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 2 - DLC 2 - THE FORGOTTEN KINGDOM

This second DLC for Remnant II, The Forgotten Kingdom, will launch on PC, PlayStation 5, and Xbox Series X|S on April 23 for $9.99. You can purchase the DLC Bundle for $24.99 on April 23 to get The Awakened King DLC, The Forgotten Kingdom DLC, and have access to the final DLC once it’s available sometime later this year. Those who purchased the Ultimate Edition of REMNANT II have access to all DLCs at no additional cost.

In this upcoming DLC for REMNANT II, you will piece together the forgotten history of the lost tribe of Yaesha as you attempt to quell the vengeful wrath of an ancient stone spirit called Lydusa. Navigate the lingering traces of torment, treachery, and death that haunt the land's once proud ziggurats, as Lydusa's living stones wander the crumbling remnants of an ancient civilization in search of fresh blood. In a brand-new storyline, you must uncover the secrets of the lost tribe by exploring a mysterious new area within the world of Yaesha. In this strange new location, you will traverse new dungeons, acquire powerful gear —including a new Archetype, “The Invoker"— meet unexpected allies, and face new threats in their quest to return some semblance peace to the forgotten kingdom.

Here is a detailed list of features you can expect in The Forgotten Kingdom:

  • New Storyline, Dungeons, and Area Based in the World of Yaesha: Delve deeper into the biome of Yaesha and experience a brand-new storyline where players will unravel the mystery of Yaesha’s lost tribe and a vengeful stone spirit called Lydusa, and her living stone constructs.

  • New Archetype - The Invoker: Drawing strength from the Nature Spirits of Yaesha, this new Archetype can harness the mystic power of the jungle. More details on the Archetype will be revealed in a new Archetype Reveal Trailer next week!

  • Many Items and Powerful Weapons that Enhance Gameplay: Outfit the traveler to survive this more deadly version of the world of Yaesha by choosing from a host of new weapons and modifications, along with new items, like amulets and rings.

  • New Bosses, Characters and Fearsome Creatures to Encounter: Mysterious threats and survivors, of unknown origin, emerge from the crumbling remnants of the forgotten civilization of Yaesha bringing new challenges for all players.

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.

Remnant II Patch 409,464 Notes

-- Performance and Crashes --

- Fixed an issue where Soul Binder would potentially crash the game.

 

-- Bug Fixes --

]-- Gear / Items --[

- Fixed an issue where Bolt Driver was shooting double it’s intended amount.

- Fixed an issue where Tainted Blade would sometimes not apply corrosion.

- Fixed an issue where Tainted Blade’s scaling was applied incorrectly.

DEV NOTE: Tainted Blade was dealing far more damage than it should have. Small change to bring it in line.

- Fixed an issue where Huntress Spear was not working correctly with some mutators.

 

]-- UI --[

- Fixed an issue where Huntress Spear display information was incorrectly shown.

 

]-- Misc Fixes --[

- Fixed an issue where you could interrupt any attack or skill immediately.

Remnant II: Crossplay FAQ

We’re so excited to bring the long awaited, highly requested feature of Crossplay to Remnant II! We wanted to offer up some information as we’re sure there will be some questions. We’ll do our best to keep this updated as new questions arise!

First we’d like to share this infographic as we feel it outlines how Crossplay works across the different platforms and services.

IMPORTANT NOTE: For console players, Crossplay is set to on by default. This setting will affect your ability to see other games (including friend’s games) within the game if their Crossplay setting is set to "off". If you can't see a friend’s game in-game, then confirm that you have matching Crossplay settings. The "off" setting will prevent you from joining another game that have Crossplay enabled.

FAQ

How do I access Crossplay?

On consoles, you will have the opportunity to play with friends on any platform, and the option to Quickplay with anyone on the console versions of the game. Crossplay can be disabled on console at any point and reenabled as well.

To access Crossplay you will have to link your account to an Epic account. There is an option to do this on the character selection screen. It’s a pretty quick and easy process and is required enable Crossplay. Console players without a preexisting Epic account have the option to create a simple account that is only used for Crossplay and does not require a full account or login information.

As a PC Player, who can I Crossplay with?

You can Crossplay with any friend on any platform, assuming that if they are on console they have Crossplay enabled. If your friend on console does not have Crossplay enabled, they will not be able to play with you.

All PC services have Crossplay enabled automatically, so there is no concerns about opting into Crossplay when attempting to play with friends across the different PC services.

