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26.3 - Beavers!
The Dappled Forest - Beavers The Dappled Forest is based on the forests of Michigan according to the developers in the surprise Minecon Live: One of the animals found here is the beaver. Nature's Builders! Beavers once numbered in the millions and shaped the ecological landscape of North America. They are nature’s builders, damming streams, and reengineering whole waterways that help other species and create ecosystems. Purpose + Lumberjack Effect Beavers should grant a natural boost to woodcutting within their vicinity. Working near active beaver territory should speed up your chopping hence "lumberjack", rewarding players who explore the new Dappled Forest or the other forests (forgot the biome name) and making woodcutting a tiny bit faster! New Generation The first idea is stripped trees, a variant of the felled tree with its bark missing. The second is dams, built across streams and narrow water channels. These dams would be made of sticks, and the new block could be called Wattle (IRL term). Either way they should spawn near rivers!!! SUGGESTION LINK: Beaver - Minecraft Feedback Edit: I cannot believe that I have to make this edit, but I've received unwanted and some very aggressive and even hostile DMs about the use of AI as well as negative comments. People have claimed that this photo is entirely AI generated. This not true. The background is indeed a real screenshot of an in-game scene that was poorly cropped that I have linked here.png). The Minecraft beaver used for this photo is also a real image that can be found on Google Images that one can find if they search up "Minecraft Beaver", which is not uncommon for this sub (many people use photos off of Google for suggestions if you look through this Subreddit) that is identical. However, when I uploaded this screenshot to Canva (via custom dimension) it had unwanted cropping on the side (as mentioned before) and a strange green after effect when I used the "Background Remover" tool on Canva which can be seen here. This led to the photo here.png). This is probably the most important piece of context that people overlook - There are many prevalent tools that do the following - they use text-based prompts to alter photographs for editing purposes, primarily Photoshop and Adobe Express which I do not have access to that also leave an AI watermark. Like it or not, many advertisements, YouTube thumbnails, photographs use this technology to alter photos, as is the result of AI development alongside students who are given these tools for free. I prompt-engineered ChatGPT to do the following: Fix the bad crop and remove the green shadow aftereffect. As people have mercilessly pointed out, this applied a strange filter to the photograph and its background as an unintended effect. As a thought experiment, if I had used Adobe Express' AI feature, I would have gone through the same exact steps as before, just using better AI software that doesn't apply a SynthID watermark (at least I believe), and nobody would have said anything. thanks. submitted by /u/Gullible_Nerve8589 to r/Minecraft [link] [comments]
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r/Minecraft |
Gullible_Nerve8589 |
Jul 9, 2026 |
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You curious about the steam machines performance? Ask.
Got my steam machine earlier today and have tinkered with it now for a bit. If someone out there has some burning question that hasn't quite been answered then feel free to ask. Whether its performance or something to do with it physically, go for it. EDIT 08/07-2026 (DDMMYY): A lot of users asked about specific game performance or other use cases. Down below I have shared the non scientific results that I saw while playing or testing whatever I was doing. All tests were done using GE-Proton11-1 unless otherwise specified. OS version: 3.8.14-stable. Streaming performance from the Steam Machine to a SteamDeck on a different network: - Connecting my Steam Machine to my wifi and my Steam Deck to my phone hotspot yielded solid results. I used Pragmata as the testing game and experienced no measureable input delay or visual degradation. The game remained stable at 60fps the short duration I tested it with no disconnects to report. Only issue was that I could not connect to the Steam Machine at first, this was solved by turning 'remote play' off and back on' on both devices. Nioh 3: - I ran Nioh 3 at 1920x1080, using the 'Standard' preset. FSR3 was forced on, but I increased the min/max scaling to 100% to stay at native resolution. Spawning in the initial tutorial area the framerate sat at a steady 50fps, generally dropping into the 40-50 range. There were occasions where the game would lock the framerate to 30 for a few seconds but I could not figure out what caused this. I tested the FSR3 'min' resolution at 65% and 'max' resolution at 80%. This stabilized the framerate to 60fps, but I would imagine more intense fights later in the game will dip below again. Star Wars Outlaws: - I ran Star Wars Outlaws at 1920x1080, no upscaling, using the 'Medium' preset. Getting on the 'Speeder' after getting through the initial introduction put us in the 83-93fps range with heavy stutters once I drove out of the ship due to shader compilation, this did eventually stop. Standing in the village area around the sheriff we hovered in the 60-90fps range but most of the time it sat close to 80fps. Getting to the 'Moisture Farm' the framerate dropped closer to 65-75fps, so overall not bad at all. And for those wondering: Yes, I made 'Nix' happy. Yet another rhythm game (YARG): Simply downloaded the provided appimage off of github, gave the proper permissions, ran the appimage and the launcher and game was installed in seconds. Game boots up no problem. Added a 'Bot profile' and had a song playing within a minute. Performance was rock solid and didn't move at all. Halo 2: - I ran Halo 2: Anniversary at 3840x2160, no upscaling, on the Metropolis for a map (Big bridge), using the 'Enhanced' graphics preset. In the initial area with the marines and the Scorpion tank I had 160-300fps in classic graphics. In the initial area with the marines and the Scorpion tank I had 60-90fps in anniversary graphics. I drove over the bridge on anniversary graphics as classic clearly wasn't gonna be a problem. Had a modest dip into 50fps when a Wraith particle landed perfectly on the third person camera location. Lowering the games resolution to 1920x1080 took the anniversary fps up to 100-150fps. Minecraft vanilla: - I ran Minecraft (Vanilla) at 1920x1080, no upscaling, on the default settings with biome blend changed to 8x8. I used the experimental Vulkan rendering method. 1st world spawned me into a Mesa biome and the framerate sat at a comfortable 250-310fps. 2nd world I spawned in a Jungle biome, sitting at 170-240fps in the dense forest. Flying to a nearby Oak forest with plenty of cows and other animals and a huge river the framerate went up to 225-275fps. Black Mesa: I ran Black Mesa at 1920x1080, no upscaler, mostly high settings with a few medium. Throughout the intro 'Black Mesa Transit System' section the framerate remained rock solid at 150-300fps, mostly hovering in the 240-280 range. Entering a more combat intensive area later in the game had the framerate drop to 135-185fps and quickly shot back up to 200+ after combat ended. Zenless Zone Zero: - I ran Zenless Zone Zero at 1920x1080, no upscaler, using the 'Medium' preset. There were absolutely no performance problems for the duration that I tested the game and the framerate remained very stable around the 110-155fps range. Halo Infinite Campaign: - I ran Halo Infinite at 1920x1080, no upscaler, using the 'Medium' preset. The framerate was quite stable in the 100-120fps range for the first part of the ship while in combat. During the escape sequence the framerate dropped quite a bit lower into the 60-90fps range, but quickly stabilized around 80fps until it calmed down more and then went back into the 100-120fps