Speed
- Skill: Havoc Form: Enabled momentum to continue during Havoc End
- Skill: Havoc Form: Sped up recovery of Havoc End (can move/act faster)

DEV NOTE: Archon has received some significant changes. The original Prime was generating far too much Mod Power compared to every other source while the ticking Mod Generation was falling flat. We’ve made some large changes to how the Archon generates Mod Power now by drastically increasing the Ticking Rate and giving Reality Rune a lot more utility as well. Havoc also received quite a few changes which now allow it to stay active longer, feel more responsive, and get back into the action quicker after cancelling it, due to the Skill CD refund mechanic.

= Invader =
- S.H.A.R.K: Stacks are properly removed when unequipping Archetype
- S.H.A.R.K: Fixed an issue preventing Stacks while sprinting with a Heavy Weapon
- Skill: Worm Hole: Procs “Perfect Dodge/Evade” Bonuses
- Skill: Worm Hole: Fixed an issue causing clipping errors when interacting with ladders

DEV NOTE: We have some plans to give Invader some additional love in the future. For now, we fixed a couple bugs and made Worm Hole trigger Perfect Dodge actions. This should open the Skill up for more interesting combinations.

= Explorer =
- Starting Melee Weapon changed to Shovel

DEV NOTE: We will keep a close eye on this change. If the Shovel proves to be TOO powerful, we will take appropriate action! It’s a Shovel.

= Ritualist =
- Wrath: Fixed an issue preventing Skill / Mod Summons from getting Damage Bonus
- Wrath: Reduced Critical Chance from 10% to 5%
- Skill: Eruption: Increased Base Cooldown 30s to 40s
- Skill: Eruption: Added Interaction with Slow
- Skill: Eruption: No longer requires Line of Sight to spread Vile
- Skill: Miasma: Reduced Base Damage from 500 to 300
- Skill: Deathwish: Increased Damage Bonus from 35% to 50%
- Skill: Deathwish: Now affected by Skill Duration Bonuses
- Trait Loadout: Shifted -1 Endurance to +1 Spirit

DEV NOTE: Mostly smoothing out the rough edges here. Eruption gained a new interaction with SLOW and properly spreads Vile. Miasma Damage was reduced to bring it in line with other Skills. Deathwish received a nice damage boost. The goal was to make all 3 Skills appealing choices instead of just one.


[ Melee Weapons ]

= Assassin’s Dagger =
- Always deals Weakspot damage from behind enemy
- Removed additional damage buff when attacking Bleeding targets.
- Reduced base damage from 41 to 35.

DEV NOTE: We wanted this to feel a bit more assassinish. Give it a try!

= World’s Edge =
- Reduced Abnormally High Impact/Stagger Scalar
- Reduced Base Damage on Wave
- Reduced Critical Chance from 6% to 3%

DEV NOTE: The Impact Scalar was always meant to be –20% (0.8) but it was set at 1.8, which made this already mega-strong weapon, even stronger. It’s now fixed. The rest of the tweaks are to bring it more in line with other options, however, because of how it functions, it will always be a very desirable weapon.

= Spectral Blade =
- Fixed an issue that prevented certain attacks from triggering Disengage Mutator

= Stonebreaker =
- Reduced Impact Scalar from 10% to 5%
- Removed Double Damage Stacking on Charge Attacks

DEV NOTE: Melee Weapons with special Charge Attacks always deal less damage on the physical part of the Attack – except Stonebreaker. This has been fixed.

= Atom Splitter =
- Increased Weakspot Modifier from 90% to 95%
- Increased Critical Chance from 5% to 6%
- Increased Impact Scalar from 6% to 7%
- Increased Projectile Width of Neutral Backdash Charge Attacks

DEV NOTE: Just a slight buff all around to make this weapon more appealing.

= Hero’s Sword =
- Reduced Stamina Cost for Charge Swing / Projectile
- Reduced Minimum Stamina Required to Fire Projectile

DEV NOTE: A cool weapon that was charging the players extra Stamina when it was not required. This change should make it more appealing to fans of the original!

= Huntress Spear =
- Adjusted Charge / Release Window to be earlier
- Increased Weakspot Modifier from 100% to 110%
- Reduced Critical Chance from 6% to 5%

DEV NOTE: In a world with Krell Axe, a secondary option is appreciated. We made a few tweaks to give the Huntress Spear a bit more purpose (and feel).

= Smolder =
- Increased Burning Damage from 150 to 200 over 5s

DEV NOTE: A small tweak to give it a bit more burnination!


[ Standard Guns ]

= General =
While there are some very strong Standard Guns (those with swappable Mods), a few were falling behind regarding burst damage, total damage potential, or even just their overall feel. These changes are to bring them closer together and smooth out any rough edges that a few of them may have had.

= Repeater =
- Increased Magazine Size from 15 to 20
- Increased Fire Rate from 7.5 to 8.1

DEV NOTE: An excellent sidearm that often fell to the wayside when compared against some of the stronger options. It’s a bit quicker with a bit more sustain.

= MP40-R =
- Increased Reserves by 42 (+1 Magazine)

DEV NOTE: Moar Bulletz.

= Silverback Model 500 =
- Increased Cylinder Capacity from 5 to 6
- Increased Total Ammo from 40 to 48

DEV NOTE: Even though back in the days, some gunslingers often left one chamber clear for safety, we’ve decided to remove all restraints. A little extra kick and a bit more total damage will come in handy. Don’t shoot your eye out!

= Sureshot =
- Increased Damage from 105 to 110
- Increased Total Ammo from 21 to 24
- Increased Reload Speed

DEV NOTE: A few minor tweaks to bring this weapon up to par. Already decently strong, it packs a bit more punch now.

= Tech 22 =
- Increased Reserves by 60 (+2 Magazines)
- Increased Reload Speed

DEV NOTE: Moar Bulletz... and a nice reload buff!

= Service Pistol =
- Increased Magazine Size from 9 to 10
- Increased Reload Speed

DEV NOTE: Small quality of life changes.

= Western Classic =
- Increased Reserves by +6
- Increased Damage from 32 to 36
- Increased Fire Rate from 5 to 5.8
- Increased Reload Speed

DEV NOTE: A handful of changes to keep the Western Classic competitive. It was already a solid Handgun with excellent burst, now it has a bit more of everything!

= Double Barrel =
- Reduced Damage from 110 to 105
- Reduced Fire Rate from 2.3 to 2.25
- Slightly reduced reload speed (~5%)
- Increased Minimum Falloff from 7m to 8m

DEV NOTE: No major tunes outside of just bringing the Double Barrel more in line with its counterparts. Still packs a punch and gains a small range boost to compensate.

= Rupture Cannon =
- Increased Ideal Range from 13m to 14m
- Reduced Fire Rate from 3.1 to 2.75
- Reduced Recoil per shot
- Reduced Spread when not moving
- Increased Spread slightly when moving
- Significantly Increased Reload Speed

DEV NOTE: To make Rupture Cannon stand out in a sea of incredible Handguns, we increased the range and gave it a bonus for standing still. We also boosted the reload speed, recoil, and accuracy (the latter when standing still).

= Bolt Driver =
- Increased Fire Rate from 7.4 to 7.63
- Increased Projectile Speed from 12000 to 15000

DEV NOTE: The increased projectile speed makes this weapon more viable for longer range shots, and the fire range gives it a little more pep.

= Huntmaster =
- Increased Reserves by +7 (1 Magazine)
- Split Fire & Bolt Action Animations to allow faster Shoot > Move behavior

DEV NOTE: This change allows the player to release ADS and move right after the fire completes. They are no longer locked out while performing the bolt-action.