When choosing Quickplay on the PC version, you will have access to players across all the different PC services, however Console players will not be joinable in Quickplay.

As a Console player, who can I Crossplay with?

You can Crossplay with any friend on any platform, assuming you both have Crossplay enabled(if they’re on a console). If you have Crossplay enabled, and your friend does not, even if they are on the same platform as you, they will NOT be able to play with you. It’s very important to understand this. If you have a Crossplay flag set, you can only play with others on console who have the Crossplay flag as well. This goes for friends AND quickplay games. If you are on console and have your flag set, you can join friends on PC services without needing to worry about their Crossplay flag being set since it’s on automatically on for PC.

You can only Quickplay with other Xbox or PlayStation players only. We do not allow Quickplay between PC players and Console players.

We’ve added a quick How-To video of the Crossplay setup process:

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Remnant II 408,516 Patch Notes:

-- Crossplay --

We're thrilled to announce the addition of Crossplay, a highly anticipated feature in Remnant II! Now, players can unite against the Root, irrespective of their chosen platform. Team up with friends or discover open games across platforms and embark on your journey together.

DEV NOTE: For console players, Crossplay is set to on by default.  This setting will affect your ability to see other games (including friend’s games) within the game if their Crossplay setting is set to "off".   If you can't see a friend’s game in-game, then confirm that you have matching Crossplay settings. The "off" setting will prevent you from joining another game that have Crossplay enabled.

DEV NOTE: Settings on PC that use frame generation currently blocks the Epic Online Services Overlay, which is required for Crossplay functionality of joining friends.

-- Aberration Domination Event --

The Root have seized yet another opportunity to unleash a horde of menacing Aberrations across all worlds! From February 29th to March 5th, gear up and face this challenge head-on. Defeat these sinister foes and collect the elusive Corrupted Shards, a rare material with untold potential. Head over to the enigmatic Dwell in Ward 13, where you can trade these Corrupted Shards to craft corrupted versions of some NEW special weapons. Show the Root that even in the darkest of times, our resolve shines brighter than ever!

DEV NOTE: This is our second big aberration event; we figured why not celebrate the addition of Crossplay with another aberration event! We’ve added even more corrupted weapons to acquire, so group up and take on the Root!

-- Quality of Life --

]-- General --[

- We’ve added support for FSR 3. This option is now accessible in the Video Settings.

- Fixed an issue for players who started with Gunslinger Archetype from the pre-order bonus, but switched to a different machine or account which caused them to be locked out of their character.

- We’ve added support for friend invites for Sony PlayStation 5.

 

-- Balance --

]-- General --[

DEV NOTE: While we have a larger balance patch planned for DLC2, we wanted to make a few adjustments to certain elements to set the stage for the larger patch. While not comprehensive, these changes should provide room for a bit more experimentation before the larger balance patch.

]-- Archetypes --[

==Hunter==

- Reduced Hunter’s Focus ADS requirement from 1s to 0.5s.

DEV NOTE: This means that the player need only AIM for half a second before Hunter’s Focus bonus is applied, instead of the full 1 second before.

==Challenger==

- Die Hard now grants 1 Stack of Bulwark while it is unavailable.

- War Stomp now deals Explosive Damage.

DEV NOTE: We wanted to make Die Hard a bit more impactful since it is a Prime Perk. While having an extra life is great, the 10 minute down time is very long. Instead of shortening the cooldown, the Challenge becomes tougher until Die Hard is available again.

==Medic==

- No changes.

DEV NOTE: Medic is already powerful… what did you expect? Calm down!

==Handler==

- Pack Hunter no longer requires the Companion to be “up” to grant the bonus.

- Pack Hunter now also increases Melee Damage and Melee Crit Chance (30%/5% at Max).

- Companion Howl sizes are now affected by Aura size increases.

DEV NOTE: When the Companion went down (after taking too much damage), the Handler lost all damage bonuses. We now only require the Handler to be in range of their Companion. However, you should always try to get your buddy up, cause that’s the right thing to do! We also included Melee damage to their Damage Perk to make them a bit more versatile. 

==Gunslinger==

- Increased Quick Draw charges by +1.

- Increased damage by 50%.

==Summoner==

- Dominator gains Explosive damage type.

- Dominator no longer grants a damage increase to Ranged/Melee on Sacrifice.

- Dominator now always grants a bonus to Mod/Skill/Explosive damage.