range again. Dota 2: - I ran Dota 2 at 3840x2160, no upscaler, using the 'Highest' settings, on the 'Native Linux' build of the game. In the practice/demo area I ran around for a solid 5 minutes keeping an eye on the framerate both when using abilities and when dying because I ran into the tower constantly. Framerate sat in the 80-140fps range and was a bit jumpy. Dropping the resolution to 1920x1080 saw the framerate shoot up into the 140-200fps range. Pragmata: - I ran Pragmata at 1920x1080, no upscaler, using a mix of High/Medium settings with all graphics related checkboxes enabled except for Motion Blur. From the very beginning to the end boss fight the framerate was anywhere from 60-100fps. The game remained very stable in less combat intensive areas and the lowest was during the boss battle where it comfortably sat close to 60-65fps most of the time. All in all I kinda forgot about the framerate and just enjoyed myself. Stellar Blade: - I ran Stellar Blade at 1920x1080, no upscaler, using the 'Medium' preset. The game sat very comfortably in the 60-100fps range staying mostly around 65-80fps. Getting to 'Silent Street' after the initial intro sequence the framerate once again sat around 65-80fps. Hunt showdown: - I ran Hunt Showdown at 1920x1080, no upscaler, using the 'Medium' preset. Running around the shooting range the framerate was anywhere from 80-120fps most of the time, with edge cases where the framerate dipped slightly under 80fps. Most of the time I saw about 90-100fps. War thunder: - I ran War Thunder at 3840x2160, no upscaler, using the 'Highest' preset (SSAA:Off) in the 'Ground Vehicle Training' The framerate was on the lower end, sitting around 40-55fps most of the time depending on explosions happening or not. Dropping the resolution down to 1920x1080 with the same 'Highest' preset the framerate shot up to 150-200fps. CS2: - I ran CS2 at 1920x1080, no upscaler, using the 'Medium' preset, running a 'Deathmatch' game on 'Dust2' against Bots. There were initial stutters as I ran around the whole map that made gameplay quite bad at first, but this eventually evened out. The framerate sat in the 90-160fps range depending on where I would be. Lowest FPS being around A-site facing towards long and short. DayZ: - I ran DayZ at 1920x1080, no upscaler,, using a mix of High/Medium settings, on the Chernarus map. I spawned at Cherno on the East side near Prigorodki and ran all the way through the industrial area with the containers to the main central area of town all the way east just shy of Balota. The framerate remained very stable around 110-195, where the lowest was in the middle of the central town area near the church. Most of the time I would see 120-135fps. Doing a quick test on 2560x1440 I spawned in solnichniy and ran around a little while and saw about 100-155fps. EDIT 09/07-2026 (DDMMYY): Marvel Rivals: - I ran Marvel Rivals at 1920x1080, TAAU-Native, using the Medium preset, playing a round on 'Tokyo 2099 shin shibuya. The first half of the match I spent getting used to the controls on the Steam Controller. Framerate hovered in the 60-85fps area, but was quickly down in the 60-70 area when combat started. Fast forward to about halfway through I elected to enable FSR3-Quality with the same Medium preset. Framerate immediately increased to 75-115fps where it mostly sat in the 85-100fps range and it felt much more 'fluid' to play the game. Baldurs Gate 3: - I ran Baldurs Gate 3 at 1920x1080, no upscaler, using the Medium preset. Waking up inside the Nautiloid we were instantly met by 60fps locked with no indication it was going to drop. I made my way through the ship doing a few combat encounters but saw no performance dips, keeping us locked at 60fps. After getting through that first segment and crashing on the beach I made my way up towards Asterion and had yet to see a single moment where the fps dropped below 60. I switched the settings from Medium to the High preset, panning around the area of Asterion the fps did not budge, staying at 60fps. I switched the settings from High to the Ultra preset,panning around the area of Asterion the fps did not budge, staying at 60fps. Finally I switched the resolution to 3840x2160 keeping the Ultra preset and finally the framerate dropped to a very respectable 30-35fps. After that I wanted to see how much upscaling was necessary to reach 60fps using 3840x2160-Ultra. FSR2.2, set to performance once again locked the fps at 60fps panning the area around Asterion. I went back to using no upscaler on the Ultra preset, using 2560x1440 and the fps hovered in the 48-60fps range when I panned around. Generally you should not have any issues running this game, very impressed. Elden Ring: - I ran Elden Ring at 1920x1080, no upscaler, using the Medium preset. Spawning in the initial room a panned around and walked about and the framerate remained locked at 60fps. I ventured forward, met my demice to the Grafted Scion, but the framerate throughout stayed rock solid at 60fps. After respawning and getting outside at Limgrave I looked over the entire area and the framerate gave no indication that it was going to dip under 60fps. At this point I increased the resolution to 2560x1440 and panned all over Limgrave again, but once again 60fps with no indication it would budge. After being very impressed I went ahead and increased the graphics from the Medium preset to the Ultra preset keeping the 2560x1440 resolution, but yet again the FPS did not budge. Eventually I went back to the main menu, enabled RTX-ultra keeping 2560x1440-Ultra and finally the fps dropped to a still respectable 25-35fps. I went back to a more modest 1920x1080-Ultra with rtx-low and the fps hovered in the 40-55 range. I returned to the main menu and disabled RTX again, 1920x1080-UItra and I ventured deeper into Limgrave. At this point it started raining and the fps lowered into the 54-60fps range. I attempted my best having never played a soulslike against the Tree Sentinel but died after getting it down to 50%. Throughout the short fight the fps (Still raining) remained at 52-60fps. I went back to the main menu, lowered the preset to high, loaded back in and ran around Limgrave for a little eventually reaching the Stormfoot Catacombs. I checked the area out for a little killing some monsters and eventually got burned to a crisp, but the performance at no point went below 60fps again. Very impressive results here. Black Myth Wukong (Benchmark): - I ran Black Myth Wukong at 1920x1080, FSR forced on, super resolution: 100% The benchmark was ran once to make sure no shader swould cause initial stutters and skew the results. Here are the results of the 2nd pass: Avg: 56fps Min: 40fps Max: 73fps Low 5th: 50fps Note that the gpu was sitting at 100% usage the whole time, so you would most def be able to squeeze more fps out of the game with some fine tuned settings and upscaling. Infinity Nikki: - I ran Infinity Nikki at 1920x1080, TAAU-Native, using the Balanced preset. Entering the initial area of Miraland put us in the 95-120fps range where we generally stayed around 105-115fps. After the hand holding part I ran over the starwater and the framerate lowered a tiny bit into the 85-105fps range, but still very stable around 90-100fps most of the time. I did the sailing segment and ended up on top of some jellyfish. This area proved much more difficult to run or poorly optimized as the fps did suffer a bit at first duo to what I would assume was shaders compiling, but it eventually evened out around 95-110fps. See note: (1*)* I got to the "Where the stars keep watch" quest-popup and decided to give the area a quick pan. Framerate was a bit lower here in the 75-90 fps. I ventured outside to 'Starshore' In this area the framerate quickly shot back up to a very stable 95-105. Walking down the path I got to a platform area with what appeared to be a 'Kite' of sorts. I walked to the point of it, gave the area a final pan here and it was still at a respectable 70-95fps. There was significant audio glitching that happened in this area that made me unable to pay attention to the story and it was quite distracting, this disappeared once I reached the next area. 1. The Isle (Evrima): - I ran The Isle at 1920x1080, no upscaler, all settings settings put to High, Lumen: off, 3d resolution: 100%, I picked Petits Pieds as a server to test on with about 300-350 players online. High settings was a total bust, loading into the open world the framerate was in the LOW 20-23 and did not stabilize. I closed the game, went into the game properties and locked the allowed resolution to 1920x1080 and rebooted. 