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HELLDIVERS™ 2 News

Patch 01.000.403

Small patch incoming from High Command!

Overview

For this patch, we have made improvements and changes to the following areas:
  • Crash fix related to the FAF-14 Spear
  • General fixes

[h2]General[/h2]
  • Japanese Language Voice-Overs are now available globally on PS5 (also on PC).

[h2]Fixes[/h2]
Crashes
  • Fix for crash happening when players with unique hellpod patterns leave during hellpod launch cutscenes.
  • Crash fix while aiming with the Spear.
Misc Fixes
  • Fixed corrupted text showing "?" for some characters when having Traditional Chinese language selected.
  • Fix for Plasma Punisher being unable to shoot out of the SH-32 Shield Generator Pack and the FX-12 Shield Generator.
  • Fixed so the Quasar cannon has the correct change to its heat when on hot and cold planets.
  • Fixed issue where Spore Spewer would appear purple on certain planets.
  • Fixed some cases where pink question marks would appear in missions on various planets.
  • Fixed Peak Physique armor passive not properly affecting weapon ergonomics.
  • Fixed issue where available Operations were reset after player reconnected from getting kicked due to inactivity.

[h2]Known issues[/h2]
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the 'Recent Players' list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Deployed mines may sometimes become invisible (but remain active).
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Hand Carts” ship module does not reduce Shield Generator Pack's cooldown.
  • “Superior Packing Methodology” ship module does not work.
  • Bile Titan sometimes does not take damage to the head.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • "Raise Flag of Super Earth" objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.


Release Captain Carlberg out



Helldivers 2's latest Major Order has the Automatons coming for Malevelon Creek, and naturally it's already reignited the real war

Helldivers 2's just gotten a fresh Major Order and everyone who's not busy chilling in the trees on Garcrux is already all over it. The problem - that Automatons are coming for Malevelon Creek. The other problem - there's a bit of disconnect between hardcores and casuals when it comes to plans that might stop them.

Having saved some human kids, you'll be glad to hear that the allure of a fresh biome didn't stop the helldiver masses from killing enough Terminid kids to succeed in the last MO. Now though, the issue of getting everyone on the same page is rearing its head again, in a slightly more familiar form.

Informing folks that the last order had resulted in "an elevated (but completely unharmful!) degree of Terminid spores having been measured around the most heavily hit planets", something I'm sure won't come back to bite Super Earth in the future, community manager Twinbeard relayed this new one in the following terms.

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Uh oh, Helldivers 2's latest Major Order might come a cropper at the last minute, because people are too busy climbing trees

Helldivers 2 latest Major Order was looking pretty well sewn up in favour of Super Earth yesterday, with just a couple of planets left holding out, but with their libreration well within reach. Unfortunately for the current objective sticklers, Arrowhead's now provided folks with the option to explore a planet with a fresh biome instead - and a lot of them are taking it.

To be fair, given how busy they've been saving kids and reporting bugs recently, can you blame folks for wanting to take some time away from the front lines and enjoy some fresh scenery? Especially since - and this might be the trump card - you can fulfil that dream you had as a kid to climb up big trees.

Yup, you heard me, folks dropping onto Garcrux - the fresh planet with a jungle-inspired landscape that matches the vibe of the gear added in the last warbond - have discovered that you can get launched up onto the branches of the world's trademark trees. How? Well, not by climbing in the traditional sense, but by picking the right moment to hop atop a freshly dropped pod as it opens.

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Sorry, long-suffering Helldivers 2 spear lovers, after being briefly fixed, it's now causing crashes

Look, make sure you've got some tissues ready before you read this. Helldivers 2's poor spear. Up until the game's most recent updates, the aiming on it was broken, and a loyal legion who love stabbing stuff spent ages praying and badgering Arrowhead to fix it for them. The developer did. But now the poor spear's back in the doghouse.

If you're out of the loop, Arrowhead's been busy working on a bunch of issues that've popped up since the game's most recent patch, including enemy spawn rates and ship modules that aren't doing what they say on the tin. The spear, sadly, is the latest addition to that list.

What's up with it this time? Well, something a bit differennt to the aiming issues that afflicted it before - it's now been linked to some crashes folks have been getting.

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Helldivers 2's devs are looking into enemy spawn rates and making superior packing work as intended again

While Helldivers 2's last big patch has gone down pretty well, it also seems to have created a fresh set of issues for Arrowhead to investigate. To its credit, the studio is now looking into two of the biggest problems players are currently reporting, though the list does look to be getting longer day by day.

If you're out of the loop, one of the things some folks have been reporting as they've gone about saving and then killing kids is that the changes the patch made to how enemies spawn - by lessening the amount of heavy units that get flung at people in favour of more small foes - have actually made things more difficult. Arrowhead's now confirmed it is looking into that, but the situation apparently isn't as straighforward as it might seem.

In a post on the game's Discord server, community manager Twinbeard has shared an update on the studio's efforts to investigate those reports that the tweaks haven't made for less folks getting helplessly pinned down at higher difficulties. "For those of you who are asking about patrols/enemy presence, this is an intricate one," he wrote, "Instead of me trying to get into the nitty gritty details, probably failing miserably, I think we should try to supply a proper explanation on how it works, what we've changed and how we want it to play in regards to enemy presence overall."

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