DEV NOTE: We received much feedback from players wishing to play the Summoner as a more Minion-focused Archetype, so we removed the damage benefits to Ranged and Melee, added an Explosive Damage bonus -- which works for Sacrifice and all other explosive options -- and made them always active. This should give more options for Mod, Skill, and Explosive builds, while leaving Ranged and Melee to other Archetypes. There are potentially more Summoner changes in the works.

==Alchemist==

- Added Melee Speed and Melee Charge Speed to Frenzy Dust.

- Added Skill reset if Thrown Vial does not find the ground after a certain period of time.

- Enabled Flash Caster and Throw Speed to benefit Vial Skills.

==Engineer==

- Added Ranged Damage to Metalworker (Damage Perk). Max 25% at Level 10.

- Turrets can now Critical Hit.

DEV NOTE: To make Engineer a bit more viable with the Turret placed, we added a damage boost to the Engineer’s Ranged damage. Note: The Heavy Weapon itself is still considered Skill damage. This is to benefit their primary/secondary weapon when not brandishing or deploying a Heavy Weapon.

==Archon==

- Increased the damage of Chaos Gate from 15% to 50%.

- Chaos Gate now causes increases incoming damage by 15%. Lasts 10s after leaving.

- Power Creep now properly allows Mod Generation while a Mod is active.

DEV NOTE: We wanted to buff Chaos Gate while keeping the original design concept. It now grants a noticeable damage buff but the tradeoff is that the incoming damage penalty cannot be avoided by simply leaving the AOE. Players will need to be more careful after obtaining the buff.

==Invader==

- Stacks of S.H.A.R.K (Prime Perk) now fall off one at a time.

- Reduced the total duration of S.H.A.R.K. to 10s from 15s.

- Perfect Dodge/Evade now instantly grants 5 stacks of S.H.A.R.K.

DEV NOTE: The original S.H.A.R.K. buff lasted 15s total. There were many cases where it would fall off and require you to start building it all over again, thus making the Invader harder to keep active. We changed it so that the buffs fall off individually and lowered the individual buff time to 10s (for a total of 50s total damage increase). We will monitor the durations and make adjustments where necessary.

==Explorer==

- Dramatically sped up the dig animation of Gold Digger.

DEV NOTE: It was tricky for many players to get a handful of fountains going during combat, so we basically halved the time it takes for one to appear.

==Ritualist==

- Erupt now deals Explosive damage.

- Deathwish now respects Kinship Trait again but does not get reduced by Armor (as it once did).

- Deathwish no longer kills the player and will instead leave them at 1 HP.

 

]-- Gear / Items --[

- Atonement Fold: Disabled Voice Lines for “I’m Bleeding” when worn.

DEV NOTE: While not really a balancing issue, the constant Voice callouts were pretty annoying, so we disabled them while wearing the ring.

- Point Focus Ring: Reduced Spread Reduction from 35% to 25%.

- Focusing Jewel: Reduced Spread Reduction from 35% to 30%.

- Focusing Jewel: Increased Recoil Reduction from 25% to 50%.

- Spread Reduction Fragment: Reduced Max Spread Reduction from 30% to 20%.

- Spread Reduction Fragment: Reduced Min Spread Reduction from 3% to 1%.

- Tranquility Font: Reduced Spread Reduction from 35% to 25%.

DEV NOTE: Spread Reduction was getting out of hand (and it’s still incredibly strong). We haven’t put a cap on it yet, but we may do so in the future. For now, we dialed the numbers back a bit so that if you want to turn shotguns into snipers, you’ll need to invest a bit more into it.

- Feedback Mutator can now generate Mod Power while a Mod is Active.

- Reprocessed Heart can now generate Mod Power while a Mod is Active.

 

]-- Weapons --[

Anguish:

- Fixed weapon scaling to properly cap at 3x instead of 2x (Level 10).

Crescent Moon:

- Overcharged Shots during Moonlight Barrage no longer shoot 2 Bolts.

DEV NOTE: Total damage potential of this weapon is unchanged. The only difference is that we no longer reward a non-perfect charge. You must hit perfect charge to reach maximum damage.

Twisted Arbalest:

- Primary Fire now refreshes any current Guardian Mark on hit while Mod is active.

Nebula:

- Nanoswarm now applies a very small Corrosive DOT.

Huntress Spear:

- Added a small Corrosive DOT on hit.