2. The Isle (Evrima) redo: - I ran The Isle at 1920x1080, no upscaler, Shadows and shadow smoothing set to low and all other settings to medium, 3d resolution: 50%, I picked Petits Pieds as a server to test on with about 300-350 players online. After reducing the settings I loaded back into the server and was meet with a much more respectable 55-63fps. I spawned in as a Pteranodon and got in the air. Flying above all the trees near 'Water Access' dam the framerate stayed very similar again at 55-63fps. A flew around the map going south toward 'Jungle Sector'. Framerate was around the 50-65fps range, and generally sat around 55-60. Optimization is quite bad in The Isle still and the game still suffers from memory leaking that will lower the framerate over time forcing you to restart the game. Wuthering Waves: - I ran Wuthering Waves at 1920x1080, no upscaler, using the Quality preset, note that the game locks the fps to 60. Initial area I spawned in showed no problems, framerate shot up to 60fps and stayed there without budging in the slightest. Same thing happened once I reached the Chasm Guardian fight. I kept on going until I got to the next boss that was unnamed '???' and I am happy to report that here the fps also did not fall below 60fps at any point. After the bossfight and getting through the dialogue I reached 'Stone Pile Plains', I gave this area a fair walkaround and took on some of the enemies in the area, fps remained at 60fps throughout. I kept venturing down the road toward Jinzhou until I reached what looked like a big city surrounded by water and a huge mountain. Overlooking this area and panning the player camera a final time the game stayed completely locked at 60fps. Fallout 4: - I ran Fallout 4 at 1920x1080, no upscaler, using the Ultra preset. After spending a whooping 5 seconds ignoring what my character looked like I walked around the entire house for a few minutes while Codsworth got my Coffee ready at exactly 173.5°F. The framerate did not budget from 60fps at any point and I quickly went to open the door to greet our favorite Vault-Tec Representative. Upon being prompted to do my S.P.E.C.I.A.L I opened up the Steam Keyboard overlay but the game instantly crashed. (Classic Bethesda moment) After a quick restart I proceeded to redo the whole ordeal, using my keyboard this time to avoid a repeat. I proceeded to run to the vault still remaining rock solid at 60fps from the moment I began running to the second the platform lowered. (1*)* The entire inside segment in the vault didn't budge once again, 60fps. I strolled down to Sanctuary to greet codsworth, and cleaned the town from hostiles. Framerate did not budge here either and we remained at 60fps the whole time. I ran to Concord to greet Preston and his crew, wiped out the initial raiders and the inside raiders, grabbed the core and got inside the power armor and picked up my minigun. Dealt with the raiders and deathclaw and through those whole thing the framerate didn't budge here either. 60fps. I elected to go toward Diamond City and ran into the College Square with all the mines and feral ghouls. Here the framerate took a dip into the 45-55 range, but was otherwise stable. I eventually enabled Godmode and increased my movespeed to 5x and flew into the Boston area and around Diamond City. Here the fps was very stable once more staying mostly at 60fps with the occasional dip into 50-55. Generally speaking the game constantly sat in the 20-40% utilization of both the GPU and the CPU, so playing in 1440p seems very doable and maybe even 4k with some settings tinkering + mods. Gears of War 1/2/3 emulation: Untested. This took most of my afternoon and evening to get collected, so I hope people are satisfied with the results! .. Thank you to everyone for showing interest and asking. I was glad I could provide some answers hopefully to some of you. I may update this if there are other games people are wondering about. submitted by /u/MrJerichoYT to r/steammachine [link] [comments]
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r/steammachine |
MrJerichoYT |
Jul 7, 2026 |
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🛠️ Machinery of Oppression: 6.3.0 ⚙️
https://preview.redd.it/nfxq6qh82m7h1.png?width=4000&format=png&auto=webp&s=8874f36ae2c24e6163f7edf804145e138d4f5e12 Watch the patchnotes video: https://www.youtube.com/watch?v=EVGHXob14DI 🌍 Overview Attention Helldivers, High Command has authorized a significant tactical update with both content and quality of life upgrades. We are deploying Helldivers in new Galactic Campaigns, making upgrades to the new diver training program, and making essential fixes and upgrades across the board. We have also made changes to weapon, stratagem, and enemy balancing based on feedback from Helldivers on the frontlines, including reductions to enemy durable damage and a decreased exosuit cooldown. Helldivers, we are committed to making the necessary upgrades to keep you in the fight. Because you have never given up on Managed Democracy, we will never give up on making it easier for you to spread. 📍 Patch Highlights New Galactic Campaigns New “Control Center” terminal for Campaigns & Major Orders New Biome - Forest (Fall) Bastion Tank Patterns Vehicle Armour and Enemies Armour Penetration (AP) Rebalance Sentry Health Rebalance Enemy Rebalances Including Durable Damage Reductions Reloading Improvements Decreased Exo Suit Cooldown Weapon Rebalances Throwable Amount Rebalance Stratagem Rebalances Orbital Damage Rebalance Speargun and Sterilizer Rebalance Bug Fixes Crash Fixes Weapon & Stratagem Fixes Enemies Miscellaneous Introducing the CONTROL CENTER terminal Super Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns. ⚖️ Balancing General balance changes Vehicle armor and enemies AP rebalance Super Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor). Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc). But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles). Some enemies have had their durable damage reduced There are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the following The Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchanged The Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks. The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability. The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better. Sentry health rebalance Increased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles. We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield. Reloading improvements Improvements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control. Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed. Bastion Pattern Customization If you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time. Decreased Exo Suit cooldown Reduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems Throwables amounts rebalance Intent is to make some of the less used throwables more available and viable options Orbitals damage rebalance Intent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that. Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers. Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area. The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar. Primary weapons M7S SMG Moved scope offset closer to the scope so it will be easier to use in ADS mode. Throwables G-48 Giga Grenade Increased refill from 1 to 2 TED-63 Dynamite Increased max amount from 3 to 4 G-50 Seeker Increased Start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-12 High Explosive Increased Start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-16 Impact Increased Start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-7 Pineapple Increased start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-23 Stun Increased start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-109 Urchin Increased start amount from 2 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-10 Incendiary Increased start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 G-13 Incendiary Impact Increased start amount from 3 to 4 Increased refill from 2 to 3 Increased max amount from 4 to 5 Stratagems Eagle 110mm Rocket Pods Intent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable. Increased explosion damage 200 to 300 Increased explosion durable damage 200 to 300 Increased explosion armor penetration Medium to Heavy Rockets are fired in a closer pattern to each other to make it easier to hit smaller targets. Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away too much when they die, because we increased the armor penetration of the explosion) Orbital Precision Strike Increased projectile damage 3500 to 4000 Increased projectile durable damage 3500 to 4000 Increased explosion damage 1000 to 1500 Increased explosion durable damage 1000 to 1500 Orbital 380mm HE Barrage Increased projectile damage 3500 to 4000 Increased projectile durable damage 3500 to 4000 Increased explosion damage 1000 to 1500 Increased explosion durable damage 1000 to 1500 Orbital Walking Barrage Increased projectile damage 3500 to 4000 Increased projectile durable damage 3500 to 4000 Increased explosion damage 1000 to 1500 Increased explosion durable damage 1000 to 1500 SEAF Artillery Explosive/High Yield Explosive Increased projectile damage 3500 to 4000 Increased projectile durable damage 3500 to 4000 Increased explosion damage 1000 to 1500 Increased explosion durable damage 1000 to 1500 Orbital 120mm HE Barrage Increased projectile damage 2500 to 3500 Increased projectile damage 2500 to 3500 Increased explosion damage 750 to 1200 Increased explosion damage 750 to 1200 Orbital Railcannon Strike Increased projectile damage 7500 to 10 000 Increased projectile durable damage 7500 to 10 000 S-11 Speargun The projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental. Change the projectile damage type from gas to none TX-41 Sterilizer Increased ammo capacity from 100 to 125 Increased starting amount of magazines from 2 to 3 Will be affected less by wind by 60% All Exosuits Increased health from 1600 to 1800 Increased health of arms from 600 to 800 Increased health of legs from 400 to 550 Cooldown reduced from 10 minutes down to 8 minutes M-102 Fast Recon Vehicle Increased health from 2000 to 2400 Increased health of doors by 50% Increased health of tires from 300 to 350 Enemies Terminids Charger Adjusted the chargers turning arc to make them easier to avoid Increase their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its target. To compensate for this, charge speed has been slightly increased (8->9m/s) Alpha commander Removed cowardly behavior, it will now be more aggressive. Hunters Reduced durable damage of normal attack from 50 to 40 Reduced durable damage of tongue attack from 45 to 30 Reduced durable damage of pounce attack from 50 to 35 Warriors and spewers Reduced durable damage of normal attack from 80 to 65 Stalkers Reduced durable damage of tongue attack from 50 to 35 Automatons Vox Engine Reduced health from 11 000 down to 9000 Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140) Amount of vox engines allowed to be active at the same time limited to 3 Reduced health of their cannon turrets from 8000 down to 3500 Reduced the armor of their cannon turrets from 5 to 4 Reduced durable on cannon turrets from 1 to 0.7 Increased damage of cannon turrets explosion to significantly hurt the vox engine when it dies Illuminate Elevated Overseer Added one attack pattern (short attack burst followed by a longer one) Reduced the current attack duration Reduced accuracy on moving targets 🔧 Fixes Special Shoutout Stimming is no longer interrupted by stagger Crash Fixes Fixed a rare crash that would happen when a player joined a game Fixed a rare crash which would occur when causing an excessive amount of explosions in a single frame Weapons & Stratagem Fixes Fixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settings B/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponry A/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentry P-33 Missile Pistol weapon now shows the right trait tags in the menu The R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazines The secondary weapon's chosen customization correctly persists after death if the menu option is selected Orbital Gatling Barrage will play the correct audio The StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towers Phalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind. SG-97 Sweeper should now reliably eject shells when slamfiring Enemies Fixed Veracitor patrol animation Fixed physics to allow more representative shooting on the Dragonroach abdomen Veracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstacles Improved several cases where enemies would previously navigate straight through environmental features such as large rocks and building rubble Miscellaneous Fixes A hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access it Fixed rare bug that would cause grass and trees to not render correctly Players are no longer removed from terminals when switching between controller and Keyboard and Mouse D-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadout Traversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum loss Fixed several issues with some mission assets animation being out of sync for joining players Fixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radius Hints have better placements for the reinforcement Hellpods in commando missions SEAF SAM site missiles now have better software to detect and detonate near enemy air units Fixed a bug where certain Automaton mines turned invisible when a nearby mine exploded Fixed a case where the Helldiver head twitched when leaving the Hellpod M-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicle Parts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weapon Fix issues with certain physics collisions having no audio Fixed Automaton mines getting under ground after a nearby mine explodes Fix several climbing and auto climbing issues Fixed an issue where an Eradicate Automaton Forces level could generate underwater Fixed a traversal issue where Chargers could not move across one of the levels in the Retrieve Valuable Data mission Fixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction mission Fixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site mission 🧠 KNOWN ISSUES https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues submitted by /u/Waelder to r/Helldivers [link] [comments]
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r/Helldivers |
Waelder |
Jun 16, 2026 |
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Biome Grid: Most iconic ANIMAL in a FOREST setting
This post contains content not supported on old Reddit. Click here to view the full post submitted by /u/jonnyboi87 to r/AlignmentChartFills [link] [comments]
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r/AlignmentChartFills |
jonnyboi87 |
Jun 14, 2026 |
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500 Cigarettes (Ser_Doink's Version)
It's FINALLY DONE. 25k blocks later, and it's finally done. The custom cigarette biome features a bunch of ashy, tarry, burny terrain filled with Joe Camel Husks. DON'T SMOKE. SMOKING IS BAD. I BUILT THIS IN A BLOCK GAME FOR FUN. ALSO DON'T KILL ANIMALS WITH SWORDS IN REAL LIFE, OR JUMP IN LAVA, OR EXPLOIT VILLAGERS FOR FINANCIAL GAIN. submitted by /u/chin_up to r/Minecraft [link] [comments]
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r/Minecraft |
chin_up |
May 12, 2026 |
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Why can't I be a space delivery boy?