= Wrangler (Lever Action) =
- Increased Reserves by +10
- Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Increased Recoil Recovery Rate

DEV NOTE: More Reserve Ammo. Better Accuracy. Enjoy.

= Pulse Rifle =
- Significantly Reduced Horizontal Recoil
- Slightly Increased Vertical Recoil

DEV NOTE: The Pulse Rifle was already a solid weapon. The accuracy was increased to help give it more of a unique flavor.

= Widowmaker =
- Increased Reload Speed

DEV NOTE: One of the main pain points with the Widowmaker was slow reload... so we sped it up a bit. A heavy hitter that may find its way into more builds.

= Crossbow =
- Increased Damage from 115 to 120
- Increased Weakspot Modifier from 110% to 115%
- Increased Firing Sequence Speed
- Reduced Time to Ready (Fire Slightly Sooner)
- Increased Reload Speed

DEV NOTE: Crossbow has been an underutilized weapon for a while. The overall damage boost and all-around handling increase give it new life.

= Royal Bow =
- Increased Fire Rate from 4.3 to 5.3
- Reduced Time to Charge Perfect Shot
- Increased Reload Speed

DEV NOTE: To help separate each bow, the Royal Bow has become THE speed shooter option. It’s faster in almost every aspect.

= Sparkfire =
- Slightly reduced fire rate from 1.4 to 1.3
- Slightly reduced Reload Speed

DEV NOTE: Minor tweaks here, as we want to keep the identity and power of Sparkfire, while bringing it more in line with other options.


[ Special Guns ]

= Hellfire =
- MOD: Increased Base Damage from 155 to 175
- MOD: Increased Fire DOT from 100 Damage over 5s to 250 Damage over 10s

DEV NOTE: While we have some additional plans for Hellfire, we first wanted to help separate some of the “Explosive Shot” style Mods. We made the Fire Proc hit harder and increased the total Burning Damage (both Total and DPS).

= Rune Pistol =
- Increased Damage from 15 to 16
- Increased Reload Speed
- Reduced Horizontal Recoil
- MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: A bit more damage, an accuracy boost, and a QOL buff when activating the MOD. This should make for a more appealing burst option in the Handgun slot, especially when in more of a support role.

= Corrupted Rune Pistol =
- Increased Damage from 16 to 17
- Reduced Horizontal Recoil
- MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: Similar buffs to the regular Rune Pistol so it doesn't fall behind.

= Meridian =
- Fixed an issue preventing Meridian from dealing damage over long distances

DEV NOTE: This is not something most people ever ran into. Bug fix.

= Sorrow =
- Increased Projectile Speed from 12000 to 13500
- Increased Primary Falloff Range from 18m to 19m
- Reduced Horizontal Recoil

DEV NOTE: Simple Quality of Life tweaks to smooth out weapon performance and to make it more viable at slightly farther distances.

= Corrupted Sorrow =
- Increased Projectile Speed from 9500 to 11500
- Increased Fire Rate from 2.3 to 2.6
- Reduced Horizontal Recoil
- Slightly Reduced Reload Speed
- MOD: Removed Ranged Scaling from Mod Damage

DEV NOTE: Mostly Quality of Life, but also a fix to address the wild Mod scaling. The speed and accuracy increases will help take down targets are father range.

= Corrupted Nebula =
- Increased Wisp Speed from 800 to 1600

DEV NOTE: The travel time on Nanobots was often eating up some of its active time so we made sure it could get to its targets sooner.

= Star Shot =
- Increased Reload Speed
- MOD: Reduced Mod Requirement from 630 to 420

DEV NOTE: You and your team are definitely gonna die. Good luck.

= Cube Gun =
- Increased Projectile Speed from 4000 to 6500
- Moved the “Callback” trigger earlier in the Manual Reload animation
- No longer triggers “Reload” behaviors when projectiles return to weapon
- MOD: Fixed an issue preventing some player projectiles from penetrating Cube

DEV NOTE: The Cube Gun is quite powerful when you are in a situation that makes it hard to miss rounds (point blank). However, once one or two go flying off into the distance, you are at quite a disadvantage. We made a few adjustments so that when you do lose a round or two, you can get them back faster.

= Corrupted Cube Gun =
- Reduced Heat per Shot from 0.2 to 0.1975
- Reduced Windup Time from 0.5s to 0.35s
- Increased Heat Reduction Rate from 0.45 to 0.50 per second
- Reduced Heat Reduction Decay from 0.1 to 0.05
- Reduced Secondary Falloff Range from 40m to 35m
- Adjusted Projectile Hitbox for more accurate contact
- MOD: Increased Heat Reduction from 15% to 20%
- MOD: Increased Heat Reduction Rate from 50% to 75%
- MOD: Fixed alignment to player instead of world space

DEV NOTE: Look. It’s just better all around. Maybe too good... but it shoots Cubes, and that’s all that really matters.

= Anguish =
- Reduced Base Damage from 105 to 92
- Reduce Charge Time to Perfect Shot
- Reduced Ideal Range from 18m to 16m
- MOD: Forces Auto Reload on activate if any rounds are available
- MOD: Increased Mod Requirement from 500 to 915
- MOD: Adjusted low health damage boost curve
- MOD: Added text regarding damage bonus to lower HP enemies
- MOD: Fixed improper scaling of Explosive Damage modifiers

DEV NOTE: Anguish was clearly outperforming most guns in the game and the goal here was to dial it back a bit while making the Charge Shot more rewarding. The Mod retains its Damage Bonus to weaker targets, while the inconsistent Explosive Damage scaling was fixed. Overall, a bit weaker but still incredibly strong.

= Sagittarius =
- MOD: Refactored to allow Stars to “pulse” damage in the entire AOE

DEV NOTE: Much more viable for hitting grounded targets. However, you may find it trickier to deal with pesky flying enemies. Primary fire will work!

= Merciless =
- Increased Projectile Speed from 5000 to 7500
- Greatly increased Reload Speed
- Increased Speed of Reticle Compression (Activate Bleed Sooner)
- Reduced Bleed Damage from 250 to 200
- MOD: Increased Cost from 315 to 500

DEV NOTE: The Projectile Speed increase makes the gun feel more accurate at longer ranges, and the quicker Reticle Compression Speed allows the Bleed to take hold quite a bit earlier. Reload is a win for anyone that loves this weapon. The MOD, however, was a bit too low-cost for how much damage it was dealing.

= Corrupted Merciless =
- Increased Weakspot Bonus Damage from 100% to 105%
- MOD: Changed to require 3 WS hits before reloading instead of in a row
- MOD: Fixed an issue causing incorrect interactions with extended Magazine Size

DEV NOTE: A tricky weapon to balance, specifically regarding the MOD. No longer do you need to hit 3 Weakspot Hits in a row, but simply, 3 Weakspots before actually reloading. This means that Extender or Bandit can give you some leeway should you miss, if you still get those 3 total Weakspot hits in. We will keep a close eye on Corrupted Merciless and make additional adjustments where necessary.

= Nightfall =
- Increased Projectile Speed from 10000 to 13500
- Reduced Damage from 31 to 28
- Increased Fire Rate from 4.35 to 5.25 (Overall DPS Increase)
- Increased Magazine Capacity from 10 to 13
- Increased Total Ammo from 90 to 117

DEV NOTE: While the Base Damage is lower, the Fire Rate is quicker. This is an overall DPS increase and helps make the gun feel more responsive.

= Twisted Arbalest =
- Slightly Increased Reload Speed

DEV NOTE: Simple QOL. Not a game changer... but feels nice.