- Increased Projectile Speed.

- Increased Charge Speed.

Spectral Blade:

- Removed the ability to scale with AOE/AURA traits.

DEV NOTE: This was never intended. Slipped through the cracks!

 

-- Bug Fixes --

]-- Progression & Rewards --[

- Fixed an issue where the MP60-R or Chicago Typewriter wouldn’t spawn in some player’s Wards.

- Fixed an issue where some players were not receiving credit for acquiring 50,000 scrap.

]-- Archetypes --[

==Ritualist==

- Fixed an issue where Ritualist’s Wrath perk was not granting increased critical chance.

- Fixed an issue where players could have more than one Ragged Poppet in their inventory.

- Fixed an issue where Miasma did not function as described.

- Fixed an issue where Eruption did not function as described.

==Handler==

- Fixed an issue where Support Dog skill was not healing for the correct value.

==Alchemist==

- Fixed an issue where thrown vials failed to enter cooldown if thrown out of bounds in a world.

==Challenger==

- Fixed an issue where Face of Danger was not working as described in description.

 

]-- Gear / Items --[

- Fixed an issue where Sequenced Shot max value was calculating incorrectly.

- Fixed issue where A'taerii Booster was sometimes not providing its buff when the player equips a heavy weapon.

- Fixed an issue where activating Bloodline Mod immediately after applying Bleed would result in infinitely reapplying Bleed with Merciless

- Fixed an issue where unequipping Embrace of Sha'hala would cause all status and buff effects in UI to no longer work.

- Fixed an issue where Blood Jewel did not scale with duration.

- Fixed an issue where Twisted Wounds did not scale with duration.

- Fixed an issue where Energized Neck Coil did not scale with duration.

- Fixed an issue where Detonation Trigger did not work correctly with Eruption.

- Fixed an issue where Compulsion Loop would trigger from Space Crabs Mod explosions.

- Fixed an issue where Fetid Wounds corrosive damage wasn’t affected by weapon’s level.

- Fixed an issue where Red Ring of Death was not working correctly with Fire Tornado.

- Fixed an issue where Kill Switch Mutator’s damage was reduced when attached to shotguns.

- Fixed an issue where Monarch was incorrectly draining ammo reserves while using Bulletstorm.

- Fixed an issue where Corrupted Meridian was not working with Sequenced Shot while wearing Archer Ring.

- Fixed an issue where Corrupted Merdian was dealing weak spot damage and being affected by damage falloff.

DEV NOTE: As Corrupted Meridian fires an explosive projectile, it was never meant to behave in this way.

- Fixed an issue where Endaria’s Endless Loop would not activate if player took damage while already sprinting.

- Fixed an issue where if you fired a second Soulbinder projectile at the same target, the second one would not refresh the timer and it would expire at the same time as the first.

- Fixed an issue where while Bore and Soulbinder were on the same target, Wormhole damage buff could be consumed.

- Fixed an issue where Increased casting speed was not affecting Hunter’s Mark or Bulletstorm.

- Fixed an issue where Feast Master’s Leftovers were not considered unique, and it was possible to acquire multiple.

- Fixed an issue where Hardcore Metal Band did not function as described.

- Fixed an issue where Participation Medal did not function as described, instead of providing 10 health it was providing 10%.

- Fixed an issue where the All-Seeing Eye was able to be sold for 0 scrap.

- Fixed an issue where Chain of Command Mod were homing back towards failed harpoon shot.

- Fixed an issue where Overloaded was dealing more than the intended amount of damage.

- Fixed an issue where Super Nova was unaffected by damage boost from Harmonizer.

- Fixed an issue where Weaponlord buff was not being consumed and applied to Faultline shockwave damage on Stonebreaker.

- Fixed an issue where Stone of Malevolence and Faerin’s Sigil were not functioning as described.

- Fixed an issue where Reboot was working incorrectly with some item combinations.

- Fixed an issue where Vulcan Turret fires to the right of reticle when held and when not aiming directly at an enemy.

- Fixed an issue where Windfall Blades were only doing damage when hitting protective plating, explosives or weak spots.

- Fixed an issue where fire damage from Black Tar grenade was dealing less damage when the player had more status duration bonuses.

- Fixed an issue where Starkiller’s reload particle effects could accumulate over time.

- Fixed an issue where Anguish’s charged shots had a chance to benefit twice from Bandit mutator.