Supply Missions hav ruined my immersion in the game... I just wanted to do some delivery quests but there is nothing like this... There are even space trucker hats, space trucker suits but I can't be a space trucker... I wrote a post complaining about the first few hours of the game, criticizing New Atlantis for its lack of "charisma," but Starfield has so much more to offer, and I had fun building my base on the Jemison Moon, so my next goal was to try out the Supply Missions, and... oh boy... I was shocked by their lack of design; they're all time-consuming and confusing. - One mission asked me to ship 500 units of Cobalt to Jemison. To do this, I had to watch a YouTube video because the game doesn't provide a tutorial on the many structures to build and connect for this. They're very expensive in terms of resources and are slow to mine. It's not a "wrong" mission, but it's absurd to throw tasks like this at the start of the game without a tutorial. For 3000 credits I expected something faster and more fun. - Another mission required me to find a specific trait in AN ENTIRE SOLAR SYSTEM... the solar system had at least 10 planets, how do they expect me to waste my free time landing and searching for this trait ON EVERY PLANET!? It would have been enough to tell me to look for it on one planet, which is made up of multiple biomes; there's no need to extend the search to an entire system. - And finally... a mission that asked me to scan an entire planet. This activity, which on paper should be interesting because it embodies the sense of discovery that I bought the game for, in practice consists in Me driving around and fast scanning everything eliminating the atmosphere and immersion because there are simply too many targets to scan, plants, animals, traits. It's INSANITY to require scanning the entire planet. Half of it would have been enough, and if players wanted to scan it 100%, they would receive additional rewards. But demanding 100% and not giving me the satisfaction of completing the mission for a single missing objective is a TERRIBLE design idea, especially when it comes to AQUATIC FAUNA. I wasted an hour of my life walking along the coast because the scanner couldn't reach the fish, so I had to upgrade it. But... is this fun? Is this immersive? me walking in the coast like a fool? Is it realistic to scan this way without the option of aquatic vehicles? No, is just sad. These missions have destroyed a lot of my immersion in the game universe, I would have liked to do simple delivery missions, like a space trucker. The basis for these activities are there, but the game doesn't exploit its potential... especially since travel between solar systems happens in an instant so IT DOESN'T FEEL LIKE TRAVELING even with the new update... And it's a shame because I love my base on the moon, I love having built it, but this game has such damned bad design choices. I've heard for a long time that the game's biggest flaw is its procedural nature, but this is much worse. I've never experienced the frustration I felt today in Skyrim or Fallout 4. submitted by /u/Abyslime to r/Starfield [link] [comments]
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r/Starfield |
Abyslime |
May 6, 2026 |
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Sweet Liberty. Penta is Gone. And it's beautiful.
Proof of Liberty's Cause submitted by /u/NeverExedBefore to r/helldivers2 [link] [comments]
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r/helldivers2 |
NeverExedBefore |
Jan 18, 2026 |
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Leather
submitted by /u/Eireika to r/CuratedTumblr [link] [comments]
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r/CuratedTumblr |
Eireika |
Jan 8, 2026 |
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Any good animal or nature mods that don't add any biomes?
submitted by /u/BigGaybowser69 to r/feedthebeast [link] [comments]
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r/feedthebeast |
BigGaybowser69 |
Dec 14, 2025 |
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My Final Good Bye - Sharing my World
Hello internet, I’m a 32 year old gamer based in the United States. Unfortunately, I have a terminal condition that is taking a sudden turn for the worse, and I'm entering hospice tomorrow. I won’t be logging back on Reddit after posting this. I created my forever world, Aminova, a few years back and built it up pretty massively. I’ve had a blast in the game and it was one of the few things that brought me peace and escape in my final months when things were the worst. To that end, I don’t want Aminova to disappear after I’m gone. I’m including here a download link to my world file. It has a pretty massive main base a ways off spawn (there’s a Nether blue ice highway at spawn to it), and it has a wood farm, iron farm, trading halls, all breedable animals, all collectibles, full netherite gear, floating replica biome islands and a lot of other stuff. I don’t have any expectations about anyone seeing this, but, just the thought of even one more person having some silly misadventures in this place that is so special to me brings a smile to my face. If you decide to check it out, I hope you enjoy it and my lousy architecture. submitted by /u/classic__guy to r/Minecraft [link] [comments]
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r/Minecraft |
classic__guy |
Oct 18, 2025 |
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I have leveled the AR-2 Coyote to max level and tested it on all fronts. Questions are welcomed.
Before I get into anything about the weapon, I need to clarify how I grinded this out. If you get a team of 4 people running mechs and jump-packs then run Purge Hatcheries on any terminid planet city biome you can get roughly anywhere from 1,000 to 2,000 xp per mission. Ideally, you need at least 5 people because an odd man out needs to be running another mission at the same time. If are not host you can then leave the mission as soon as a particular animation plays. Then you join the odd man out and complete that mission. By the time extraction arrives you can get back in with the first host then repeat the process for literally the fastest XP farming method I know of. All that out of the way, let's get into my personal review of the AR-2 Coyote. The stats are as follows. Damage: 75 Capacity: 45 Recoil: 11 Fire Rate: 600 Ammo: 8 Mags (Without Siege Ready Passive.) Fire Modes: Full Auto & Semi Auto As far as attachments go, the Coyote only really has one stand out feature. You can put a 10x scope on it, which to my knowledge the only other Assault Rifles you can do that with is the Adjudicator & Amendment. It also has no magazine customization at this time. As for how the gun feels against the various factions of Helldivers, let me give you an idea. Against the Terminids and Illuminate this gun is a beast in every sense of the word. It melts most things rather quickly, even Rupture Strain enemies. If you are among the people finding the new Rupture Strain difficult, I suggest trying this gun out. Even stock, it's very good. Against the Automatons the Coyote is less effective. It's not a terrible pick, but it's not the best. Overall it feels like a worse Adjudicator damage wise, but with better ammo capacity. In medium to close range I would argue it may even be better than the Adjudicator due its more controllable recoil and increased mag size. If anyone has any questions, post them in the comments and I will reply to them when I get time. Me and my friends stayed up all night preparing for this Warbond and grinding it out. I haven't done too much testing with the Warbond gear so I can't comment on how it performs against anything other than terminids. submitted by /u/TheThrowAway7331 to r/Helldivers [link] [comments]
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r/Helldivers |
TheThrowAway7331 |
Sep 4, 2025 |
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I LOVE Mario… but DK Bananza is THE BEST platformer I’ve ever played