= Corrupted Twisted Arbalest =
- Lowered Reserves by 8 (-1 Magazine)

DEV NOTE: Was dealing too much Total Ammo Damage when considering reserves, bounce, and explosions. Minor change to bring it in line.

= Deceit =
- MOD: Added Melee Damage to Ring Swords and Thrown Swords
- MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
- MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
- MOD: Reduced Proximity Ring Sword Damage from 35 to 25
- MOD: Added clarification text for Charge Melee Fragment debuff

DEV NOTE: While we have some additional plans for Deceit in the future, these changes were made to make the “full loop” playstyle more rewarding and to make Melee Mod Generation and trigger options more viable.

= Corrupted Deceit =
- MOD: Added Melee Damage to Sawblade

DEV NOTE: Same Melee Damage change as regular Deceit.

= Monarch =
- MOD: Properly Scales with Mod Duration Bonuses

DEV NOTE: The King doesn’t really need any more wins...

= Plasma Cutter =
- Slightly Reduced Heat Buildup per Pulse/Shot
- Increased Weakspot Modifier from 75% to 80%
- Lowered Reserves by 100 (-1 Magazine)
- Added a slight Heat Decay Delay after firing

DEV NOTE: When comparing all weapons, Plasma Cutter was dealing over 40% more Total Damage due to its ramping nature and total amount of reserves. The change brings it to about about 10% more total damage. The Burst DPS and Sustain DPS have not changed at all. We also adjusted the Heat buildup so wearing Microcompressor will allow a full Magazine to be spent without overheating on the final shot.

= Savior =
- Lowered Base Damage from 72 to 50
- Increased Perfect Charge Modifier from 2.3x (166) to 3.4x (170)
- Increased Overcharge Modifier from 1.85x (133) to 2.65x (133)
- Increased Fire Rate from 1.9 to 2.1
- Increased Reload Speed
- Reduced Reserves by 6 (-1 Magazine)
- MOD: Removed Weakspot / Kill Requirement for Fragments

DEV NOTE: Basic Uncharged (mash) Damage has been reduced but compensated for with the increase to Perfect and Overcharge modifiers. The Total Ammo Damage was too high without investment. Reload Speed and Fire Rate increases as a trade-off for losing some reserves. A highly-rewarding weapon.

= Corrupted Savior =
- Reduced Magazine Size from 50 to 40
- Reduced Total Ammo from 300 to 200
- Increased Base Fire Rate from 3.0 to 3.15
- Reduced Max Fire Rate at Full Mod Power
- Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Increased Reload Speed
- Added New Reticle for Clarity
- MOD: Reduced Mod Cost from 400 to 330 Per Charge
- MOD: Added Activate Animation
- MOD: Increased Fire Speed by 300%
- MOD: Now Reloads 20% Primary Ammo per Charge consumed
- MOD: Added new Reticle for Clarity

DEV NOTES: This bad boy came out of the gates SUPER HOT, heavily overperforming in most categories except MOD. We wanted more back and forth between Primary Fire and the MOD so we made a few adjustments to make casting it more appealing. You can now build up the MOD much quicker, fire it faster, and reload Ammo back into the Primary Magazine based on charges spent. Another weapon we will be keeping a close eye on for future adjustments.

= Aphelion =
- Enabled Full Auto Fire
- Significantly increased the Width of Primary Fire Wave
- Increased Vertical Thickness of Wave
- Adjusted VFX to better sync with Hits
- Increased Primary Fire Projectile Speed from 2000 to 3000
- Removed almost all Recoil on Wave
- Removed All Aim Assist on Wave
- MOD: Increased Collision Size on Orb
- MOD: Reduced Recovery on Fire
- MOD: Increased Deactivation Speed (Manual & Post Fire)
- MOD: Increased Projectile Speed from 350 to 850
- MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: This is basically all Quality of Life. We made a handful of changes to really push Aphelion towards its intended purpose. It’s an excellent crowd control weapon and it deals solid damage to single targets as well. Activating the Mod generates 1 Primary Ammo instead of reloading from Reserves. This allows the Supernova to always be destroyed by the Primary Fire.

= Corrupted Aphelion =
- Increased Magazine Size from 6 to 8
- Reduced Total Ammo from 48 to 40
- Increased Primary Fire Projectile Speed from 2000 to 4500
- Increased Damage from 21 to 33 (63 > 99 Total Damage)
- Reduced Fire Rate from 2.2 to 1.45
- Increased Reload Speed
- Reduced Vertical and Horizontal Recoil
- Increased Vertical Thickness of Wave
- MOD: Reduced Recovery on Fire
- MOD: Increased Deactivation Speed (Manual & Post Fire)
- MOD: Made Orb Spread consistent 
- MOD: Increased Base Explosion Damage from 50 to 75
- MOD: Increased Base Explosion Range from 1m to 1.25m
- MOD: Increased Secondary Explosion Damage from 100 to 150
- MOD: Increased Secondary Explosion Range from 2m to 2.75m
- MOD: Reduced Fire Damage from 350 to 200
- MOD: Increase Mod Cost from 850 to 1000
- MOD: Increased Projectile Speed from 350 to 500
- MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: To better separate Corrupted Aphelion from the original, we re-tuned many of the values to give it more of a “laser shotgun” feel. It hits harder and faster. More importantly, the MOD has been overhauled. It’s now much easier to exploit the chain reaction of Micronova and the behavior of the orbs is much more consistent. Activating the Mod also generates 1 Primary Ammo like Regular Aphelion.

= Alpha / Omega =
- Reduced Windup Time from 0.5s to 0.25s
- Reduced Base Damage from 15 to 14 (Max 23 to 21)
- Lowered Fire Rate from 2.0 to 1.87
- Increased Reload Speed
- Greatly Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Fixed an issue causing lower damage when Charge Speed was greatly reduced
- MOD: Increased Projectile Speed from 4000 to 10000
- MOD: Beta Ray detonation is prioritized over Reload

DEV NOTE: Faster Windup makes Alpha / Omega more responsive as soon as you start firing it. To compensate, base damage was slightly lowered, but total damage has been increased due to the Windup and the faster Reload. To make detonation of Beta Ray more fluid, it will always take priority over Reloading if there are any to be detonated. This means that even if Alpha / Omega is missing ammo in the magazine, detonation will always occur first, thus requiring a second button press for reloading. This also means that detonation can be done without forcing a reload when you don’t want it.

= Starkiller =
- Reduced Horizontal Recoil
- Reduced Vertical Recoil
- Adjusted Reticle to better represent actual accuracy
- Greatly Reduced Spread while Stationary
- Significantly Increased Spread while Moving
- Greatly Reduced Vertical Recoil when Scoped
- MOD: Drastically Increased Fire Speed
- MOD: Reduced Buildup time from 5s to 4s
- MOD: Increased Damage from 250/200 to 375/250
- MOD: Reworked Behavior so it properly affects all non-Boss enemies
- MOD: Forces Auto Reload on activate if any rounds are available
- MOD: Shrunk reticle slightly for clarity
- MOD: Adjusted Explosion VFX for a bit more punch
- MOD: Adjusted Explosion SFX for added cool factor

DEV NOTE: Starkiller (Particle Accelerator in R1) has always been a fan favorite, but it wasn't performing up to par. The changes to the Primary Fire are for quality of life and feel. The changes to the MOD, however, were made with the goal of returning Starkiller to its’ former glory... or at least close (It was pretty crazy, before!).

