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    <title><![CDATA[Remnant: From the Ashes]]></title>
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	Copyright © 2026. Perfect World Entertainment Inc, All Rights Reserved.	]]></copyright>  
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        <item> 
      <title><![CDATA[Remnant II Patch Notes: 05/09/24]]></title>  
      <description><![CDATA[[ 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.
 ]]></description>  
      <link>/en/games/remnant/news/detail/11568932-remnant-ii-patch-notes%3A-05%2F09%2F24</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11568932</guid>  
      <pubDate>Thu, 09 May 24 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant II Patch Notes: 05/01/24]]></title>  
      <description><![CDATA[[ 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.

DEV NOTE: 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.

DEV NOTE: 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.

DEV NOTE: 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
 ]]></description>  
      <link>/en/games/remnant/news/detail/11568758-remnant-ii-patch-notes%3A-05%2F01%2F24</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11568758</guid>  
      <pubDate>Wed, 01 May 24 11:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant 2 - DLC 2 - The Forgotten Kingdom]]></title>  
      <description><![CDATA[

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&#39;s once proud ziggurats, as Lydusa&#39;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 wanderer 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.
	 


We can’t wait for you to explore this new content. Stay tuned for updates, keep an eye on our social channels, and join the discussion on our official Discord!
 ]]></description>  
      <link>/en/games/remnant/news/detail/11566913-remnant-2-dlc-2-the-forgotten-kingdom</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11566913</guid>  
      <pubDate>Thu, 11 Apr 24 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The Awakened King DLC - Patch Notes]]></title>  
      <description><![CDATA[== The Awakened King DLC Launched ==

 

--Quality of Life--

[ General ]

- Added matchmaking regions. You will be prompted for your region on first startup and can change it later if necessary. When you are searching for a public game, it will only show users in your region, and your region will determine which users can see your public games. Friends’ games are always visible, regardless of region settings.
- Fixed an issue where player’s data wasn’t always saved when a host quit or kicked them from a session.
 

[ Enemies ]

- Increased global spawn rate for aberrations.
 

--Bug Fixes--

[ Progression & Rewards ]

- Fixed an issue where “Carnage in C-Minor” Achievement / Trophy was not able to be acquired.
- Fixed an issue where Scroll of Binding was not able to be acquired.
 

[ Archetypes ]

= Engineer =

- Fixed an issue where Flamethrower Turret projectile was misaligned.

= Handler =

- Fixed an issue where a player could be executed while very good boy was reviving them and cause the player to become immobilized.

= Archon =

- Fixed an issue where some enemies would not take damage from Havoc Form’s Lightning Tendrils attack.


[ Gear / Items ]

- Fixed an issue where Fae Shaman Ring was not working as intended with Dense Silicon Ring.
- Fixed an issue where One-Eyed Joker amulet was affecting projectiles heading direction
- Fixed an issue where Energized Neck Coil would play explosion vfx incorrectly in multiplayer.
- Fixed an issue where Rotted Arrow mod explosion was negated when shooting metal fence in some location in Losomn.
- Fixed an issue where Crescent Moon Moonlight Barrage mod failed to return to player when Hunter’s Shroud skill was active.
- Fixed an issue where Merciless Bleed was incorrectly triggering with Bandit Mutator.
- Fixed an issue where players were able to bypass some doors using World’s Edge charge attack.
- Fixed an issue where Tomb Dweller’s ring was not stacking 3 times.
- Fixed an issue where Corrupted Meridian was not scaling correctly with intended damage type.
- Fixed an issue where Corrupted Shards could be sold to vendors, this was not the intention and has been removed.
- Fixed an issue where Corrupted Merciless was not applying Bleed when Bloodshot mod was active.
- Fixed an issue where Shocker mutator didn’t scale with weapon level or show as active when charged.
- Fixed an issue where Energy Wall mod was emitting bright lights when mod power was full.
- Fixed an issue where Fae Bruiser ring was triggering on destroying breakables.
- Fixed an issue where Killswitch mod wasn’t requiring a switch to ranged weapon to proc and damage wasn’t scaling off of weapon level.
- Fixed an issue where Sequenced Shot would not proc correctly, now it requires all subsequent shots to be charged shots to proc.
- Fixed an issue where some items would persist across all worlds and not be able be picked up.
- Fixed an issue where kills with Scattershot would not proc fragmented shot.
- Fixed an issue where Beta Ray mod had an increased range when attached to an enemy.
- Fixed an issue where Detonation Trigger was not applying the correct damage with Corrupted and regular versions of Aphelion mod.
 

[ Enemies ]

- Fixed an issue where aberration in Twisted Chantry would not path to player correctly on stairs.
- Fixed an issue where Trapper affix was not being removed once the aberration was defeated.
- Fixed an issue where the Cube Boss would glitch creating a safe spot.
- Fixed an issue where the Custodian’s Eye VFX would linger after death.
- Fixed an issue where Shaed Knight’s auras were not visible to clients.
- Fixed an issue where Gwendil: The Unburnt’s bombs were not able to be shot while in her hand.
- Fixed an issue where Metaphysical Tal’Ratha was unable to have Burn status applied to him.
- Fixed an issue where the Fae Praetor couldn’t be hit while being kicked away after grabbing a player.
- Fixed an issue where Root Flyers could grab players while on elevators and get stuck.


[ UI ]

- Fixed an issue where some Mods did not update their descriptions when equipping rings that changed Mod Damage.
- Fixed an issue where some aberrations were missing their health bar.
- Fixed an issue where the doorway to the Lost Temple in the Faithless Thicket was showing up as a side dungeon in the minimap.


[ Misc Fixes ]

- Fixed an issue where some collision could trap players on Yaesha.
 ]]></description>  
      <link>/en/games/remnant/news/detail/11558093-the-awakened-king-dlc-patch-notes</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11558093</guid>  
      <pubDate>Tue, 14 Nov 23 09:00:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Major quality of life improvements update PS5 & Xbox Series X|S - 09.11.23]]></title>  
      <description><![CDATA[First and foremost, thanks so much everyone for your continued feedback and support! After gathering your all’s feedback, we’re excited to release this major quality of life (QoL) patch that brings several improvements requested by you, including Toggle Aim, Toggle Sprint, a new low graphics quality preset option, several bug fixes, and so, so much more. Check out the full patch notes below. Note: The separate PC patch notes released today have the same fixes and improvements, the only difference is the addition of a low graphics quality preset option.

We’re planning on also going out with another major QoL update that will be loads of fun for all players. Stay tuned for more updates.

We want to continue to hear from you on what you’d like to see in Remnant 2, so please continue to share your feedback with us in our official Discord or via our social media channels.

Xbox: 1.0.0.15
PS5: 01.000.011
 

--Performance and Crashes--


	Fixed an issue with Archon’s Chaos Gate skill that was impacting performance.
	Fixed an issue with Archon’s Havoc Form skill that was impacting performance.
	Improved performance on all stages of Annihilation Boss Fight.
	Fixed an issue where picking up an item would cause a small lag hitch for hosts.
	Various crash fixes and optimizations.
	Streamlined backend connection when joining players games.