I am a huge Mario fan, but after playing DK Bananza even I have to say that Nintendo has just released the best 3D platformer I’ve ever played. This is a game where you will start with the idea of going to your next quest, notice something hidden below you, start smashing everything that you see in order to get there (which in itself is already incredibly satisfying) and, somehow, 3 hours will have passed. During this frenzy you would have destroyed 90% of the level, found dozens of fossils, collected thousands of small gold nuggets, gotten enough bananas to cause a potassium overdose and beaten a few of the puzzle sections that are available on each section. All while you wonder why this game is so much freaking fun. The positives: I like how I am always progressing and finding something interesting on every corner. Not everything will be useful or relevant to me, but I am proud of every single banana or special skeleton fossil that I’ve gotten. Gold. Man, getting gold feels good. It’s impossible to find a place in the map where you won’t get any gold if you smash through it, and very frequently you’ll get these spots which will inundate you with big chunks. Is the gold very useful? Not really. You can make beds in certain parts that will replenish your lost health. You also have to use gold to pay for other small things, but none of it will require the absolute abundance of this resource that you’ll have at any given moment. But, the same way that I love collecting coins in a Mario game, watching the number go up here is oddly satisfying. It makes my brain happy. I feel overpowered playing as DK. He is a big gorilla and I definitely feel his power, just like in real life (note: I am not a zoologist and I know nothing about gorillas or any other animal, to be fair). DK can destroy many things in one hit, including the whole environment, and the enemies generally don’t oppose a real threat. I have nothing against games where you have to grind and suffer to be able to reach the top, but I’m happy that Nintendo hasn’t forgotten that pressing two buttons and transforming into a bigger Kong that will hit everything even harder is also a valid way to make something fun. Pacing. Everything that I’ve said so far is awesome, but it would have been too repetitive after a few hours without any meaningful spin to it. DK Bananza keeps things fresh: as you get deeper into the world you will encounter different biomes and platforming challenges that will require a bit more “finesse” to navigate. There are bananas locked away in areas or special zones that are difficult to reach. You’ll also unlock new power modes that you’ll have to use in certain situations. Nothing too fancy or difficult, but different enough to avoid getting tired of it. The negatives: The performance has some small issues. I thought it was going to be much worse after Nintendo talked about how they prioritized fun over performance, but I only noticed frame drops when I opened the map and when I caused some chain explosions. The camera can get as lost as me in a gardening center. It makes sense that it can’t keep up while I am 200 meters deep and smashing left and right. I also don’t know what the solution to this problem would be, but it can get annoying from time to time. The upgrade system feels… pointless? I haven’t mentioned this yet, but for every 5 bananas you get, you’ll get 1 upgrade point. Some of the upgrades are nice: more health, more ease to destroy certain environments, your radar showing what is hidden further away… but others are not that useful. I am okay with Bananzas taking half a second longer. I don’t need to increase the duration of Bananzas since I can basically activate it all the time. DK is already powerful enough and while some of these improvements are nice and make things easier, others just feel very minor. Halfway through the game I had upgraded everything I really wanted and I wasn’t getting as excited as I was when getting a new perk. Still, none of these issues were bad enough to make a negative dent on what I think is one of the best, most-innovative games Nintendo has ever made. submitted by /u/Alghaesia to r/NintendoSwitch [link] [comments]
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r/NintendoSwitch |
Alghaesia |
Jul 18, 2025 |
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RimWorld - Odyssey expansion is out now!
Begin your journey in Odyssey! Get it now: rimworldgame.com (DRM-free) Steam EGS GOG Humble Fanatical Gamesporium Inven We’re also running sales! Get 20% off RimWorld, 15% off Ideology and Royalty, and 10% off Biotech and Anomaly. Odyssey comes with a new OST which is available on Steam. By buying it, you’re supporting our composer Alistair. We also released a brand new Odyssey merch collection! It’s available for a limited time and includes a RimWorld bomber jacket, a Centipede plush, an Odyssey t-shirt, and a hive queen plush. If you encounter any bugs, please report them on the official RimWorld development Discord. We talked a lot about all the content in Odyssey. If you want to check out those blogs, they’re below: Announcing Odyssey and update 1.6! Odyssey preview #1: Map features, landmarks, and biomes Odyssey preview #2: Gravships and space Odyssey preview #3: Animals, training, and fishing Odyssey preview #4: Quests, the mechhive endgame, drones, and more Good luck on your gravship adventures! I cannot WAIT to see your gravships and the insane things you guys do with the expansion. submitted by /u/TiaPixel to r/RimWorld [link] [comments]
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r/RimWorld |
TiaPixel |
Jul 11, 2025 |
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I'm an old school MH head and truly this game is pretty on par
Monster hunter games have had historically piss poor pacing. I am surprised I fought a large monster before 4 hours. I remember the days of delivering 8 special shrooms, killing 6 Jaggi, and spending hours on my knees collecting honey, herbs, and blue mushrooms to have BASIC items. Low rank is always hand-holding and chill vibes so people feel like their getting their monies worth. Nothing's changed it's just the same Santa with a different hat. We just swapped out item grind with mid anime. See y'all at HR!!! Edit: yk what I take it back. This games pacing is better than any of the other MHs. 3 hours in I've already had epic fights, doing what people want, which is fight monsters. And you know what? When I'm not in a main quest I get to LOOK AROUND AND EXPLORE. The main quests are just long and scripted but it's a main quest of course you're on rails. Outside of them I'm literally allowed to look around the biomes. submitted by /u/judoflipper69 to r/MonsterHunter [link] [comments]
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r/MonsterHunter |
judoflipper69 |
Mar 1, 2025 |
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🛠️ PATCH 01.001.100 ⚙️
You can watch the full patch analysis by Chief Creative Director Johan Pilestedt and Design Director Niklas Malmborg here! 🌍 Overview Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values Weapon & Stratagem Balancing Enemy Reworks Helldiver Health and Damage Mechanics Tweaks Gas Gameplay Mechanic Rework New Galactic War feature Emote Wheel feature Crash & Bug Fixes 📍 Major Updates Helldivers, Thank you for your valuable feedback. Many players have expressed feeling constrained in how they approach challenges, often relying on a limited set of tools while other options seem less effective. This has impacted your ability to play the game in a way that suits your preferences. So, what’s changing? For all the bugdivers out there, many situations were previously either resolved with your primary weapon or anti-tank weapons, which haven’t always performed as expected. With the overwhelming presence of Bile Titans and Chargers, many weapon choices therefore became invalid. To address this, we've reworked armor penetration, anti-tank weapons, enemy armor and health values. Our goal is to improve the effectiveness of weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle against heavily armored enemies. Although they may not be as effective as specialized anti-tank weapons, they are now more viable choices making your loadouts more versatile, fostering better team collaboration and planning. On the Bot front, Hulks have also had their armor reduced, making them more vulnerable to a wider range of weapons. Additionally, to improve the gameplay experience, the Devastator and Gunship will now have a limited supply of rockets, and those rockets won’t hit as frequently as before. This comes alongside the previously updated smaller impact radius for rockets, reducing excessive ragdolling. We’ve also made improvements to many primary weapons, bringing them closer in effectiveness to the most popular choices. This should offer more variety and flavor during your play sessions. We are adjusting damage mechanics to make the damage Helldivers receive more consistent over time by reducing 100% extra headshot damage to 50%. To maintain the overall challenge of the game, we've slightly increased the damage taken to other parts of the body. Our intent is to preserve the intensity of the gameplay while minimizing frustrating situations where sudden headshots cause large damage spikes. With these changes, along with an upgraded Helldiver arsenal, enemy adjustments, and more consistent damage, the overall difficulty may slightly decrease. We'll be monitoring this closely and will listen to the community on how you think it feels. We want to assure you that your feedback remains essential to us. Please share your thoughts on these updates, as we are actively listening. We plan to conduct another balance pass by Day 60 of our commitment to ensure we’re aligning with what you need for the best possible experience and to address any concerns or adjustments required. Your insights will be invaluable in refining these changes and making sure the game remains engaging and enjoyable for everyone. ⚖️ Balancing General Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue. The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage. Primary