= Repulsor =
- Greatly increased Reload Speed
- MOD: Reduced Mod Power Cost from 500 to 250
- MOD: Disabled Deactivation Animation after firing Mod
- MOD: Lowered Charges from 3 to 1
- MOD: Fixed an issue preventing Mod Charge Bar from displaying properly after use

DEV NOTE: The Reload Speed was the biggest pain point for most players. The MOD 
was changed to 1 Charge, but it also builds much faster. The purpose of this change was to let you Banish and return to the action more seamlessly. We also enabled it to skip the MOD Deactivate upon firing Banish for responsiveness.

= Sporebloom =
- Increased Fire Rate from 1.55 to 1.95
- Reduced Secondary Falloff from 30m to 25m
- MOD: Removed Explosive Damage
- MOD: Cloud applies HASTE to allies (retains SLOW vs enemies)
- MOD: Cloud DOT no longer deals Friendly Fire Damage
- MOD: Reduces Charges from 2 to 1

DEV QUESTION: Did this thing really need a buff? Who knows, but it feels more responsive, and the MOD is more enticing to use. Let it rock!


[ Swappable Mods ]

= Blood Draw =
- Fixed an issue that sometimes caused Blood Draw to not deal damage

= Bore =
- Increased Duration from 6s to 10s
- Increased Weakspot Modifier from 150% to 165%
- Reduced Charges from 2 to 1
- Increased Mod Cost from 500 to 750

DEV NOTE: With the increased duration and overall damage increase, we felt that Bore needed a bit more of a cost. The reduced Charge is to allow you to get back to the action without needing to manually deactivate. Give it a try!

= Energy Wall =
- Increased Base Size by 25%

= Familiar =
- Fixed an issue causing Familiar to attack Summoned Minions

= Fargazer =
Fixed a bug allowing more than one Fargazer at a time
- No longer scales with Status Duration Increases

= Firestorm =
- Properly Scales with Mod Duration Bonuses

= Knight Guard =
- Damage Type changed to Physical + Mod
- No longer applies Curse
- No longer triggers Melee Mutators

DEV NOTE: Curse was unintentional. Players don’t apply BLIGHTS on enemies.

= Ring of Spears =
- Reduced Cost from 1800 to 1250
- Added Melee Damage to Ring Spears, Thrown Spears, and Recalled Spears
- Added Explosive Damage to AOE upon return
- Increased Projectile Speed from 3000 to 5000
- Reduced Return Time from 0.5s to 0.25s

DEV NOTE: Due to the high original cost, Ring of Spears didn’t see much use. We lowered the cost and added a few extra sweeteners to enable more combos.

= Rotted Arrow =
- Increased Base Impact Damage from 20 to 75
- Increased Impact Weakspot Modifier from 50% to 125%
- Increased Explosive Damage from 60 to 100
- Reduced Explosive Range from 4m to 1.5m
- Increased Projectile Speed from 5000 to 12500
- Removed Damage Over Time
- Reduced Charges from 3 to 2

DEV NOTE: In our desire to better distinguish “Explosive Shot” style MODS from each other, Rotted Arrow gained more of a focus on precision. It hits much harder against Weakspots and it gets to the target much faster. However, it’s also more focused on a single target as opposed to a wide area of effect.

= Scrap Shot =
- Removed Original Caltrops unique DOT behavior
- Increased Bleed Damage from 220 to 400 over 10s
- Reduced Slow Duration from 5s to 3s

DEV NOTE: This is more about consolidating what the MOD is meant to do. It has a much stronger BLEED and retains the SLOW but for a shorter duration. It’s also part of our desire to help separate SLOW MODS from each other. More to come on that front!

= Song of Eafir =
- Reduced Enemy Damage Reduction from 15% to 10% 

= Voltaic Rondure =
- Properly scales with Increased Mod Damage Bonuses


[ Ranged Mutators ]

= General =
There were some large discrepancies in power between the many Ranged Mutator offerings. Quite a few were re-tuned/rebalanced while others were reworked. Our goal has always been to enable more build options and build variety.

= Extender =
- Increased Capacity Bonus from 40% to 45%
- Increased Reload Speed Bonus from 15% to 20%
- Fixed an issue where Extender remained on/visible on unequip

= Bulletweaver =
- No longer affects both weapons.

= Momentum =
- Reduced Critical Bonus per stack from 3% to 2%

DEV NOTE: This change was to bring it in line with many of the other Ranged Mutators as it was providing an incredibly powerful damage increase for low investment.

= Lithely =
- Reworked Primary behavior to factor Base Damage Dealt instead of kills

DEV NOTE: “Base Damage Dealt” over “On Kill” is a more player-friendly option in a game where you may not always have a scrub enemy to kill. This helps the Mutator become immediately more viable.

= Twisting Wounds =
- Increased Bleed Duration from 200 over 10s to 200 over 20s

= Transpose =
- Reduced Range Damage Bonus from 20% to 15%
- Reduced Duration from 20s to 15s
- Adjusted text to clarify that net Ammo Gain is what activates the trigger

DEV NOTE: Generated Ammo was not originally designed to trigger Transpose (Band of Accord, Corrupted Cube Room, Aphelion Mod, C. Aphelion Mod, Transference, Refunder, Engineer & Alchemist Perks, etc). However, we thought it was cool, so we adjusted the duration and power and allowed this interaction to exist. It does not work on Ammo shifting from reserves to primary. It must be a net Ammo gain.

= Timewave =
- Reworked Primary to increase Ranged Damage to Slowed Enemies
- Reworked L10 to apply SLOW on Mod Usage for 5s (10s CD)
- Increased Range of SLOW application from 7.5m to 10m

DEV NOTE: Timewave was providing too much SLOW for very little investment, especially when considering MODS like Prismatic Driver and Stasis having dozens of activations per second. We reworked it so the SLOW application was more balanced, and the Primary Effect was more versatile.

= Refunder =
- Increased Max Refund Chance from 35% to 50%
- Reduced L10 bonus from 50% to 25%

DEV NOTE: Basically, a ton more Ammo. While not a highly desirable Mutator due to many other options featuring Damage Bonuses, Mutator can now ensure you very rarely run out of Ammo in most cases.

= Failsafe =
- Increased Maximum Mod Damage from 20% to 25%

= Ghost Shell =
- Reduced Consecutive Weakspot Hit requirement by 1

DEV NOTE: A very minor change here that should see immediate results. However, this is definitely a Mutator we are watching with a close eye.

= Feedback =
- Increased L10 bonus from 10% to 15% Damage Dealt into Mod Power

= Deadly Calm =
- Increased ramping Damage Bonus from 20% to 25% after 3s

= Battery =
- Fixed an issue that sometimes applied all Stacks for minimum Mod amount spent
- Fixed an issue that prevented stack application from calculating properly

= Spirit Healer =
- Reduced Mod Spend Requirement from 500/300 to 150/50
- Reduced Healing per Mod Spend from 5% to 2%
- Increased Duration from 5s to 10s

DEV NOTE: Making Spirit Healer more fluid by allowing it to activate more often. The healing amount has been reduced to balance it out, and the duration increased to make it more viable overall.

= Ingenuity =
- Reduced Max Heat Reduction from 50% to 30%
- Increased Maximum Reload Speed Bonus from 50% to 55%
- Increased the Max Reload Speed Heat Range from >90% to >85%

DEV NOTE: The Heat Reduction was overbudget, so it was reduced while giving some love to the other bonuses.

= Sequenced Shot =
- Increased Buff Duration from 3s to 5s
- Reduced Total Stacks from 20 to 15

DEV NOTE: Sequenced Shot has always been for providing the player with a second Charge-related Mutator in case they want to run two Charge weapons. It was being outshined by Supercharger so we made a few tweaks to give it a bit more power.