DEV NOTE: This should address several issues including general failures to connect after “connecting” screen and joining games while using a character with a lot of gear and items.
 

--Quality of Life--

[ General ]


	Added option to enable Hold Sprint in Gameplay settings.
	DEV NOTE: A highly requested feature, players can now choose between Toggle (default) and Hold to Sprint.
	Added option to enable Toggle Aim instead in Gameplay Settings.
	DEV NOTE: Another requested feature, players can now enable Toggle AIM instead of Hold AIM. This should be helpful for those that have trouble constantly keeping the AIM button down.
	When turning off aim assist while using a controller, it also turns off aim adhesion.
	 


[ Gear / Items ]


	Rigs can now downgrade Weapons, refunding 75% of materials used in upgrades and 50% of the scrap.
	Dwell can now downgrade Mutators, refunding 75% of materials used in upgrades and 50% of the scrap.
	Added consumable duration to advanced stats page on character menu.
	 


--Bug Fixes--

[ Progression & Rewards ]


	Fixed an issue where Trophy/Achievement “Maxed Out!” was not properly rewarded after acquiring the required number of trait points.
	
		DEV NOTE: To unlock the achievement, you must interact with the World Stone.
	
	
	Fixed an issue where if players crashed in tutorial while interacting with Rigs before receiving upgrade, they would be soft locked in tutorial.
	Fixed an issue where objectives would not be set correctly if quitting at various locations in the Tutorial.
	Fixed an issue where only the player who dealt the last hit on an enemy would receive credit for the kill towards Trophies.
	Fixed an issue where if the player had the Thaen fruit buff experienced a soft lock if they were dragged away by the Bone Harvester.
	Fixed an issue where Bloodmoon door would not correctly open during some Bloodmoons.
	Fixed an issue where Bloodmoon wisps would not spawn correctly during some Bloodmoons.
	 


[ Archetypes ]

-Summoner-


	Fixed an issue where Summoner’s minions were not receiving shared damage from Blood Bond trait.
	Fixed an issue where Summoners were unable to summon minions at checkpoint before Cancer miniboss fight.
	Fixed an issue where Dominator perk stayed active after switching Archetype.
	Fixed an issue where minions were not granting experience when killing enemies.
	Fixed an issue where minions were unable to target Sha’Hala.
	Fixed an issue where minions would potentially continuously respawn when interacting with an NPC.


-Engineer-


	Fixed an issue where players could swap off the Engineer’s heavy weapon after an interaction.
	Fixed an issue where reclaimed Heavy Weapon would disappear if picked up while player was holding AIM.
	Fixed an issue causing Heavy Carry backwards evade to cost double stamina.
	Fixed an issue where Turrets were not granting experience when killing enemies.
	Fixed an issue where Turrets could be active during ending cinematic.


-Archon-


	Fixed an issue where mastery reward description incorrectly refers to Amplitude.


-Gunslinger-


	Fixed an issue where Ammo Boxes dropped extra ammo that could not be picked up and would persist across re-rolls.


-Handler-


	Fixed an issue where Very Good Boy was not granting experience when killing enemies.


DEV NOTE: Look, he gets excited sometimes. Not his fault.
 

[ Weapons / Mods ]


	Fixed an issue where Heavy Weapon Ammo was lost after a player leaves game while holding Heavy Weapon.
	Fixed an issue where Engineer’s Flamethrower would not correctly target flying enemies.
	Fixed an issue where Big Bang Mod did not work correctly with Spirit Wisp Mod.
	Fixed an issue where Merciless bleed reticle was inconsistent due to weapon spread improvements.
	Fixed an issue where the Cube Gun projectiles were able to push Many Faces.
	Fixed an issue where Meridian not damaging Executioner and Royal Archers in Losomn.
	Fixed an issue where Plasma Cutter weapon phantoms were not terminating correctly.
	Fixed an issue where Plasma Cutter was unable to do full damage against Legion.
	Fixed an issue where Plasma Cutter could not hit Abomination’s Weakspot.
	Fixed an issue where Rune Pistol audio loop would continually play when holstered.
	Fixed an issue where clients using the Plasma Cutter would deal incorrect amount of damage.
	Fixed an issue where Charged Ouroboros (Deceit) Sword Fragments passed through Corruptor Boss.
	Fixed an issue where Ouroborus Swords would remain longer than debuff duration.
	Fixed an issue where Starfall (Sagittarius) Area of Effect was incorrect.
	Fixed an issue where Starfall Mod was not working with Mod Duration
	Fixed an issue where the second arrow from Moonlight Barrage had an inconsistent trajectory.
	Fixed an issue where Aphelion and Nightfall did not have force feedback on controllers when being used.
	Fixed an issue where Beta Ray (Alpha/Omega) Mod wasn’t affecting Sha’Hala.
	Fixed an issue where Sorrow reloading sound looped if visual effects persisted.
	Fixed an issue where Nano Swarm (Nebula) would attempt to target Fae gargoyles but not aggro them.
	Fixed an issue where Nano Swarm was targeting small critters and dead bodies.
	Fixed an issue where players could use melee weapons when Dreadwalker (Nightfall) Mod was active.
	Fixed an issue where Healing Shot traveled in the wrong direction with the Bonesaw and Huntmaster.
	Fixed an issue where Scrap Shot’s slow effect would continue indefinitely.
	Fixed an issue where Song of Eafir’s slow effect would continue indefinitely.
	Fixed an issue where Voltaic Rondure Mod does not get overcharged by projectile weapons.
	Fixed an issue where players could have two Fargazers out at once.
	Fixed an issue where players using Fargazer mod couldn’t roll or use a relic while it was active.
	Fixed an issue where Sporeshot (Sporebloom) and Rotted Arrow didn’t correctly scale with Mod duration.
	Fixed an issue where Atom Splitter’s Fission Strike failed to hit some enemies.
	 


[ Trinkets ]


	Fixed an issue where Focusing Shard had no effect when crouching.
	Fixed an issue where Burden of Warlock wasn’t calculating cost correctly with Star Shot Mod.
	Fixed an issue where Hyperconductor was allowing a free skill charge.
	Fixed an issue where Encrypted Ring effect wasn’t triggering correctly with mod use.
	Fixed an issue where Game Master’s Pride was not working as intended with damage mitigation abilities.
	Fixed an issue where some weapons would not detonate Rootbulbs and Shock canisters.
	Fixed an issue where the Provisioner Ring was not correctly replenishing bullets.
	Fixed an issue where Stone of Expanse was incorrectly calculating damage modifications.
	Fixed an issue where One-Eyed Joker buff would remain after item was removed.
	Fixed an issue where Fae Hunter Ring would not increase range of firearms when equipped.
	Fixed an issue where Deceiver’s Band fails to trigger after sliding while wearing Ring of Omens.
	Fixed an issue where Matriarch’s Insignia could trigger before a charged attack’s stamina cost was spent.
	Fixed an issue where Ring of Omens was negating the encumbrance effect on vault actions.
	Fixed an issue where players couldn’t use Mist Step (Ring of Omens + Amulet) during a Heavy Carry.
	Fixed an issue where Tightly Wound Coil would not activate correctly when using the Cube Gun.
	Fixed an issue where Guardian’s Ring was not adding a stack of Bulwark when player took melee damage.
	Fixed an issue where players were unable to roll when out of Stamina while using Ring of Omens.
	Fixed an issue where Ring of Crisis was stacking instead of refreshing.
	Fixed an issue where Stone of Continuance failed to extend some skill duration bonuses to clients.
	Fixed an issue where Lithely Mutator was triggering from destroying breakables.
	Fixed an issue where Shield Breaker Mutator would not activate when using some weapons.
	Fixed an issue where Momentum Mutator was applying double critical damage.
	 