Weapons Liberator & Liberator Carbine Damage is increased from 60 to 70 Durable damage increased from 14 to 17 Stagger force increased from 10 to 15 Max spare magazines increased from 7 to 8 Starting spare magazines increased from 5 to 6 Knight Damage is increased from 50 to 65 Durable damage increased from 5 to 7 Magazines now fully refill when picking up resupply Reduced recoil Liberator Concussive Now comes with a drum magazine which holds 60 rounds Number of mags reduced from 10 to 6 The number of mags have been reduced due to larger magazine capacity Tenderizer Number of rounds in its magazine increased from 30 to 35 Starting magazines increased from 4 to 5 Breaker Now comes with an extended magazine which holds 16 shells Stagger force increased from 10 to 15 Spray and Pray Now has a duckbill muzzle making its spread very horizontal but less vertical Total Damage increased from 192 to 240 Scythe Cooldown is faster Adjustments to the heat VFX Scope changed to a low powered scope Removed recoil Sets enemies on fire faster Crossbow Explosion radius increased by 50% Explosion damage increased from 150 to 350 Eruptor Shrapnel projectiles amount are set to 30 Shrapnel damage is set to 110 Explosion damage decreased from 340 to 225 Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot. We also increased the amount of shrapnel Explosion radius increased by 33% (17% for inner radius and 50% for outer radius) Defender Damage increased from 70 to 75 Durable damage increased from 7 to 8 Liberator Penetrator Damage increased from 45 to 60 Diligence Damage increased from 125 to 165 Durable damage increased from 32 to 42 Counter Sniper Damage increased from 140 to 200 Durable damage increased from 14 to 50 Stagger force increased from 15 to 20 Blitzer Now has a weak stun effect that builds up per shot on its targets Torcher Damage increased by 50% Flamer mechanics reverted to before the Escalation of Freedom update Increased AP from 3 to 4 Sidearms Peacemaker Increased max spare magazines from 5 to 6 Dagger Gains heat more slowly Removed recoil Damage increased from 200 to 250 Sets enemies on fire faster Adjustments to the heat VFX Crisper Damage increased by 50% Flamer mechanics reverted to before the Escalation of Freedom update Increased AP from 3 to 4 Support Weapons Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness. These weapons generally fall into three categories: Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim Grenade Launcher Starting spare magazines increased from 1 to 2 Max spare magazines increased from 2 to 3 Explosion radius slightly increased Laser Cannon Cooldown is slightly faster Removed recoil Sets enemies on fire faster Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Adjustments to the heat VFX Arc Thrower Range increased from 35 to 55 Now has a moderate stun effect that builds up on its targets Jumps additional times Durable damage increased from 50 to 100 Railgun Durable damage increased from 60 to 225 Fully overcharging damage increased from 150% to 250% Stalwart Damage is increased from 60 to 70 Durable damage increased from 14 to 17 Stagger force increased from 10 to 15 Machine Gun Stagger force increased from 15 to 20 Anti-Materiel Rifle Durable damage increased from 135 to 180 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Stagger force increased from 20 to 25 Heavy Machine Gun Stagger force increased from 20 to 25 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Commando Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots Flamethrower Damage increased by 33% Flamer mechanics reverted to before the Escalation of Freedom update Increased armor penetration from 3 to 4 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Autocannon Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Grenades Frag Grenade Shrapnel damage increased by roughly 50% Max amount increased from 4 to 5 Refill increased from 2 to 3 Explosion radius increased Thermite Grenade Explosion damage increased from 100 to 2000 [Not a typo] Shorter time until it ignites the thermite Time until it explodes slightly reduced Max number decreased from 4 to 3 🎮 Gameplay General New Galactic War feature The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move. Emote Wheel feature Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings. Added Dolby Atmos support on PS5 Enemies Automaton Fabricators Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used Added effects to clearer showcase their health state Hulks (All versions) Armor reduced from 5 to 4 Back weak spot slightly more durable Back weak spot health decreased from 1000 to 800 Hulk Bruiser Replaced the rocket launcher for an energy based cannon Increased how frequently the Hulk Bruiser shoots Tank Front armor increased from 5 to 6 Berserker Head health reduced from 150 to 125 Main health reduced from 1000 to 750 Abdomen is now a weak spot Chainsaw damage increased Devastators (All versions) Main health reduced from 800 to 750 Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage Rocket Devastators Now has a limited number of rockets, and you can see them disappear when they are spent Added a reload mechanic from their backpack to replenish their rockets once Rocket physics collision is smaller, making them easier to avoid Gunships Gunships now have a limited amount of rockets Rocket physics collision is smaller, making them easier to avoid Charger (All versions) Armor reduced from 5 to 4 The butt weak spot health is decreased from 1100 to 950 The butt weak spot is slightly less durable The belly armor reduced from 4 to 2 A damage multiplier has been added to the Charger's exposed flesh of the main body, now dealing 300% damage Now turn slightly slower, when charging and moving normally Now charge less often Charge damage increased by 50% Sideattack damage increased by 50% Charger Behemoth The butt weak spot health is decreased from 1200 to 950 Hunter Health is reduced from 175 to 160 Scavengers Health is reduced from 80 to 60 Bile Titan Armor reduced from 5 to 4 We have reworked the Bile Titan’s belly gameplay Belly armor reduced from 4 to 2 Introduced a separate belly health pool once the outer belly layer has been destroyed Destroying the exposed belly health pool kills the Bile Titan Impaler Armor reduced from 5 to 4 Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler If the impaler can’t see an enemy it will retract its tentacles after a brief period Impaler Tentacles Tentacle damage is increased Reduced camera shake of the tentacle attack The tentacles require less damage inflicted on them to retract Stratagems Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well: Eagle 500kg bomb Explosion radius increased to match visuals better Eagle Rockets Damage slightly increased Gatling Sentry Stagger force increased from 15 to 20 Machine Gun Sentry Stagger force increased from 15 to 20 Tesla Tower Increased stagger force to match other Arc weapons Now has a moderate stun effect that builds up per hit on its targets Heavy Machine Gun Emplacement Stagger force increased from 20 to 25 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Patriot Exosuit Gatling stagger force increased from 15 to 20 Emancipator Exosuit Autocannon durable damage increased from 60 to 150 Rate of fire on its weapons increased from 125 to 175 Ammo increased from 75 to 100 per arm Orbital Laser Damage slightly increased Orbital Railcannon Damage slightly increased Orbital Gas Strike We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time Planets and Modifiers The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms 🔧 Fixes Fixed per weapon aim mode not saving correctly - NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards Crash Fixes and Soft-locks: Fixed a crash that could occur if shutting down the game during boot Fixed a crash caused by players with unique skins timing out Fixed a crash when vehicle skins are not properly synced Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins Fixed a rare crash produced by Bile Spewers attacks Fixed a crash when interacting with the galactic war hologram Fixed a crash when joining another super destroyer Fixed a crash that could happen when you were participating in a secondary objective Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian) Fixed a potential crash when new players hotjoin Fixed a potential crash when other players were leaving the game Fixed a rare crash when using the Hologram map and looking at the operations You should no longer crash when interacting with the Galactic War Map when an update is required Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players Fixed an issue where objective stratagems cannot be completed if host migration happens Fixed an issue where already joined players would be getting kicked when other players join the game Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again) Fixed inaccessible shuttles after hosts leaving the game right before its landing Fixed soft-lock during mission summary if the host left