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Remnant II Patch Notes: 451,008- 11/5/2024

Remnant II Patch Notes: 451,008- 11/5/2024

[h3]--|Performance and Crashes|-- [/h3]
- We have updated to support FSR 3.1.1.
- We have updated to support DLSS 3.7.20.

[h3]--|Player|-- [/h3]

[h3]--|Archetypes|-- [/h3]
|Engineer|
- Fixed an issue where Engineer and Warden summons were incorrectly applying pressure.
DEV NOTE: 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.

[h3]--|Gear / Items|--[/h3]

-|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!

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.
DEV NOTE: 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.


[h3]--|Boss Rush|--[/h3]
- 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.

[h3]--|UI|--[/h3]
- 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.

[h3]--|Misc Fixes|--[/h3]
- Fixed an issue where Spark was not rewarding crafted items to all players.
DEV NOTE: 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.
DEV NOTE: 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, he makes available on Mudtooth, you either need to join someone else’s game, purchase it in their Ward and bring it back to your Ward to unlock it OR find it in your campaign.

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

Various Bug Fixes and Quality of life improvements. The Full list of changes can be found here:

https://gunfiregames.com/blog-five/2024/10/17/remnant-ii-patch-notes-448817-101724


or

https://steamcommunity.com/app/1282100/discussions/0/4693405608846187949/


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

[h3]--|Quality of Life|--[/h3]

--|General|--

- Enabled Prism Legendary Reroll.
- Increased EXP gain required to go from 50 to 51.
DEV NOTE: 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 achievements / trophies for NPCs in The Dark Horizon.
DEV NOTE: If you received the appropriate item related to the achievement / trophy for Spark, The Custodian or The Prototype talking to them again should unlock the related achievement / trophy.
- Fixed an issue where players could get stuck in a loop with McCabe attempting to get the Great Blacksword.
DEV NOTE: 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.

[h3]--|Player|--[/h3]

--|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.

[h3]--|Gear / Items|--[/h3]

-|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.

[h3]--|Boss Rush|--[/h3]
- 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.

[h3]--|Enemies|--[/h3]
- 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.

[h3]--|UI|--[/h3]
- 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.

[h3]--|Audio|--[/h3]
- 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.

[h3]--|Misc Fixes|--[/h3]
- Fixed an issue where sometimes Mudtooth's DLC 1 dialogue would continue to trigger even after completing it.
DEV NOTE: 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.
DEV NOTE: 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.
DEV NOTE: 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.

“Spire of the Hellspawn" by Matt Heafy

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Trivium vocalist and guitarist Matt Heafy has written and recorded a brand-new song, “Spire of the Hellspawn", in support of Remnant 2's third and final DLC, The Dark Horizon, and the game's recent one-year anniversary. This is the second song dropped by Heafy in support of REMNANT II, as he first released the song, “Wielders of the Plague”, to celebrate the game's first DLC, The Awakened King.

“It was an honour and a privilege to have played a part in the release of Remnant 2 last year,” said Matt Heafy, Trivium vocalist and guitarist. “To be invited back to do it again for the third and final piece of DLC is unreal. The world that the team at Gunfire Games have created is absolutely incredible, so the opportunity to create another piece of music inspired by their work was impossible for me to turn down. I can’t wait for you to hear what I’ve been working on.”

The release of “Spire of the Hellspawn" comes at a good time as Trivium gears up for a North America, UK and Europe tour starting in Early 2025. Check out tour dates to see if Trivium is playing in a city near you: https://www.trivium.org/tour.


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Big Remnant 2 update makes its new boss rush mode much more rewarding

With third Remnant 2 DLC The Dark Horizon finally out, Gunfire Games has finally wrapped up its plans for the fantastic apocalyptic looter-shooter. While its third DLC has left me a little cold so far - a sentiment mirrored by its Steam review scores - the corresponding free update introducing boss rush mode and a new Prism system has been a welcome boon. Just over a week on from its arrival, a hefty Remnant 2 update is here and it boosts rewards dramatically, along with class balance tweaks, a fix for a serious mod generation problem, and plenty more changes besides.


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