[ Items & Consumables ]


	Fixed an issue where Mudtooth wouldn&#39;t sell discovered concoctions if player had 0 in their inventory.
	Fixed an issue where picking up a Tome of Knowledge when at max trait points would silently reward XP and Scrap. Now both have proper pop-up indicators.
	Fixed an issue where Panacea Perk (Alchemist) was not being applied when using Ethereal Orb or Antidote.
	Fixed an issue where Elixir of Life would not trigger Regenerator (Medic) Prime perk.
	Fixed an issue where if a client purchased Diverting Heart from Cass, Host would not be able to purchase it.
	Fixed an issue where Thaen Fruit buff would be lost when restarting game.
	Fixed an issue where “You are dead” screen wouldn&#39;t display from some deaths while Thaen Fruit was active.
	Fixed an issue where some engrams could not be picked up again for scrap after originally acquiring them.
	Fixed an issue where Orb of Undoing became unusable.
	Fixed an issue where Dark Cider was not scaling health increase correctly.
	Fixed an issue where Root Water was unintentionally providing resistance bonus.
	Fixed an issue where Root Water timer was not refreshing when using an additional one.
	Fixed an issue where Dark Fluid was unintentionally providing resistance bonus.
	Fixed an issue where Dark Fluid effects were not being applied correctly after death.
	Fixed an issue where Xenoplasm was unintentionally providing resistance bonus.
	Fixed an issue where Xenoplasm was increasing skill cooldown after death.
	 


[ Enemies ]


	Fixed an issue where camera would flip on female players when Dran enemy grabbed them.
	Fixed an issue where players in spectator mode would not receive Blood Moon Essence during Blood Moon.
	Fixed an issue where players could get on top of bone piles and Bone Harvester could not properly path to them.
	Fixed an issue where players could walk into Dran Bomber to cause their bomb to explode multiple times.
	Fixed an issue where Venom would get stuck in a loop if players stood in a specific location in arena.
	Fixed an issue where Ripsaw could teleport out of bounds.
	Fixed an issue where Many Faces Weakspot became always active after a restart.
	Fixed an issue where the Defiler would lose aggro.
	Fixed an issue where Bone Harvester could clip through ground.
	Fixed an issue where the Custodian Eye could still fire projectiles while staggered.
	Fixed an issue where Labyrinth enemies could walk through some doors.
	Fixed an issue where Ripsaw could teleport out of bounds if he had the “Teleporter” affix.
	Fixed an issue where phantom’s projectiles would scale up when leaving enemy’s hand.
	Fixed an issue where Gorge would not correctly validate attacks when players were behind him.
	Fixed an issue where projectiles from the Hatchery enemies moved very fast.
	Fixed an issue where Ripsaw could be pushed thought collision from Pipe Bomb explosion.
	Fixed an issue where enemies with Displacer affix could teleport players outside of event.
	Fixed an issue where Aberration visual effects were removed by Hunter’s Focus and Hunter’s Shroud.
	Fixed an issue where Shrewd collision remained in arena during seed fall sequence.
	Fixed an issue where Annihilation’s tendrils could persist after player died and restarted fight.
	Fixed an issue where Annihilation’s lightning attack would not orient correctly to ground for clients.
	Fixed an issue where the Huntress would not attack if players were in her blind spot.
	Fixed an issue where Annihilation would not orient clients to face the correct way upon its death.
	Fixed an issue where the Bloat King would use its laser attack while its orbs were out.
	Fixed an issue where the Bloat King’s laser attack sounds would trigger multiple times.
	Fixed an issue where Legion’s projectile was set to the wrong collision type.
	Fixed an issue where Plasma Cutter was dealing Weakspot damage to Laby Orb when not hitting Weakspot.
	Fixed an issue where Many Faces’ defeated arms could block the beam attack from the Corruptor.
	Fixed an issue where the visual effects on Many Faces’ arms would not deactivate on death.
	Fixed an issue where the Custodian’s Eye NPC was on bottom of its tube after player fell to their death.
	 


[UI]


	Fixed an issue where the text for “SLOW” was not the correct color on Binding Orb
	Fixed an issue where the text on Stasis Beam had a grammatical error.
	Fixed an issue where the text on Blade of Gul had a grammatical error.
	Fixed an issue where the text on Dryzr Caliper had a grammatical error.
	Fixed an issue where the text on Prospector perk had a grammatical error.
	Fixed an issue where item description of Antidote did not match visual.
	Fixed an issue where the word “Sheild” was not formatted correctly on Difference Engine.
	Fixed an issue where item description of Feral Judgement did not match visual.
	Fixed an issue where the text on Decayed Heart had a grammatical error.
	Fixed an issue where “Another player is waiting at the Stone” wouldn&#39;t display if host was far from checkpoint.
	Fixed an issue where the description of the Ambit Ember was not clear in its use.
	Fixed an issue where crafting items weren’t displaying correctly on crafters.
	Fixed an issue where Poisoned Ambit Ember was exploding when player walked sideways.
	Fixed an issue where “ACID” text color was inconsistent across items.
	Fixed an issue where Handling Trait bonus was not clearly defining its application.
	Fixed an issue where being revived by the Thaen fruit was not displaying the immunity to status effects buff.
	Fixed an issue where difficulty icon was not always being displayed correctly for clients. This was a visual issue and did not affect the actual difficulty for clients.
	Fixed an issue where the host could get stuck in Menu if the client activated a cinematic.
	Fixed an issue where Crescent Moon’s Moonlight Barrage was missing description in crafting menu.
	Fixed an issue where status effect damage was missing from stats in character menu.
	Fixed an issue where equipping an Elemental Resistance fragment did not update Elemental Resistance values.
	 