= Bottom Heavy =
- Reduced Baseline Fire Rate to 7% (Max 25%)
- Changed L10 to 1.5% Reload Speed per 10% Magazine Missing (Max 30%)

DEV NOTE: Slight adjustment to the Fire Rate, and a significant Quality-of-Life update to the Reload Speed Bonus.

= Bottom Feeder =
- Renamed to Spirit Feeder
- Reworked Design
- Reloading increases the damage of the Attached Mod by 25% for 5s
- L10: Casting Attached Mod increases Reload Speed by 25%. Lasts 5s

DEV NOTE: Bottom Feeder turned out to promote a clunky playstyle that was a slog to set up. Once active, it blew most Mutators out of the water for its very specific application. We decided to rework this one completely to give players an additional source of Mod/Reload gameplay.

= Fetid Wounds =
- Reduced Corrosion from 200 over 10s to 75 over 10s
- Added Interaction with Slow

= Sleeper =
- Reduced Stow Time Requirement from 7s to 5s
- Increased Proc Durations from 3s/5s to 5s/10s at Max

= Dreadful = 
- Fixed a bug preventing it from rewarding the damage bonus
- Reduced Grey % Requirement from 10% to 5%
- Reduced Damage Bonus from 2%/4% to 1%/2% (Max 20% at 50% Grey)
- Increased Reload Bonus from 15% to 25%

DEV NOTE: Fixing the bug on this one will help, but also making it more granular of a damage increase should make it more noticeable without having the full 10% Grey to proc. The total damage bonus is completely unchanged, but now it works!

= Prophecy =
- Changed L10 bonus to Movement Speed per Stack

DEV NOTE: This was adjusted to give the Mutator a more cohesive feel. The Mod Cost Reduction was basically the same as additional Mod Generation.


[ Melee Mutators ]

= General =
Melee Mutators also had some large discrepancies in power that we wanted to take care of. Like Ranged Mutators, the goal is to provide more build options and overall variety. Lots of adjustments here for both balance and usability.

= Vampire Blade =
- Increased Maximum Melee bonus from 25% to 30%

= Reinvigorate =
- Increased L10 Charge Melee Bonus from 15% to 20%

= Overdrive =
- Reworked Base Effect to Scale with Level
- Changed Duration of Base Effect to be Static
- Removed Critical Damage from Base Effect

DEV NOTE: The Critical Damage Bonus pushed this Mutator well out of range of most other options, so we made a few adjustments.

= Striker =
- Fixed an issue that prevented Stacks to properly decay over time
- Adjusted so Stacks now fall off one at a time

= Misfortune =
- Fixed an issue preventing unique Status Effects from properly calculating
- Increased Maximum Damage from 5%-8% to 6%-10%
- Increased L10 Duration from 2s to 3s

= Steadfast =
- Reduced Damage Reduction from 10%-20% to 5%-10%

DEV NOTE: The pure Damage Reduction bonus was granting too much defense for a single Mutator, especially one which allows all Grey Health conversion while Charging.

= Disengage =
- Reduced Strike Requirement from 5 to 3
- Increased Damage per Stack from 10% to 15%

DEV NOTE: We made Disengage easier to trigger and increased the Damage Bonus to make it a more enticing option.

= Transference =
- Reworked L10 to increase Reload Speed by 50% after Ammo transfer

DEV NOTE: The L10 Bonus was changed to make the Mutator more thematically cohesive. Transference gives you the Ammo, and now you can utilize it quicker.

= Vengeful Strike =
- Increased Minimum Damage Bonus from 20% to 25%

= Resentment =
- Increased Minimum Damage Bonus from 10% to 15%
- Increased Maximum Damage Bonus from 30% to 35%

= Shielded Strike =
- Increased Max Per-Strike Shield Bonus from 4% to 5%
- Increased Max Total Shield Bonus from 40% to 50%
- Reduced Duration from 10s to 5s

DEV NOTE: An overall buff. You’ll need to keep attacking to maintain the SHIELD for an extended period of time.

= Weaponlord =
- Increased Strike Bonus from 10% to 15% per Stack
- Reduced Strike Bonus Duration from 7s to 5s
- Reduced Strikes Required for L10 Crit from 5 to 3

DEV NOTE: With a reduced cost to trigger the L10 Bonus, Weaponlord will reward those with a more Melee-focused setup.

= Dervish =
- Changed L10 to Base Damage Dealt instead of On Kill
- Removed L10 cooldown

DEV NOTE: Another case of replacing “On Kill” with “Base Damage Dealt” to make this a more player friendly option.

= Shocker =
- Reduced Strikes Required to Proc from 5 to 3

= Opportunist =
- Critical Buff now lasts for 2s instead of “Next Melee Hit”

DEV NOTE: ... sheesh.

= Tainted Blade =
- Reduced Damage from 500 to 250
- Reduced Duration from 20s to 10s
- Reduced Max Damage Bonus from 10% to 8%

= Guts =
- Fixed a bug preventing Maximum Crit Damage from being attained
- Adjusted L10 Melee Critical Damage from 2.5% per 10% Grey to 0.5% per 1% Grey

DEV NOTE: This is a bug fix which now makes the Mutator more viable, seeing as it does what it says it does. It was previously locking the Crit to a low value and thus not making any sort of real impact. Now it does!

= Executor =
- Increased Max Range from 10m to 20m


[ Trinkets - Amulets ]

= General =
Amulet adjustments are a tricky endeavor. Damage is King in the neck slot, and it’s very challenging to entice players to pick anything else (understandable!). Our priority when making balancing adjustments was to ensure there were proper tradeoffs for Damage Bonuses. If there’s an All Damage bonus with no requirement, then it will generally be a lower bonus than if there were a condition needed to enable it. We looked through each Amulet and weighed the pros and cons to better adjust their power budget.

For all other non-damage trinkets, we looked at increasing benefits and reducing penalties where applicable. We hope this inspires you to try trinkets you may never have built into. Let’s see what you come up with!

= Abrasive Whetstone =
- Reduced Critical Damage Bonus from 30% to 15%

DEV NOTE: As one of the very few multiplicative damage bonuses, Whetstone scaled way out of proportion with almost every other trinket. This change brings it more in line and still provides a solid multiplicative bonus which rewards building into it.

= Ankh of Power =
- Reduced Total All Damage Bonus from 30% to 25%

DEV NOTE: The Ankh is an excellent well-rounded All Damage Amulet. The slight reduction to the Bonus was to bring it in line with many of our other adjustments.

= Birthright of the Lost =
- Increased Exposed Debuff from 10s to 15s
- Added 10% Bonus to All Damage

= Butcher’s Fetish =
- Reduced Duration from 15s to 5s

DEV NOTE: To keep the power of the item while maintaining more of a Melee focus, the time reduction pushes this out of the pure Ranged camp. It’s an incredible neck for Melee and for weaving, but with the original duration, it was outperforming almost every other trinket in the game. With the recent changes to other trinkets, this adjustment allows Melee enjoyers who weave in Ranged, Mod, and Skill Damage to still greatly benefit from the full strength provided.

= Cost of Betrayal =
- Increased Damage Bonus from 20% to 25%
- Increased Damage Taken Penalty from 20% to 25%
= Reduced Relic Recharge Delay from 30s to 15s

DEV NOTE: More Damage. More Pain. Halved the Recharge Delay... now you just need to survive to reap the benefits!

