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HELLDIVERS™ 2 News

Добавление кроссплатформенного прогресса в Helldivers 2 пока не планируется

Разработчики Helldivers 2 из Arrowhead Game Studios взяли паузу с внедрением функции кросспрогрессии в шутер на данный момент её реализация не предусмотрена.

Sony в восторге от продаж Helldivers 2 на Xbox Series X|S, но разочарована цифрами Destiny 2 — от Bungie одни убытки

Sony официально признала запуск Helldivers 2 на Xbox Series X|S успешным. Компания указала в финансовом отчёте, что новая консольная версия шутера показывает себя "исключительно хорошо". Благодаря расширению охвата общие квартальные продажи Helldivers 2 "существенно увеличились" в сравнении с аналогичным периодом прошлого года.

There's no plans for cross progression in Helldivers 2 right now, but don't lose all hope just yet


Anyone that's spent any amount of time playing Helldivers 2 recently will already know that the thing the game needs right now isn't new features, its fixes. A massive patch dropped last month bringing in over 200 bug fixes (you know, the technological kind of bugs), as part of the dev team's promise to get the game in running order again. That promise even extends to holding off on adding new stuff for the time being. When it comes to new stuff, however, one thing you shouldn't expect for the time being is cross progression.

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“Diving into the Development Team” part 1

[p]While our engine team is working on both the engine and another blog related to the tech we use, our Production Director, Alex Bolle, wanted to share some of the processes the development team undergoes at Arrowhead.[/p][p][/p][p]Question: Alex, can you introduce the production role on Helldivers 2. Can you tell people what that role means to the game that they love?[/p][p]Answer: Absolutely. I see the producer as a chaos manager. We're here to make sure that the creative direction of my fellow directors turns into something concrete, a plan basically.[/p][p]What do we do with the features that they have in mind, with the improvements that we want for the game in a clear timeline with the people we need to make it happen and make sure that this is released on time, and in a state we know we need to be better at.[/p][p][/p][p]Question:
Timing and the cycles in the major updates are something that everybody gets excited about. How do you look at that internally?[/p][p]Answer:
Preparing an arc is a recipe that we’re always trying to improve, sometimes it’s too salty, sometimes it needs more salt. We’re constantly trying to improve the live service experience.
It usually starts with a very strong fantasy: “what do we want the players to experience?”, then from that we create a list of initiatives for the game, from features, to major orders, the warbonds and so on.[/p][p]In fact what’s interesting here is that for the longest time, our recipe was rather unbalanced, some would say way too spicy (but I’m from Corsica, I love spices). We were focused a lot on content. Listening to the players, we realized as a team that there is more than that. So we’re changing our approach. Some initiatives are all about cleaning our live features, introducing quality of life… We’re in the early stages of this, but so far when I look at future arcs, it’s promising and something I’m eager to let the community taste.[/p][p][/p][p]Question: So if we look at that, there's some progress that you and the team have been making towards the hardening, tell me more about that.[/p][p]Answer: So, hardening is our last step in the development process before release, and it’s been something that we’ve pledged to take as a main priority moving forward. We are currently addressing the issues and looking for more before we release more goodness for the players.
For the longest time our features would be considered ready and implemented in the release build at the very last minute. We’re working with the teams to stop that. We use the term “functional” as a minimum standard for when features should be in the game. For example, the Hive Lord, as functional, was a very rough version of what players experienced.[/p][p][/p][p]Question: How is the development team structured?[/p][p]Answer: We have big groups of teams that we call Areas, and I love to talk about these as the whole Helldivers’ experience.
Picture this: The first Area you experience as a player is Meta. Meta is responsible for the entire Galaxy’s systems, they define the rules of the whole game, and you’ll find your beloved Game Masters in this Area![/p][p]It’s time to Dive into the enemies lines, here comes GameWorld: they are world builders, a bunch of talented people creating new biomes like the Hive Worlds, and the missions the Helldivers will accomplish in the name of democracy. They have some of the “hottest” stuff cooking in right now, but not before we get things in order![/p][p]It’s time for combat! And we call the next Area… combat (don’t ask a producer to be too creative)! These teams are behind the mightiest enemies encountered, but you all know that you need some good firepower to stomps bugs, so yes, warbonds are done here!
There are two areas remaining, very important ones: The first one is what we call the Tech platform, they are running our game engine, and the tools that the rest of the developers will use.
Last but not least, our own Ministry Of Truth: The marketing and communication Area, it’s pretty self explanatory, this is our voice. Actually, I wouldn't write this if they weren’t here![/p][p][/p][p]Thank you for diving and we'll see you next time![/p]

Into the Unjust: 4.1.1

[p]Freedom's greetings, Helldivers!

Release Captain Morris here, coming to you this democratic Tuesday with a Freedom Delivery.

For this ongoing minor update, stability and balance improvements were the focus of the team.
We look forward to hearing how you feel - we're keeping the galaxy (and democracy) running smoothly.
[/p][h3]Patch Highlights

[/h3]
  • [p]Fixed crashes, including some hotjoining and stratagem-related crashes.[/p]
  • [p]Reducing framerate stutters during drop-in sequence.[/p]
  • [p]Fixed issues related to unused textures loaded into memory.

    [/p]
[p][/p][h2]🔧 Fixes[/h2][p]
[/p][p]Crashes[/p][p][/p]
  • [p]Fixed a crash after hotjoining a game that just started, and when the existing players use certain stratagems[/p]
  • [p]Fixed a rare crash when enemies fall through the ground[/p]
  • [p]Fixed a crash that occurs during missions when an encounter is triggered[/p]
  • [p]Fix rare crash on mission load[/p]
  • [p]Fixed crash which could occur when interacting quickly with the weapon customization menu[/p]
[p]

[/p][p]Miscellaneous[/p][p][/p]
  • [p]Extraction shuttle will no longer get into the landing stage when bumping into tall structures near the landing pad[/p]
  • [p]Fix an issue with missing haptics when gamepads disconnect/reconnect[/p]
  • [p]Fixed ragdolls falling through ground during certain sections of the Tutorial[/p]
  • [p]Fixed issue where some unused textures were being loaded into memory accidentally on certain planet types

    [/p]
[p]Optimizations[/p]
  • [p](PC only) Fixed for textures sometimes appearing low resolution even when memory is available[/p]
  • [p]Reducing flashlight reaction on muzzle smoke on all weapons for a better FOV[/p]
  • [p]Reduced frame rate stutters during the drop-in sequence[/p]
  • [p]Optimized destruction on various tree assets to maintain performance when lots of trees are being destroyed


    Known Issues[/p]
[p][/p]