[ Misc Fixes ]


	Fixed an issue where the flashlight could disappear.
	Fixed an issue where multiple crafting materials were not rewarding scrap on subsequent pickups.
	Fixed an issue where Tal’Ratha’s music volume was not affected by the Music slider in settings.
	Fixed an issue where Rigs and Ava McCabe would not show icon for crafting when enough materials were acquired in Ward 13.
	Fixed an issue where the player could freeze up if they did multiple melee attacks before interacting with door during tutorial.
	Fixed an issue where the lights would remain on during N’Erud World boss fight.
	Fixed an issue where Thaen Tree growth could be screwed up if user changed their system clock time.
	Fixed an issue where Banish would not work with some items that increase mod duration.
	Fixed an issue where Enemy aggro could be disabled when leaving conversation with Oracle after receiving half quilt reward.
	Fixed an issue where Cass’s dialogue would get reset when Campaign was re-rolled.
	Fixed an issue where the player could die during the Postulant’s board game.
	Fixed an issue where Laemir Censer would cause Firestorm to disappear early.
	Fixed an issue where Trapped Laemir would reset his dialogue after event if player left area and returned.
	Fixed an issue where siege in Ashen Trainyard could be skipped by force closing application.
	Fixed an issue where players could get out of the world and infinitely fall at the start of N’Erud.
	Fixed an issue where, under specific circumstances, activating World Stone did not show available waypoints.
	Fixed an issue where a visual effect was playing incorrectly during introduction cinematic of Tal’Ratha’s Metaphysical fight.
	Fixed an issue where Clementine and The Keeper were not showing up on the Map while player was in the Labyrinth and Blackened Citadel.
	Fixed an issue where using Liquid escape would send players back to the Backrooms if had previously left.
	Fixed an issue where the host could takeover interaction controls with an NPC from client, leaving them unable to play.
	Fixed an issue where combat music volume would not be lowered when entering a new area.
	Fixed an issue with collision in Wallace’s room in Ward 13.
	Fixed several issues with collision on Losomn in various locations.
	Fixed several issues with collision on Yaesha in various locations.
	Fixed several issues with collision in the Labyrinth in various locations.
	Fixed several issues with collision on Root Earth in various locations.
	Fixed several issues with collision on N’Erud in various locations.
	Fixed an issue where the incorrect music was playing during siege battle in the Labyrinth.
	Fixed an issue where Non-Vendor NPCs wouldn’t speak in subsequent campaigns after beating the campaign previously.
	Fixed an issue where collision was present in the middle of the room after Jester’s card game in Losomn.
	Fixed an issue where kills from Bleed were not granting experience.
	Fixed an issue where clients’ screens would not turn red to indicate taking damage when hit by Plasma Cutter.
	Fixed an issue where if players force exited during conversation with Meidra about Tear of Kaeula they could not receive reward.
	Fixed an issue where Non-Hardcore characters could join Hardcore games.
	Fixed an issue where players would no longer be affected by fog on N’Erud.
	Fixed an issue where players could speak to Ford through hole in the wall in Tutorial.
	Fixed an issue where reticle would stick to friendly minions while using a controller.
	Fixed an issue where getting teleported by Nimue would potentially cause enemies to ignore the player.
	Fixed an issue where holding aim while getting staggered would not allow player to aim after being staggered.
	 
]]></description>  
      <link>/en/games/remnant/news/detail/11553483-major-quality-of-life-improvements-update-ps5-%26-xbox-series-x%7Cs-09.11.23</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11553483</guid>  
      <pubDate>Mon, 11 Sep 23 15:10:25 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Major quality of life improvements update for PC - 09.07.23]]></title>  
      <description><![CDATA[First and foremost, thanks so much everyone for your continued feedback and support! After gathering your all’s feedback, we’re excited to release this major quality of life (QoL) update that brings several improvements requested by you, including Toggle Aim, Toggle Sprint, a new low graphics quality preset option, several bug fixes, and so much more. Check out the full patch notes below.

We’re planning on also going out with another major QoL update that will be loads of fun for all players. Stay tuned for more updates.

We want to continue to hear from you on what you’d like to see in Remnant 2, so please continue to share your feedback with us in our official Discord or via our social media channels. 

Build number: 386778

--Performance and Crashes--


	Fixed an issue with Archon’s Chaos Gate skill that was impacting performance.
	Fixed an issue with Archon’s Havoc Form skill that was impacting performance.
	Improved performance on all stages of Annihilation Boss Fight.
	Fixed an issue where picking up an item would cause a small lag hitch for hosts.
	Various crash fixes and optimizations.
	Added a Detailed Geometry video option, which is enabled by default.


DEV NOTE: This option allows for users to disable the setting to reduce environmental geometry detail. This will improve the maximum performance for those with high end CPUs.


	Added a lower Graphics Quality Preset named “Potato”.


DEV NOTE: The Potato preset allows for low end systems to more aggressively disable expensive rendering features. Helping them achieve higher frame rates and smoother gameplay.


	Streamlined backend connection when joining players games.


DEV NOTE: This should address several issues including general failures to connect after “connecting” screen and joining games while using a character with a lot of gear and items.
 

--Quality of Life--

[ General ]


	Added option to enable Hold Sprint in Gameplay settings.


DEV NOTE: A highly requested feature, players can now choose between Toggle (default) and Hold to Sprint.


	Added option to enable Toggle AIM instead in Gameplay Settings.


DEV NOTE: Another requested feature, players can now enable Toggle AIM instead of Hold AIM. This should be helpful for those that have trouble constantly keeping the AIM button down.


	Added support for PlayStation button icons when using a PlayStation controller on PC.
	When turning off aim assist while using a controller, it also turns off aim adhesion.
	 


[ Gear / Items ]


	Rigs can now downgrade Weapons, refunding 75% of materials used in upgrades and 50% of the scrap.
	Dwell can now downgrade Mutators, refunding 75% of materials used in upgrades and 50% of the scrap.
	Added consumable duration to advanced stats page on character menu.
	 


--Bug Fixes--

[ Progression & Rewards ]


	Fixed an issue where Achievement “Maxed Out!” was not properly rewarded after acquiring the required number of trait points.
	
		DEV NOTE: To unlock the achievement, you must interact with the World Stone.
	
	
	Fixed an issue where if players crashed in tutorial while interacting with Rigs before receiving upgrade, they would be soft-locked in tutorial.
	Fixed an issue where objectives would not be set correctly if quitting at various locations in the Tutorial.
	Fixed an issue where only the player who dealt the last hit on an enemy would receive credit for the kill towards achievements.
	Fixed an issue where if the player had the Thaen fruit buff experienced a softlock if they were dragged away by the Bone Harvester.
	Fixed an issue where Bloodmoon door would not correctly open during some Bloodmoons.
	Fixed an issue where Bloodmoon wisps would not spawn correctly during some Bloodmoons.
	 


[ Archetypes ]

-Summoner-


	Fixed an issue where Summoner’s minions were not receiving shared damage from Blood Bond trait.
	Fixed an issue where Summoners were unable to summon minions at checkpoint before Cancer miniboss fight.
	Fixed an issue where Dominator perk stayed active after switching Archetype.
	Fixed an issue where minions were not granting experience when killing enemies.
	Fixed an issue where minions were unable to target Sha’Hala.
	Fixed an issue where minions would potentially continuously respawn when interacting with an NPC.


-Engineer-


	Fixed an issue where players could swap off the Engineer’s heavy weapon after an interaction.
	Fixed an issue where reclaimed Heavy Weapon would disappear if picked up while player was holding AIM.
	Fixed an issue causing Heavy Carry backwards evade to cost double stamina.
	Fixed an issue where Turrets were not granting experience when killing enemies.
	Fixed an issue where Turrets could be active during ending cinematic.


-Archon-


	Fixed an issue where mastery reward description incorrectly refers to Amplitude.


-Gunslinger-


	Fixed an issue where Ammo Boxes dropped extra ammo that could not be picked up and would persist across re-rolls.


-Handler-


	Fixed an issue where Very Good Boy was not granting experience when killing enemies.