the game Fixed an issue where emotes would not exit properly if you canceled them using sprint Social Menu fixes: Fixes to PS5 friends list Miscellaneous fixes: Evacuate High-Value Assets Objective Fixed issue where enemies would spawn on top of the extraction Enemies can no longer shoot generators from spawn points or from far away Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side Added more protection for the generators to prevent enemies shooting them from far away Heavy and flying enemies now prioritize attacking the player before the generators and the gates Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission Conduct Geological Survey Objective Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected Tweaked enemy spawns Impaler Fixed a bug where Impalers didn't receive explosive damage in their exposed weak areas Fixed Impaler's tentacles not being pingable The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common. Fixed a bug where standing near the Impaler's head during the tentacle retraction could cause Helldivers to be launched high into the air Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside Fixed enemies not receiving damage properly when more than 10m away from the player Fixed issue where Bile Titans may sometimes not take damage to the head Fixed issue causing most weapons to shoot below the crosshair when using aim down sight Fixed cases where the Hive Breaker drill might become inaccessible after being called in Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem HMG scope is no longer misaligned Fixed lens cutting issues in scopes Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended Fixed two-person emotes getting players stuck in an animation lock Fixed intro cinematic missing audio in German Fixed an instance of Automatons shooting through walls Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens) Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes Fixed Eagle payloads sometimes not blowing up in swamp biome Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen Fixed time-outed players still visible on the UI with the white player color Fixed long player title names text now scrolling instead of overlapping with other texts Fixed Reinforced Scout Strider showing the wrong name Removed the deprecated Orbital Flare Stratagem from Stratagem hero Fixed a bug where some of the stratagems did not have data being shown in the Loadout Fixed reinforcements called and stratagems used numbers on mission end Fixed issue of drill objective floating in air when hot joining an ongoing 'Nuke Nursery' mission Disabled invite/join functionality when players are playing in a different game version Fixed player names not showing on ship after a mission Fixed a desync issue in how many civilians have been extracted in "Emergency Evacuation" mission Fixed unexploded Hellbombs on the terrain not being pingable Fixed not seeing teammates equipment when hot-joining a mission Fixed 'Failed to Extract' text incorrectly shown when extracting with the shuttle scene Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it Binding Stratagem inputs to other buttons should not block terminal inputs Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player Fixed the issue where the players can click on entries through the tabs on the bindings menu Pinged enemies and objects now display correctly after changing language Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage An incorrect message about removing a friend will no longer be displayed in the player information popup Fixed multiline text sometimes being misaligned Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick Fixed motion controls while aiming when the "Motion Sensor Enable Mode" option is set to "Aiming" regardless of Aim input type Fixed a bug where the player can change tabs while changing the ship's name Fixed no final ready up sound played when rejoining a mission Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action Now the game client displays a proper error message with useful information when the PlayFab login fails Fixed ADS projectile misalignments Fixed aim block raycast issues in ADS Fixed aim position misalignments that happen from repeatedly entering and exiting ADS Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged Fixed issue when changing tab in Armory while scrolling clears the scroll view Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations Fixed an issue where the 500kg bomb impact explosion was not being triggered Fixed an issue where you could find several Confidential Data assets in Fortress locations Increased the red zone size during drop select for Fortress locations Improved error reporting on the splash screen to provide better support Enemies now spawn during "Spread Democracy" objectives Added another visual effect to the orbital cannon Fixed Automaton projectiles clipping through assets Fixed an issue where the Combat Walker bumping into a big building would destroy it Fixed some assets bouncing flamethrower flames back Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played Fixed extraction timer not showing in landing beacon when mission time is over Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations) Fixed audio SFX cutouts when switching between weapons General Brasch's Democratic values increased by 1000% 🧠Known Issues These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list. Top Priority: Players may not receive Friend Requests sent from another platform Large units have no audio cues, allowing them to sneak up on players Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission Enemies are sometimes capable of shooting through walls Social menu is stuck on ‘Please Wait Democratically’ for some players Dead bodies of Chargers can launch the Helldiver into the air Stratagem balls bounce unpredictably off cliffs and some spots Players may sometimes be unable to join specific friends, or are returned to ship when joined Medium Priority: Reinforcement may not be available for players who join a game in progress Mines may become invisible or may disappear in Multiplayer lobbies Pelican-1 may sometimes be launched away if hit with an impaler tentacle Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined High damage weapons will not detonate hellbombs Some enemies that bleed out do not progress Personal Orders and Eradicate missions EDIT: New confirmed issues in the most recent patch Player will not take any damage from melee attacks while using the shield generator backpack [HIGH PRIORITY] Expert Exterminator title can be accessed without owning the Chemical Agents warbond Medal prices will not be displayed on the last unlocked Warbond Page and random locked pages after returning from the mission. It is not possible to change the scope's zoom of 'LAS-5 Scythe' https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700-HELLDIVERS-2-Known-Issues Helldivers 2 Patch Notes submitted by /u/Waelder to r/Helldivers [link] [comments]
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r/Helldivers |
Waelder |
Sep 17, 2024 |
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Drew a Terraria 'Ocean Biome' Pixel Art Animation
submitted by /u/Cheezemaniac to r/Terraria [link] [comments]
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r/Terraria |
Cheezemaniac |
Jul 6, 2023 |
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We already have a seed vault. Now we should make a fauna vault (preserving DNA and whatever is needed to bring bang those animals) and biome vaults (to preserve the ecosystems, and their microscopic life).
submitted by /u/pSilver68932 to r/CrazyIdeas [link] [comments]
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r/CrazyIdeas |
pSilver68932 |
Aug 18, 2021 |
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Thanks to "Biomes" we now know Tauntauns are herd animals.
submitted by /u/Theesm to r/StarWarsLeaks [link] [comments]
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r/StarWarsLeaks |
Theesm |
May 4, 2021 |
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here's anime steampunker in her favorite biome
submitted by /u/Shadouette to r/Terraria [link] [comments]
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r/Terraria |
Shadouette |
Feb 18, 2021 |
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anime stylist in her favorite biome
submitted by /u/Shadouette to r/Terraria [link] [comments]
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r/Terraria |
Shadouette |
Feb 5, 2021 |
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Drew the Terraria Crimson biome as a Pixel Art Animation in my style!
submitted by /u/Cheezemaniac to r/Terraria [link] [comments]
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r/Terraria |
Cheezemaniac |
Dec 22, 2020 |
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Drew the Terraria Corruption biome as a pixel art animation!
submitted by /u/Cheezemaniac to r/Terraria [link] [comments]
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r/Terraria |
Cheezemaniac |
Dec 16, 2020 |