= Daredevil Charm =
- Removed Damage Taken Penalty
- Slightly Increased Movement Speed Buff per Missing Armor Piece

DEV NOTE: The penalty for not wearing armor is already huge. We removed it and rewarded additional Movement Speed to fuel your risky ways!

= Decayed Margin =
- Increased Melee Damage from 25% to 35%
- Increased Lifesteal from 1.5% to 3%

= Death’s Embrace =
- Reduced All Damage Bonus from 20% to 15%
- Added 10% All Damage Bonus when below 50% HP (25% Max)

DEV NOTE: A Total Damage Increase when below 50% HP.

= Death-Soaked Idol =
- Increased Damage Bonus from 5% to 6%
- Added Interaction with Slow

= Difference Engine =
- Increased Lifesteal Value from 1.5% to 3% of Base Damage dealt

= Downward Spiral =
- Increased Ranged Bonus from 3% to 4%
- Increased Melee Bonus from 4% to 5%

= Emergency Switch =
- Increased Relic Save Chance from 35% to 50%
- Reduced Cooldown from 60s to 30s

DEV NOTE: Using an Amulet that has no Damage Bonuses is usually a tough sell, so the Relic Save Chance was increased, and the Cooldown reduced. It could save your life!

= Energized Neck Coil =
- Overload can now properly activate the Explosion
- Fixed Explosion Damage Calculations to be more accurate
- Reduced Status Damage bonus from 25% to 20%
- Enabled Explosion Size to scale with Amplitude
- Reduced Base Explosion Range

DEV NOTE: We found Energized Neck Coil calculations to be way out of line. The calculations are more reliable now. However, the DPS increase is still very respectable.

= Full Moon Circlet =
- Increased Range Damage Bonus from 20% to 25%

= Gift of Euphoria =
- Reduced Stamina Threshold from 25 to 20
- Reduced Duration from 7s to 5s
- Adjusted so that Stacks fall off one at a time

DEV NOTE: All Quality-of-Life adjustments to make this trigger more often and remain active for longer.

= Gift of the Unbound =
- Removed Max Health Reduction
- Added 5% Movement Speed per Burden Lifted (Max 20%)

DEV NOTE: Gift of the Unbound has been Unbound.

= Gunfire Security Lanyard =
- Increased Rate of Automatic Ammo Fill

DEV NOTE: Previously, Lanyard had only a small number of specific applications. With an increase to the Ammo Fill Rate, you may find that there are more ways to avoid having to manually reload your Firearm. In most cases, it won’t give you the damage of the heaviest hitting Amulets, but always having bullets available feels great!

= Gunslinger’s Charm =
- Increased Reload Speed from 20% to 25%

DEV NOTE: More competitive for low-capacity magazine weapons that reload often.

= Hyperconductor =
- Reduced Skill Cooldown Penalty from +50% to +25%
- Removed Mod Generation Penalty

DEV NOTE: Another Amulet that had some specific applications but never quite caught on. The penalties have been greatly reduced. It’s time to shine! Try with Invoker!

= Indignant Fetish =
- Removed “Enemy Damage” Requirement (works on any damage taken)
- Reduced All Damage Bonus from 25% to 20%
- Reduced Duration from 20s to 15s
- Fixed a case where Buff remained on Unequip

DEV NOTE: Changing “Enemy” to “Entity” allows players to trigger the Amulet themselves. Incredibly easy to maintain, especially with Atonement Fold.

= Inert Overcharger =
- Increased Movement Grace Period from 1.5s to 2s
- Clarified the initial “Standing Still” Duration Requirement as 0.5s.

DEV NOTE: A strong Amulet that had a strict requirement. It has been loosened up enough to give you more breathing room.

= Jester’s Bell =
- Reduced All Damage Bonus from 20% to 15%

= Kinetic Shield Exchanger =
- Increased Mod Generation from 15% to 20%

= Laemir Censer =
- Reduced Mod Cost Penalty from 15% to 10%

= Leto's Amulet =
- Increased Stamina Cost Reduction from 30% to 35%

= Necklace of Supremacy =
- Increased Full Health Damage Bonus from 25% to 30%
- Reduced Time to Proc from 7s to 5s

DEV NOTE: Git gud. Git rewarded. Consolidating many “don’t get hit” options to 5s.

= Nightweaver’s Grudge =
- Reduced Critical Chance from 20% to 15%
- Increased Range from 15m to 20m

DEV NOTE: Grudge shined above almost all other Amulets. The Critical Chance reduction allows it to stay strong, but it now has a lot of competition.

= One-Eyed Joker Idol =
- Reduced Stamina Cost Penalty from +30 to +15

= Onyx Pendulum =
- Changed Bonus from 25% Additive to 1.2x Multiplier
- Reduced Threshold Trigger from 150 Base Damage to 100

DEV NOTE: This is one of the only multiplier trinkets in the game. The potential damage is much higher than the original 25% additive bonus.

= Samoflange =
- Increased Damage Reduction Duration from 2s to 5s

DEV NOTE: Another Amulet that has a strong effect but is hard to justify when there are so many enticing Damage options. This change allows it to be exceptionally good at what it does. It may stand out in a few more builds.

= Shaedbloom Crystal =
- Increased Physical/Elemental Damage Bonus from 30% to 35%

= Stalker's Brand =
- Increased Base Ranged Bonus from 10% to 12.5% (max 25%)

= Soul Anchor =
- Reworked to increase All Damage by 20% while at least 1 Summon is active

= Twisted Idol =
- Increased Encumbrance Reduction from -15 to -20

= Whispering Marble =
- Reduced All Damage Bonus per Bulwark Stack from 3% to 2%

DEV NOTE: An incredible Amulet that grants both Damage and Defense. The Damage has been reduced but the Defense Bonus remains untouched.


[ Trinkets - Rings ]

= Acid Stone =
- Increased Acid Damage Bonus from 10% to 12%

= Ahanae Crystal =
- Changed to Additive Damage Bonus
- Reduced Damage per Stack from 5% to 4%
- Added Interaction with Slow

= Akari War Band =
- Reduced Critical Chance from 15% to 10%
- Reduced Critical Damage Bonus from 15% to 10%

= A’Taerri Booster =
- Applies benefits to both Heavy Carry and Turret Mode

= Atonement Fold =
- Reduced Critical Bonus from 10% to 5%

DEV NOTE: Even without the Critical Damage Bonus, Atonement Fold turned out to be one of the most interesting Rings we’ve ever created due to how many things it activated with the auto-Bleed. We reduced the Critical Chance slightly so that the core focus remains self-activation... but overall, it’s still a super-versatile Ring.

= Band of Accord =
- Increased Ammo Bonus from 25% to 50% per ally

DEV NOTE: Teamwork makes the dream work.

= Bitter Memento =
- Added 33.5% Health to Grey Health Conversion on Skill Use

DEV NOTE: Part of our drive to make more Grey Health build options available. Many things combo with Grey Health, and even more to come.

= Blackout Ring =
- Changed to increase Reload Speed by 3% per 20% missing Magazine (max 15%)

DEV NOTE: This is just a Quality-of-Life simplification. Easier to understand, and more versatile to offset the slight Reload Speed reduction.

= Blasting Cap Ring =
- Increased Explosive Damage Bonus from 10% to 15%

= Braided Thorns =
- Changed to grant 10% Critical Chance
- Removed “On Kill” behavior

DEV NOTE: Started from the bottom, now we’re here.

= Bridge Warden’s Crest =
- Increased Melee Damage Bonus from 15% to 20%
- Increased Duration from 7s to 10s

= Burden of the Audacious =
- Increased Healing on Perfect Dodge from 20% to 25% of Max Health

= Burden of the Destroyer =
- Increased Range Penalty from –25% to –35%

DEV NOTE: In many of the cases where Destroyer was used, the Range Burden didn’t come into play. We increased the Burden to make it a bit more of a... Burden... and are still keeping a close eye on how things unfold.