DEV NOTE: Look, he gets excited sometimes. Not his fault.
 

[ Weapons / Mods ]


	Fixed an issue where Heavy Weapon Ammo was lost after a player leaves game while holding Heavy Weapon.
	Fixed an issue where Engineer’s Flamethrower would not correctly target flying enemies.
	Fixed an issue where Big Bang Mod did not work correctly with Spirit Wisp Mod.
	Fixed an issue where Merciless bleed reticle was inconsistent due to weapon spread improvements.
	Fixed an issue where the Cube Gun projectiles were able to push Many Faces.
	Fixed an issue where Meridian not damaging Executioner and Royal Archers in Losomn.
	Fixed an issue where Plasma Cutter weapon phantoms were not terminating correctly.
	Fixed an issue where Plasma Cutter was unable to do full damage against Legion.
	Fixed an issue where Plasma Cutter could not hit Abomination’s Weakspot.
	Fixed an issue where Rune Pistol audio loop would continually play when holstered.
	Fixed an issue where clients using the Plasma Cutter would deal incorrect amount of damage.
	Fixed an issue where Charged Ouroboros (Deceit) Sword Fragments passed through Corruptor Boss.
	Fixed an issue where Ouroborus Swords would remain longer than debuff duration.
	Fixed an issue where Starfall (Sagittarius) Area of Effect was incorrect.
	Fixed an issue where Starfall Mod was not working with Mod Duration
	Fixed an issue where the second arrow from Moonlight Barrage had an inconsistent trajectory.
	Fixed an issue where Aphelion and Nightfall did not have force feedback on controllers when being used.
	Fixed an issue where Beta Ray (Alpha/Omega) Mod wasn’t affecting Sha’Hala.
	Fixed an issue where Sorrow reloading sound looped if visual effects persisted.
	Fixed an issue where Nano Swarm (Nebula) would attempt to target Fae gargoyles but not aggro them.
	Fixed an issue where Nano Swarm was targeting small critters and dead bodies.
	Fixed an issue where players could use melee weapons when Dreadwalker (Nightfall) Mod was active.
	Fixed an issue where Healing Shot traveled in the wrong direction with the Bonesaw and Huntmaster.
	Fixed an issue where Scrap Shot’s slow effect would continue indefinitely.
	Fixed an issue where Song of Eafir’s slow effect would continue indefinitely.
	Fixed an issue where Voltaic Rondure Mod does not get overcharged by projectile weapons.
	Fixed an issue where players could have two Fargazers out at once.
	Fixed an issue where players using Fargazer mod couldn’t roll or use a relic while it was active.
	Fixed an issue where Sporeshot (Sporebloom) and Rotted Arrow didn’t correctly scale with Mod duration.
	Fixed an issue where Atom Splitter’s Fission Strike failed to hit some enemies.
	 


[ Trinkets ]


	Fixed an issue where Focusing Shard had no effect when crouching.
	Fixed an issue where Burden of Warlock wasn’t calculating cost correctly with Star Shot Mod.
	Fixed an issue where Hyperconductor was allowing a free skill charge.
	Fixed an issue where Encrypted Ring effect wasn’t triggering correctly with mod use.
	Fixed an issue where Game Master’s Pride was not working as intended with damage mitigation abilities.
	Fixed an issue where some weapons would not detonate Rootbulbs and Shock canisters.
	Fixed an issue where the Provisioner Ring was not correctly replenishing bullets.
	Fixed an issue where Stone of Expanse was incorrectly calculating damage modifications.
	Fixed an issue where One-Eyed Joker buff would remain after item was removed.
	Fixed an issue where Fae Hunter Ring would not increase range of firearms when equipped.
	Fixed an issue where Deceiver’s Band fails to trigger after sliding while wearing Ring of Omens.
	Fixed an issue where Matriarch’s Insignia could trigger before a charged attack’s stamina cost was spent.
	Fixed an issue where Ring of Omens was negating the encumbrance effect on vault actions.
	Fixed an issue where players couldn’t use Mist Step (Ring of Omens + Amulet) during a Heavy Carry.
	Fixed an issue where Tightly Wound Coil would not activate correctly when using the Cube Gun.
	Fixed an issue where Guardian’s Ring was not adding a stack of Bulwark when player took melee damage.
	Fixed an issue where players were unable to roll when out of Stamina while using Ring of Omens.
	Fixed an issue where Ring of Crisis was stacking instead of refreshing.
	Fixed an issue where Stone of Continuance failed to extend some skill duration bonuses to clients.
	Fixed an issue where Lithely Mutator was triggering from destroying breakables.
	Fixed an issue where Shield Breaker Mutator would not activate when using some weapons.
	Fixed an issue where Momentum Mutator was applying double critical damage.
	 


[ Items & Consumables ]


	Fixed an issue where Mudtooth wouldn&#39;t sell discovered concoctions if player had 0 in their inventory.
	Fixed an issue where picking up a Tome of Knowledge when at max trait points would silently reward XP and Scrap. Now both have proper pop-up indicators.
	Fixed an issue where Panacea Perk (Alchemist) was not being applied when using Ethereal Orb or Antidote.
	Fixed an issue where Elixir of Life would not trigger Regenerator (Medic) Prime perk.
	Fixed an issue where if a client purchased Diverting Heart from Cass, Host would not be able to purchase it.
	Fixed an issue where Thaen Fruit buff would be lost when restarting game.
	Fixed an issue where “You are dead” screen wouldn&#39;t display from some deaths while Thaen Fruit was active.
	Fixed an issue where some engrams could not be picked up again for scrap after originally acquiring them.
	Fixed an issue where Orb of Undoing became unusable.
	Fixed an issue where Dark Cider was not scaling health increase correctly.
	Fixed an issue where Root Water was unintentionally providing resistance bonus.
	Fixed an issue where Root Water timer was not refreshing when using an additional one.
	Fixed an issue where Dark Fluid was unintentionally providing resistance bonus.
	Fixed an issue where Dark Fluid effects were not being applied correctly after death.
	Fixed an issue where Xenoplasm was unintentionally providing resistance bonus.
	Fixed an issue where Xenoplasm was increasing skill cooldown after death.
	 


