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HELLDIVERS™ 2 News

Helldivers 2 boss would "love to do a take" on Star Wars, Predator and Warhammer 40,000


The dominion of hated Super Earth threatens to expand afresh as Arrowhead CEO Johan Pilestedt toys openly with the prospect of Helldivers 2 cross-over games, beginning with tabletop wargame Trench Crusade and extending to, well, take your pick. Arrowhead's appetite for other licenses appears insatiable. It's the kind of sheer expansionism you'd expect from Earth's loathsome regime, whose "managed democracy" propaganda continues to enthrall thousands of hapless disposable imperialists. Pilestedt even wants to make a Fifth Element game! Milla Jovovich is spinning in her grave. Milla Jovovich isn't dead, you say? Well, that's good news at least.

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After laying out the dream Helldivers 2 crossovers he thinks about in the shower, CCO Pilestedt says you'll have to "see what happens" when it comes to massive PVE battles

Look, pretty much everyone loves Helldivers 2, even if things have looked a bit shaky on that front on a few occasions this year, and sometimes the best way to show that is by demanding Arrowhead fill it with crossovers. We're not talking about official crossovers, and Arrowhead CCO Johan Pilestedt's just run down his personal list of ones that might be cool in theory, in addition to saying a thing about the possibility of big PVE battles.

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Helldivers 2's latest patch makes raising flags less terrifying, and cheeky mid-air medical care could be part of Arrowhead's solution to ragdolling "helplessness"

It's Helldivers 2 patch time, and right off the bat, I'm sad to reveal that this latest one - unlike last week's update - doesn't include a fish being sent to the great beyond. Feel free to vent your disappoinment for a couple of minutes before reading on.

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Patch 1.001.202

Freedoms Greetings!
Small update coming your way!

Overview
  • Crash fixes
  • Raise flag mission fix
  • Miscellaneous fixes

[h2]Fixes[/h2]
Crash fixes & Soft Locks
  • Fixes a crash which could happen when the player or a hot-joiner first spawns into a mission
  • Fixed a rare crash that could occur with carriable items and looking at the minimap at the same time
Missions
  • Decreased enemy spawn rate while progressing the Raise Flag objective in Spread Democracy missions.
Miscellaneous fixes
  • Fix holding last stratagem input preventing movement on default pc controls.
  • SOS beacons will now look for additional players for the remainder of each mission. They are no longer destroyed when the squad is full. Instead they will deactivate - until someone leaves and the SOS beacon starts looking for additional players again. The SOS beacons will still be destroyed on host migration - this is to allow the new host to decide if they want a new SOS beacon or not.
  • Fixes an issue where the SOS beacons could not be deployed in the same or subsequent missions under some circumstances.
  • Fixed an issue where deploying an SOS beacon could result in your lobby not being made public and couldn't be joined by other players. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed bug where non-public lobbies could not be joined, despite the host deploying an SOS beacon. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed the drop wheel, emote wheel and comms wheel snapping the cursor to the outer edges in the radial menus when using a mouse and keyboard.
  • Resolved an issue where users with a large number of in-game friends couldn't see some of their friends' in-game status properly, preventing them from being able to invite or join.
  • Fixed issue where player names could be absent after returning to ship from a mission.
  • Fixed player names and chat text disappearing.

[h2]Known Issues[/h2]
Top Priority
  • Excessive ragdolling can cause a feeling of helplessness and frustration.
Note: We recognize that changes in this area could have a significant impact on the player experience, both positively and negatively, so we are moving forward cautiously. While we are more certain about some changes, others require further thought. These are the adjustments we are currently testing:
  • Allowing players to remain prone after ragdolling when there’s no directional movement input.
  • Enabling the use of stims while ragdolling.
  • Addressing situations where explosions ragdoll players from behind cover.
  • Further adjustments to enemy behavior and projectiles.
  • Being considered prone when ragdolling on the ground.
  • Players are unable to emote when flying through the air.
  • Stratagem balls bounce unpredictably off cliffs and some spots.
  • The Reinforced Scout Strider does not telegraph it’s rocket attacks.
  • We are investigating how we can further improve the play experience against this enemy.
Medium Priority
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players are unable to shoot properly while in the air using a jetpack
  • Reinforcement may not be available for players who join a game in progress
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit



That would be all. Dive out