= Burden of the Divine =
- Increased Damage Penalty from 10% to 15%
- Reduced Shared Healing from 50% to 30%

DEV NOTE: The Burden was not a large enough deterrent for the sheer power of the Shared Healing amount. Reduced it to make it a bit more of a commitment.

= Burden of the Follower =
- Reduced Mod Generation from 50% to 25%

DEV NOTE: Like Burden of the Divine, the sheer power of the Bonus was dwarfing the Burden aspect. Instead of making the Burden more painful, we dialed in the Mod Gen.

= Burden of the Gambler =
- Reduced Critical Damage Bonus from 20% to 15%

= Burden of the Mariner =
- Reduced Skill Cooldown Penalty from 25% to 15%
- Increased Mod Generation from 10% to 15% per Skill on Cooldown

= Burden of the Sciolist =
- Reduced Ammo Reserves Penalty from 25% to 20%

= Cataloger’s Jewel =
- Increased Mod per Sec from 8 to 10

= Celerity Stone =
- Increased Consumable Use Speed from 20% to 25%
- Fixed a bug causing double speed for Relics only

= Compulsion Loop =
- Increased Duration from 7s to 10s

= Conservation Seal =
- Increased Max Save Chance from 25% to 50% (at 50% HP)

= Crimson Dreamstone =
- Increased Damage Bonus from 1% to 2%
- Reduced Stacks from 15 to 10
- Reduced Duration from 10s to 5s
- Stacks fall off one at a time

DEV NOTE: Buffs all around. Very useful for Crit and Skill builds.

= Deep Pocket Ring =
- Increased Reserves from 25% to 35%

= Devoured Loop =
- Changed to grant 1 Charge per Proc (per Skill)

DEV NOTE: Like in the original Remnant, Devoured (Devouring) Loop was providing far too much power with a flip of a coin. We reigned it in.

= Digested Hog Lure =
- Increased Duration from 5s to 7s

= Dran Scavenger Ring =
- Increased Healing Amount from 15% to 50% Max HP over 30s

= Dried Clay Ring =
- Reduced All Damage Gain from Bulwark DR from 60% to 50%

= Elevated Ring =
- Increased Encumbrance Reduction from -5 to -10
- Increased Dodge Threshold from +5 to +10

= Embrace of Sha’Hala =
= Increased Damage Reduction from 5% to 7.5% per Negative Status or Blight
- Added Interaction with Slow
- Reduce Max Stacks from 5 to 2

= Endaira's Endless Loop =
- Reduced Time Trigger from 2s to 1s
- Increased Health Regen from 1.5 to 2

= Fae Hunter Ring =
- Increased Range Bonus from 30% to 35%

= Faelin’s Sigil =
- Increased Mod Generation from 10% to 15%

= Faerin’s Sigil =
- Increased Mod Generation from 10% to 12.5%

= Fire Stone =
- Increased Fire Damage Bonus from 10% to 12%

= Focusing Shard =
- Increased Spread Reduction from 30% to 70%
- Increased Duration from 3s to 4s

DEV NOTE: Smaller value changes didn’t have much of an effect on Focusing Shard so we went in the other direction. Extreme!

= Frivolous Band =
- Reduced Duration from 10s to 7s

= Galvanized Resupply Band =
- Increased Ammo Pickups from 50% to 100%

DEV NOTE: Hope you have big pockets.

= Grounding Stone =
- Increased Shock Damage Bonus from 10% to 12%

= Jewel of the Beholden =
- Increased Duration from 10s to 15s

= Lighthouse Keeper’s Ring =
- Increased Mod per Sec from 3 to 4 per Stack
- Increased Range from 10m to 15m

= Metal Driver =
- Increased Duration from 7s to 15s
- Increased Bonus Reload Speed Bonus from 5% to 10%

= Momentum Driver =
- Reduced Sprint Duration Requirement from 2s to 1.5s

= Outcast Ring =
- Reduced Duration from 15s to 10s

= Painless Obsidian =
- Added 1 Stack of Bulwark while Grey Health is present (in addition to Haste)

DEV NOTE: Another change towards our Grey Health initiative. Bulwark and Haste for any Grey Health is not a bad deal.

= Point Focus Ring =
- Increased Spread and Recoil Reduction Bonus from 25% to 30%

= Power Saver =
- Increased Save Chance from 25% to 35%

= Probability Cord =
- Reduced Critical Damage Bonus from 30% to 20%

DEV NOTE: Way. Too. Strong. But seriously... the value of this ring was dominating every other option. It’s fairer now and opens the door to other choices as well.

= Provisioner’s Ring =
- Increased the rate at which stowed weapons auto reload

= Reaping Stone =
- Increased Lifesteal Amount from 3% to 5%

= Reserve Boosting Gem =
- Increased Base Regen from 0.333 to 0.5
- Increased Max Regen from 2 to 2.5 (below 50%)

= Ring of the Damned =
- Changed to grant 0.4% All Damage for each 1% Grey Health
- Added 5% Critical Chance when the wearer has 50% or more Grey Health

DEV NOTE: A nice bump for another Grey Health option. The Damage bonus can go much higher than before, depending on how much Grey Health you can get. The Crit bonus is an extra little something for your effort.

= Ring of Deflection =
- Increased Deflect Chance from 35% to 50%

= Ring of Restocking =
- Increased Duration from 1.5s to 5s

= Ring of Retribution =
- Damage & Reload Mod from 10% to 15%

= Ring of the Vain =
- Reduced iFrame Reduction from 50% to 35%

DEV NOTE: We like the concept of “don’t Evade” builds, but the penalty on Ring of the Vain was quite punishing. It still hurts, but it’s not nearly as bad.

= Sapphire Dreamstone =
- Increased Skill Cooldown Refund from 3% to 4%

= Shaed Stone =
- Increased Skill Damage Bonus from 12% to 15%

= Shiny Hog Lure =
- Increased Range from from 25-30 to 25-50 Mod Power Gained
- Disabled Effect from working with Cube Gun Automatic Bullet Return

= Singed Ring =
- Changed to Additive Damage Bonus
- Increased Bonus from 10% to 12%

DEV NOTE: Previously multiplicative, Singed was changed to Additive to bring it closer to other Damage Ring options.

= Soul Shard =
- Increased Damage Bonus from 4% to 5% per Summon
- Increased Max Damage Bonus from 12% to 15%

= Stockpile Charger =
- Increased Damage Bonus from 13% to 15%

= Stone of Continuance =
- Reduced Skill Duration from 25% to 15%

= Stone of Expanse =
- Reduced All “Other” Damage Penalty from 6% to 5%

= Stream Coupler =
- Increased Healing Amount from 10% to 25% of Max Health
- Increased Duration from 5s to 10s

= Tempest Conduit =
- Reduced Duration from 20s to 15s
- Increased Damage Bonus from 10% to 15%

= Tomb Dweller's Ring =
- Increased duration from 10s to 15s
- Increased Fall Damage Reduction from 25% to 50%

= Vestige of Power =
- Reduced Time to Proc from 7s to 5s

DEV NOTE: Part of the consolidation of “don’t get hit” durations. A similar change that Necklace of Supremacy received.

= Worn Admiral Ring =
- Increased All Damage Bonus from 10% to 15%

= Zania’s Malice =
- Increased Stacks from 3 to 4
- Reduced Bonus per stack from 10% to 5%
- Reduced Duration from 7s to 5s

DEV NOTE: Ek is jammer, Zania!