[ Enemies ]


	Fixed an issue where camera would flip on female players when Dran enemy grabbed them.
	Fixed an issue where players in spectator mode would not receive Blood Moon Essence during Blood Moon.
	Fixed an issue where players could get on top of bone piles and Bone Harvester could not properly path to them.
	Fixed an issue where players could walk into Dran Bomber to cause their bomb to explode multiple times.
	Fixed an issue where Venom would get stuck in a loop if players stood in a specific location in arena.
	Fixed an issue where Ripsaw could teleport out of bounds.
	Fixed an issue where Many Faces Weakspot became always active after a restart.
	Fixed an issue where the Defiler would lose aggro.
	Fixed an issue where Bone Harvester could clip through ground.
	Fixed an issue where the Custodian Eye could still fire projectiles while staggered.
	Fixed an issue where Labyrinth enemies could walk through some doors.
	Fixed an issue where Ripsaw could teleport out of bounds if he had the “Teleporter” affix.
	Fixed an issue where phantom’s projectiles would scale up when leaving enemy’s hand.
	Fixed an issue where Gorge would not correctly validate attacks when players were behind him.
	Fixed an issue where projectiles from the Hatchery enemies moved very fast.
	Fixed an issue where Ripsaw could be pushed thought collision from Pipe Bomb explosion.
	Fixed an issue where enemies with Displacer affix could teleport players outside of event.
	Fixed an issue where Aberration visual effects were removed by Hunter’s Focus and Hunter’s Shroud.
	Fixed an issue where Shrewd collision remained in arena during seed fall sequence.
	Fixed an issue where Annihilation’s tendrils could persist after player died and restarted fight.
	Fixed an issue where Annihilation’s lightning attack would not orient correctly to ground for clients.
	Fixed an issue where the Huntress would not attack if players were in her blind spot.
	Fixed an issue where Annihilation would not orient clients to face the correct way upon its death.
	Fixed an issue where the Bloat King would use its laser attack while its orbs were out.
	Fixed an issue where the Bloat King’s laser attack sounds would trigger multiple times.
	Fixed an issue where Legion’s projectile was set to the wrong collision type.
	Fixed an issue where Plasma Cutter was dealing Weakspot damage to Laby Orb when not hitting Weakspot.
	Fixed an issue where Many Faces’ defeated arms could block the beam attack from the Corruptor.
	Fixed an issue where the visual effects on Many Faces’ arms would not deactivate on death.
	Fixed an issue where the Custodian’s Eye NPC was on bottom of its tube after player fell to their death.
	 


[UI]


	Fixed an issue where the text for “SLOW” was not the correct color on Binding Orb
	Fixed an issue where the text on Stasis Beam had a grammatical error.
	Fixed an issue where the text on Blade of Gul had a grammatical error.
	Fixed an issue where the text on Dryzr Caliper had a grammatical error.
	Fixed an issue where the text on Prospector perk had a grammatical error.
	Fixed an issue where item description of Antidote did not match visual.
	Fixed an issue where the word “Sheild” was not formatted correctly on Difference Engine.
	Fixed an issue where item description of Feral Judgement did not match visual.
	Fixed an issue where the text on Decayed Heart had a grammatical error.
	Fixed an issue where “Another player is waiting at the Stone” wouldn&#39;t display if host was far from checkpoint.
	Fixed an issue where the description of the Ambit Ember was not clear in its use.
	Fixed an issue where crafting items weren’t displaying correctly on crafters.
	Fixed an issue where Poisoned Ambit Ember was exploding when player walked sideways.
	Fixed an issue where “ACID” text color was inconsistent across items.
	Fixed an issue where Handling Trait bonus was not clearly defining its application.
	Fixed an issue where being revived by the Thaen fruit was not displaying the immunity to status effects buff.
	Fixed an issue where difficulty icon was not always being displayed correctly for clients. This was a visual issue and did not affect the actual difficulty for clients.
	Fixed an issue where the host could get stuck in Menu if the client activated a cinematic.
	Fixed an issue where Crescent Moon’s Moonlight Barrage was missing description in crafting menu.
	Fixed an issue where status effect damage was missing from stats in character menu.
	Fixed an issue where equipping an Elemental Resistance fragment did not update Elemental Resistance values.
	 


[ Misc Fixes ]


	Fixed an issue where the flashlight could disappear.
	Fixed an issue where multiple crafting materials were not rewarding scrap on subsequent pickups.
	Fixed an issue where Tal’Ratha’s music volume was not affected by the Music slider in settings.
	Fixed an issue where Rigs and Ava McCabe would not show icon for crafting when enough materials were acquired in Ward 13.
	Fixed an issue where the player could freeze up if they did multiple melee attacks before interacting with door during tutorial.
	Fixed an issue where the lights would remain on during N’Erud World boss fight.
	Fixed an issue where Thaen Tree growth could be screwed up if user changed their system clock time.
	Fixed an issue where Banish would not work with some items that increase mod duration.
	Fixed an issue where Enemy aggro could be disabled when leaving conversation with Oracle after receiving half quilt reward.
	Fixed an issue where Cass’s dialogue would get reset when Campaign was re-rolled.
	Fixed an issue where the player could die during the Postulant’s board game.
	Fixed an issue where Laemir Censer would cause Firestorm to disappear early.
	Fixed an issue where Trapped Laemir would reset his dialogue after event if player left area and returned.
	Fixed an issue where siege in Ashen Trainyard could be skipped by force closing application.
	Fixed an issue where players could get out of the world and infinitely fall at the start of N’Erud.
	Fixed an issue where, under specific circumstances, activating World Stone did not show available waypoints.
	Fixed an issue where a visual effect was playing incorrectly during introduction cinematic of Tal’Ratha’s Metaphysical fight.
	Fixed an issue where Clementine and The Keeper were not showing up on the Map while player was in the Labyrinth and Blackened Citadel.
	Fixed an issue where using Liquid escape would send players back to the Backrooms if had previously left.
	Fixed an issue where the host could takeover interaction controls with an NPC from client, leaving them unable to play.
	Fixed an issue where combat music volume would not be lowered when entering a new area.
	Fixed an issue with collision in Wallace’s room in Ward 13.
	Fixed several issues with collision on Losomn in various locations.
	Fixed several issues with collision on Yaesha in various locations.
	Fixed several issues with collision in the Labyrinth in various locations.
	Fixed several issues with collision on Root Earth in various locations.
	Fixed several issues with collision on N’Erud in various locations.
	Fixed an issue where the incorrect music was playing during siege battle in the Labyrinth.
	Fixed an issue where Non-Vendor NPCs wouldn’t speak in subsequent campaigns after beating the campaign previously.
	Fixed an issue where collision was present in the middle of the room after Jester’s card game in Losomn.
	Fixed an issue where kills from Bleed were not granting experience.
	Fixed an issue where clients’ screens would not turn red to indicate taking damage when hit by Plasma Cutter.
	Fixed an issue where if players force exited during conversation with Meidra about Tear of Kaeula they could not receive reward.
	Fixed an issue where Non-Hardcore characters could join Hardcore games.
	Fixed an issue where players would no longer be affected by fog on N’Erud.
	Fixed an issue where players could speak to Ford through hole in the wall in Tutorial.
	Fixed an issue where reticle would stick to friendly minions while using a controller.
	Fixed an issue where getting teleported by Nimue would potentially cause enemies to ignore the player.
	Fixed an issue where holding aim while getting staggered would not allow player to aim after being staggered.
	 
]]></description>  
      <link>/en/games/remnant/news/detail/11553463-major-quality-of-life-improvements-update-for-pc-09.07.23</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11553463</guid>  
      <pubDate>Thu, 07 Sep 23 15:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Xbox Series X|S Update Released - 08.15.23]]></title>  
      <description><![CDATA[
Xbox Players: Thank you so much again for your patience for waiting for this patch that we promised! The team has been hard at work addressing issues that many of you have raised via our socials as well as our Discord, Reddit, or Steam forums. This is the first major update intended to address many of the bigger issues right now, but there will be more updates to come – including an additional update we’re planning to release later this week that will address balance changes, bug fixes, and quality of life improvements.

Check out the detailed notes below and thank you all!