- Fixed an issue where Overloaded’s AoE explosion fired off every second when it was applied by Ritualist’s Purge Perk.

- Fixed an issue where Overloaded status was dealing reduced damage when spread with the Vile Prime Perk.

- Fixed an issue where Overloaded explosions could deal critical damage.

DEV NOTE: Status effects are not meant to deal critical damage.

- Fixed an issue where the Impact Cannon in Heavy carry mode would play unintended visual effects when performing a melee attack.

- Fixed an issue where Nebula’s Corrosive DOT would not end.

- Fixed an issue where AOE damage was not affecting non-combat environmental critters.

 

]-- Enemies --[

- Fixed an issue where Root Flyer’s projectiles were tracking the player too much.

- Fixed an issue where the Sunken Witch and Bruin, Blade of the King were not playing some of the voice lines.

- Fixed an issue where Generating Band was not working correctly, and updated UI to reflect proper behavior.

- Fixed an issue where Ring of Spears was able to be triggered while in wounded state.

- Fixed an issue where the Pan Brute was not playing death animation if killed while vaulting.

- Fixed an issue where invincible Root Zombies could spawn in the Legion boss fight.

- Fixed an issue where Nano Phase mod could potentially cause the game to crash.

]-- UI --[

- Fixed an issue where Corrupted Shard text would disappear from tooltip while in Dwell’s shop.

- Fixed an issue where players could experience duplicate question options while interacting with McCabe.

- Fixed an issue where if the Medic Archetype was active and the Tranquil Heart was equipped, it would cause the stats text to flash.

- Fixed an issue where Ritualist’s Affliction displayed a negative value in its description after resetting Trait points with Orb of Undoing.

- Fixed an issue where Invader’s Worm Hole ability’s icon would display incorrect value.

- Fixed an issue where the color on text in Tainted Blade Mutator was incorrect.

- Fixed an issue where the damage numbers for Hot Shot Mod were displaying incorrect values.

- Fixed an issue where the damage numbers for Tainted Blade and Fetid Wounds Mutator were displaying incorrect values.

- Fixed an issue where the stat numbers for Kill Switch Mutator were displaying incorrect values.

- Fixed an issue where sometimes changing secondary archetype would change primary archetype instead.

- Fixed an issue where buffs were displaying incorrectly under health bar.

- Fixed an issue where it was possible if holding down multiple buttons to bypass the second confirmation to delete a character.

- Fixed an issue where changes to status effects from Affliction trait were not updating while in character menu.

- Fixed an issue where Corrupted Merciless stated it was doing 0 bleed damage over 10 seconds in item description.

- Fixed an issue where some mods were not changing the color of damage numbers when equipped on a bow weapon.

- Fixed an issue where some Relic Fragments had inconsistent descriptions when inspected.

- Fixed an issue where UPGRADE was displayed in UI pop-up when downgrading a Mutator.

- Fixed an issue where Chaos Gate active buff description was missing in character screen.

- Fixed an issue where after unequipping a second Archetype, the Archetype menu would no longer open for some players.

 

]-- Misc Fixes --[

- Fixed various issues with environmental collision throughout the game.

- Fixed an issue where players could destroy tamps in Mother Mind’s arena with Merciless.

- Fixed an issue where Sparkfire and Boltdriver were not triggering controller vibrations.

- Fixed an issue where if Toggle Sprint was set to Off there would be a delay for stamina regeneration.

- Fixed an issue where Ring of the Castaway was missing after traveling to sewer and back.

- Fixed an issue where a player could potentially draw enemy aggro and be killed during Red Prince cinematic.

- Fixed an issue where some players were unable to unequip the Ritualist archetype if it was equipped as a secondary archetype.

- Fixed an issue where some players could not sell items to Whispers unless they first bought something of the same value from him.

- Fixed an issue where Tal’Ratha’s door would not open if the player died to friendly fire while attempting to open it.

- Fixed an issue where the player would not have the correct follow up interaction with the Dran Preacher if they previously spoke to him, received the ring and then changed their armor.

Remnant II Hot Fix Notes: 400,313 12/12/2023

--Performance and Crashes--

- Fixed an issue where players would become unjoinable in multiplayer.

--Bug Fixes--

] --Archetypes-- [

== Summoner ==

- Fixed an issue where after a summon died, a new one would not be able to be summoned.

] --Gear / Items-- [

- Fixed an issue where some melee weapons were not using the correct amount of stamina.