= Zohee’s Ring =
- Increased Mod Duration from 15% to 20%


[ Relics ]

= General =
Relics have turned out to be a fan-favorite addition to the Remnant franchise. Our goal is to make them all appealing, even if some are very niche. However, much of that can be done through adjusting other items that interact with Relics. In this patch, we’ve made some adjustments to make certain Relics more thematic, and we have our sights on even more Relic adjustments for the future.

= Broken Heart =
- Increased Speed at which 50% Health is granted On Use
- Added Innate –2 Health Regen above 50% Health
- Disabled interaction with other Healing Items (i.e. “Broken Heart”)

DEV NOTE: To complete the “Broken” theme, we disabled interaction with Healing Bonuses. We also enabled a constant degeneration so that if you are above 50% health, you will slowly return to 50%. A very interesting Relic that can be used for a quick heal while still working well with 50% Health builds.

= Lifeless Heart =
- Removed all Healing
- Added 50% Use Speed Bonus

DEV NOTE: Another thematic change. Lifeless Heart no longer grants any innate healing but is much faster. A good choice for Relic Perk and “On Relic Use” builds.

= Paper Heart =
- Heals 100% of Max Health over 0.1s. 
- Grants 10 Stacks of “Paper Heart” for 10s
- Dealing 75 Base Damage of any Damage Type Removes 1 Stack of “Paper Health”
- After 15s, remaining Stacks are converted to Grey Health (10% per Stack)

DEV NOTE: Like anything related to Leywise, Paper Heart is “fake”. To better represent the phony nature of the heart, we cleaned up how the Stacking behavior works. Dealing Base Damage will remove Stacks, and if any of them remain after the timer ends, they are converted into Grey Health... which... may not be a bad thing!

= Salvaged Heart =
- Reduced Use Speed Bonus from 50% to 25%

DEV NOTE: Salvaged was doing quite a bit so we reduced the Use Speed Bonus and gave it to Lifeless Heart to spark more variety. Salvaged is still doing a lot.

= Tormented Heart =
- Fixed a bug causing irregular Damage Scaling
- Increased Use Speed from 20% to 25%
- Reduced Lifesteal Amount from 25% to 20%
- Properly Scales with Lifesteal & Lifesteal Efficacy Bonuses

DEV NOTE: Mostly fixing weird behavior, but also making sure that Tormented Heart benefits from other Lifesteal Bonuses.


[ Relic Fragments ]

= General =
Though we have a more comprehensive Relic Fragment update coming soon, some small adjustments were made for this patch to set a more balanced foundation. This also coincides with our large overhaul of many/most trinkets in the game.

= Armor Effectiveness =
- Reduced Max from 15% to 10%

= Melee Critical Damage =
- Reduced Max from 20% to 15%

= Ranged Critical Chance =
- Reduced Max from 10% to 7.5%

= Ranged Critical Damage =
- Reduced Max from 20% to 15%

= Skill Duration =
- Reduced Max from 15% to 10%

= Weapon Spread =
- Reduced Max from 20% to 15%


[ Concoctions ]

= General =
Like the Relic Fragment changes, the Concoction adjustments were made to provide more interesting choices when weighing available options. Defensive options, such as Meat Shake and Mudtooth’s Tonic, still give excellent survivability for the investment.

= Meat Shake =
- Reduced Damage Reduction Bonus from 8% to 6.5%

= Mudtooth’s Tonic =
- Reduced Flat Health from 25 to 20

= Mudtooth’s Stew =
- Reduced Flat Stamina from 25 to 20

= Root Water =
- Increased Health Regen from 0.75 to 1.0 Health per Second

= Sacred Lakewater =
- Reduced Grey Health Conversion from 50% to 30%
- Increased Grey Health Regeneration from 1 to 2

= Sanguine Vapor =
- Removed Incoming Damage Penalty
- Reduced Lifesteal from 3.5% to 2% Base Damage Dealt (all sources)

= Tranquility Font =
- Reduced All Bonus from 25% to 20%


[ Consumables ]

= General =
Only a small set of changes regarding consumables. The goal is always to provide more choices, and sometimes, certain options outshine everything. A few minor adjustments to bring Brightstone and Pipe Bomb power down, and another Grey Health option buff by way of Mystery Jerky that may give you a few ideas.

= Cost Adjustments =
- Reduced Cost of Ammo Box from 250 to 200
- Reduced Cost of Injectors from 200 to 150

= Brightstone =
- Reduced Base Explosion Damage from 75 to 50

= Mystery Jerky =
- Reduced Duration from 30s to 15s
- Increased Conversion Rate from 1.0 to 6.66 (Spooky!)

= Pipe Bomb =
- Reduced Bleed Damage from 450 Base to 250 Base


[ Misc Fixes ]

- Fixed an issue where Wallace was unable to purchase items from players
- Fixed an issue where players could get stuck inside a Root Nexus
- Fixed an issue where beam weapons would sometimes not play impact sounds
- Fixed an issue where handgun would sometimes look like it’s floating while running
- Fixed an issue where Spectator could become misaligned in Root Madness hallway
- Fixed numerous collision issues in various locations throughout the game
- Fixed an issue where Meridian’s Mortar projectile was using incorrect material
- Fixed an issue where Tormented Heart Visual Effects were not showing up for clients
- Fixed an issue where soft targeting sometimes would not center to player viewpoint
- Fixed an issue where the reviving player would thank the revive
- Fixed an issue where spectating in cinematics or NPC interactions could cause issues
- Fixed an issue where Primogenitor corpses would persist throughout all worlds
- Fixed an issue with “You Shall Pass” Achievement not being awarded to some players

DEV NOTE: Re-Interacting with the Bridge warden while in possession of the Bridge Warden’s Crest should now properly award the Achievement.

Remnant II Patch 410,790 Notes

--Performance and Crashes--

- Fixed an issue where frame rate would potentially stutter in multiplayer when certain weapons were used by clients.

- Fixed an issue where UI elements would flicker when using FSR Frame Generation for some players.

- Fixed an issue where some Epic players were unable to get online.

--Bug Fixes--

-- ]Archetypes[ --

==Handler==

- Fixed an issue where Very Good Boy could proc infinite Bleed on enemies.

DEVNOTE: Still a Very Good Boy.

-- ]Gear / Items[ --

- Fixed an issue where Corrupted Savior’s Mod power was not draining correctly in all instances.

- Fixed an issue where Corrupted Savior was not playing a swap weapon animation.

- Fixed an issue where when adding Duration to Corrupted Nebula it was not increasing its Damage Over Time effect.

- Fixed an issue where Corrupted Nebula’s Corroded Status was not being calculated correctly upon reapplication.

- Fixed an issue where Corrupted Nebula Damage Over Time was being calculated incorrectly.

- Fixed an issue where Corrupted Nebula’s Nano-Bots would incorrectly proc the Bandit Mutator.

- Fixed an issue where Impact Cannon’s bullet trajectory was offset of reticle at medium and close range.

- Fixed an issue where Tainted Blade mutator was not applying melee damage bonus on charged attack with Huntress Spear.

- Fixed an issue where Shielded Strike mutator was not working with Huntress Spear.

-- ]UI[ --

- Fixed an issue where Corrupted Nebula’s inspect information was not displaying correctly.

- Fixed an issue where Corrupted Sorrow’s mod damage as friendly fire was showing up incorrectly on minions.

-- ]Misc Fixes[ --

- Fixed an issue where Void Heart visual effects would become detached from item.