Build Number: 1.0.0.11


 

--Performance and Crashes-- 


	Ongoing optimizations to improve overall performance.  
	Updates to improve hitching and potential crashes. 
	Fixed multiple reported crash bugs.


 

---Achievements & Difficulty Rewards-- 


	
	Retroactively fixed several achievements that weren’t tracked correctly. 
	
	
	Retroactively fixed as many difficulty-based rewards as possible.  
	


 DEV NOTE: To unlock difficulty rewards and achievements, you must interact with the World Stone. 


--Quality of Life-- 

 

QOL OVERVIEW: While we still have quite a few things we are working on regarding Traits and long-term grinding (for those that wish to partake), we wanted to make a few changes in this patch to ensure players had more freedom to experiment. Players should find it much easier to Respec and they should also end up with more Scrap overall. We aren&#39;t done here by any means, and these are not the larger changes we&#39;ve mentioned on Discord and Reddit, but in the short term, they should help to ease the burden or reconfiguring your build and experimenting with different options.

 


	Increased Trait Cap by +5. 
	Tome of Knowledge now grants Scrap and EXP when the player has reached Trait Cap. 
	Orb of Undoing now has unlimited uses. Players can sell any extras for Scrap. 
	Removed the Trait Requirement for equipping a second Archetype. Players may now slot their second Archetype as soon as they obtain / convert another Engram at Wallace. 
	Removed the Scrap Cost for converting a Mysterious Item into an Engram (1000 to 0). 
	Lowered the Lumenite Cost for converting a Mysterious Item into an Engram (10 to 5). 
	Slightly Increased Scrap Gain from Breakables. 
	Increased Scrap Gain from Regular and Rare Chests. 
	Increased Scrap Gain when killing Aberrations. 
	Reduced the cost of Bloodroot. 
	Added all unlocked Archetypes to Wallace’s inventory. If players have unlocked any Secret Archetype (by converting a Mysterious Item into an Engram), he will then sell them for all future characters. If you can start with it, Wallace will sell it. 
	Reduced the requirement to obtain Revivalist Trait. Also included Very Good Boy. 
	Updated Nimue, Bedel (Old Vaunnt), and N&#39;Erud Vending Machine, and Blood Altar to properly keep their items in stock. 
	Fixed the Damage Reduction calculation in Advanced Stats. While this was a bug, we still wanted to make sure it was at the top of the list because it was giving players incorrect info. 
	Reduced Multiplayer Scaling per player by an additional 5% (from 15% to 10%). This means that in 3 player COOP, all players will now take 10% less damage (5% less per player). 
	Increased the chance that Cass spawns her special rewards. 
	Increased invulnerability time on standard Revive by 0.7s to give players a bit more time to react after being revived. 
	Experience gained is shared across any distance in multiplayer (previously 40m max range) and to dead teammates. 


 

 

--Balance-- 

[ General ] 


	Reduced Vicious enemy affix from 33% to 15%. 
	Reduced Spiteful enemy affix from 0-45% to 0-25%. This is based on current enemy Health. 
	Reduced Thick Skin enemy affix from -15% Critical Chance & -25% Critical Damage to -10% and 15%, respectively. 
	Reduced Hearty enemy affix from 25% Max HP to 15% Max HP. 
	Increased Bulwark Damage Reduction from 6,5,4,3,2% (20% MAX) to 7,6,5,4,3% (25% MAX). 


 

[ Armor ] 

ARMOR OVERVIEW: We made a few tweaks to various armor types to give them unique benefits that were applicable for all difficulties. We felt that the baseline Heavy Armor values (at approximately 35% Damage Reduction) were in a good spot, especially with our recent changes to certain enemy affixes, so we adjusted the other armors to bring them up to par in their own way. Armor-based Damage Reduction is typically the easiest type of DR to get in the game, and due to its importance at higher levels, the lower-value armors were becoming less than desirable. 


	
	Adjusted Light Armor Damage Reduction Value from approximately 15% to 25%. 
	
	
	Adjusted Medium Armor Damage Reduction Value from approximately 25% to 30%. 
	
	
	Adjusted Ultra Heavy Armor Damage Reduction Value from approximately 45% to 50%. 
	
	
	Increased Light Armor Evade Invulnerability by 2 frames. 
	
	
	Increased Medium Armor Evade Invulnerability by 1 frame. 
	
	
	Increased Ultra Heavy Neutral Evade Invulnerability by 1 frame. 
	


Armor Evade Value and Stamina Penalty Reference: 

- Light Evade (25 Encumbrance or Lower): 12 iFrames, 0% Stamina Cost Penalty. 

- Medium Evade (26-50 Encumbrance): 11 iFrames, 25% Stamina Cost Penalty. 

- Heavy Evade (51-75 Encumbrance): 10 iFrames, 50% Stamina Cost Penalty. 

- Ultra Heavy (76+ Encumbrance): 15 iFrames (Flop), 75% Stamina Cost Penalty. 

DEV NOTE: No changes were made to Stamina Cost Penalty. These are original values. Additionally, Heavy Evade and Ultra Heavy Flop have their original iFrame value as well. The only changes regarding iFrames were to the two lighter Weight Classes. 

 

[ Archetypes ]


	Handler Companion and Summoner Minions gain increased health per difficulty. On Apocalypse, they will have the highest base health. 
	Increased Challenger&#39;s Intimidating Presence Range from 10m to 15m. 


Explorer Archetype 


	Increased the duration of Explorer&#39;s Scavenger Buff per pickup from 15s to 20s. 
	Increased the duration of Explorer&#39;s Gold Digger Buffs from 15s to 20s. 
	Increased the healing amount of Gold Digger Healing Fountain from 1.5 to 2.0 HP per second. 


DEV NOTE: We wanted to make sure Explorer could maintain Scavenger longer between fights and give them more freedom while Gold Digger Fountains were active. We increased the durations by 5s each and boosted the Healing Fountain to be more enticing. 

 

Archon Archetype 


	Increased Archon Havoc Form Lighting Hands damage from 28 to 56. 
	Increased Archon Havoc Form Blink damage from 100 to 150. 
	Reduced Archon Havoc Form Cooldown from 120s to 90s. 


DEV NOTE: These changes are in response to bug fix that allowed Havoc Form Lighting Hands to deal ridiculous damage. We made some overall adjustments to compensate. 

 

Challenger Archetype 


	Adjusted the damage falloff for Challenger&#39;s Close Quarters perk. At maximum range, Challenger will always maintain a 10% damage bonus to All Damage. 


 

Handler Archetype 


	Increased the Handler&#39;s Pack Hunter Range from 25m to 40m. 
	Increased the Base Max Health of Handler&#39;s Very Good Boy Companion. 


 

Summoner Archetype 


	Increased the Base Max Health of Summoner&#39;s Hollow and Flyer Variants. 


 

[ Gear / Items ]  


	
	Increased Restriction Cord Damage Reduction from 10% to 15%. 
	
	
	Increased Guardian&#39;s Ring range from 10m to 15m. 
	
	
	Enabled Mist Step Neutral Backdash attack. 
	


 

[ Weapons ]  


	Switched Aphelion scaling to Boss/Special Damage Scaling instead of Standard. 
	Increased the Fire Damage for Shatterstar (Savior Mod). 
	Reduced the Fire Rate on Nightfall in Standard and Dreadwalker Fire Modes. 


DEV NOTE: Nightfall was dealing far more damage than other weapons in both modes (almost 20% more w/ Dreadwalker active compared to other guns with their Mod active). When considering damage and the Mod ability (harder to hit, life siphon, and fire rate), it was pushing Nightfall too far above every other Long Gun. It now sits closer in line with other high-damage weapons. 


	Reduced the AOE Burst Damage of Enigma&#39;s Overload Application from 40 to 30. 
	Reduced the Subsequent Tether Damage of Enigma Primary Fire from 75% to 65%. 
	Reduced the Magazine Capacity of Enigma from 30 to 25. 
	Increased the total Reserve Capacity of Enigma from 120 to 125. 


DEV NOTE: Enigma was performing too far above our goal for AOE clear, so a few adjustments were made. There is still an issue with it ignoring Armor which will be addressed in the future. However, when that happens, we will reevaluate the numbers. 

 

[ Enemies ] 


	Adjusted downtime and overall combat flow for Annihilation. 
	Adjusted Annihilation Mine behavior on Survivor difficulty. 
	Reduced damage on Nightweaver’s grab attacks (Wall and Lunge). 
	Adjusted the hitbox of Magister Dullain&#39;s tongue attack to better match the visuals.  


 

[ Multiplayer ] 


	Reduced incoming damage in Multiplayer from 25% per additional player to 15% per player. 


 

--Bug Fixes--

 

[ Progression & Rewards ] 


	
	Progression Blocker: Cass no longer wanders out of town, making her store inaccessible. 
	
	
	Progression Blocker: Ward 13 NPCs no longer “Lose their memory” after rolling adventure mode. 
	
	
	Progression Blocker: Fixed an issue where Annihilation would be stuck between first and second phase of fight due an improper Plasma Cutter interaction. 
	
	
	Progression Blocker: Fixed an issue if the player died before one of the children made it back to Oracle, the Oracle would not interact with the player. 
	
	
	Progression Blocker: Fixed an issue in Sentinel’s Keep that would cause the player to become stuck inside door. 
	
	
	Progression Blocker: Fixed issue where Liquid Escape could be lost. 
	
	
	Progression Blocker: Fixed an issue that prevented players from completing the tutorial if a crash happened when interacting with Ford.
	
	
	Progression Blocker: Fixed infinite loading screen issue present for some players when selecting “Skip Tutorial” on character creation screen. 
	
	
	Progression Blocker: Fixed an issue with Plasma Cutter preventing the Final Boss from transitioning into its second phase. 
	
	
	Progression Blocker: Fixed Tal’Ratha boss fight lockout if game was exited during cutscene dialogue. 
	
	
	Progression Blocker: Fixed the Astropath boss fight failing to start if game was exited during cutscenes. 
	
	
	Progression Blocker: Addressed issue with Trait points going negative. Negative Trait points have been flipped to positive. This will also fix issues with the Second Archetype being locked out. If players are still encountering negative trait points, picking up an additional trait point will flip negative to positive.  
	
	
	Addressed issue with players not receiving achievements in multiplayer games.  
	
	
	Players who completed Oracle’s quilt will now receive Half Quilt award as well as Full Quit Reward if they had not previously received it. 
	
	
	Fixed an issue where scripted deaths from the Bone Harvester, Empress Guards, and Red Prince caused actual deaths and ended Hardcore runs. 
	
	
	Fixed an issue with Weapons not unlocking after a Hardcore playthrough.  
	
	
	Fixed an issue with Weapons not unlocking after completing playthroughs at different difficulties.  
	
	
	Players who listened to all Mudtooth’s stories but did not receive all of the rewards can visit Mudtooth to receive their rewards. Players who did not receive the Iron Cylinder (Gunslinger’s Engram) from listening to all his stories will now find it in his store. 
	
	
	Fixed an issue preventing Explorer and Archon Armor from appearing on the vendor. Players will need to first convert the appropriate Mysterious Item into an Engram at Wally 
	
	
	Fixed an issue preventing Mudtooth&#39;s Elixir from appearing in his inventory. After completing the game, players will need to first unlock Explorer (Golden Compass) at Wallace. 
	
	
	Fixed issues where Clementine would stand in random locations in Ward 13 after the cutscene in Blackened Citadel. 
	
	
	Fix for Achievement when meeting the Flautist if co-op player was spectating at the time where the Flautist was met. 
	
	
	Fixed an issue preventing Revivalist Trait from being awarded. It should now be rewarded after reviving another player 15x. 
	


 

[ Archetypes ] 


	
	Fixed issue with Summoner&#39;s Minions targeting pigs in Losomn. Pigs are no longer valid targets for Minions. 
	
	
	Fixed issue with Handler&#39;s Very Good Boy not waking the sleeping Huntress when attacking. 
	
	
	Fixed Medic&#39;s Redemption cooldown for clients. 
	
	
	Engineer kills via Turret now grant Experience.  
	
	
	Removed Controller Rumble when Summoner Minions move near the player. 
	
	
	Fixed an issue with Archon&#39;s Havoc Form Lighting Hands. Casting Speed now properly ramps up the Lighting Hand without going infinite. 
	
	
	Fixed an issue causing Hunter&#39;s Focus not granting the proper Weakspot Damage Bonus 
	
	
	Fixed an issue causing Hunter&#39;s Shroud granting multiplicative damage bonus 
	
	
	Fixed an issue causing Invader Perk S.H.A.R.K. to not apply its damage bonuses 
	
	
	Fixed an issue with Gunslinger&#39;s Bulletstorm Sound not terminating. 
	
	
	Fixed a bug allowing Male Engineer to ignore falling transition when Overclocking. 
	


 

[ Gear / Items ] 


	
	Fixed an issue with Aphelion causing it to do drastically reduced damage. 
	
	
	Fixed various issues with Restriction Cord causing issues like UI weirdness, memory leaks, and player getting stuck in World Stone as a client. 
	
	
	Fixed Death’s Embrace effects remaining after exiting to main menu and returning to game. 
	
	
	Fixed Spore Shot Mod’s slow effects lasting indefinitely. 
	
	
	Fixed Enigma’s Chain Lightning chaining through walls and floors. 
	
	
	Fixed Enigma ignoring enemy’s resistance. The Overload explosion still ignores resist. 
	
	
	Fixed Dark Fluid buff values being inconsistent for clients. 
	
	
	Fixed Faerie Needle buff icon displaying values incorrectly for clients. 
	
	
	Fixed Bulletweaver buff icon displaying values incorrectly for clients. 
	
	
	Fixed issue with Dran Scavenger Ring not correctly working for clients. 
	
	
	Fixed Energized Neck Coil so as to not trigger from ally status applications. 
	
	
	Fixed issue where consuming Processed Koara while its effect was already active was not resetting timer. 

	
		
		DEV NOTE: Seriously though... you know what this is, right? 
		
	
	
	
	Fixed issue where consuming Ambit Ember while its effect was already active was not resetting timer. 
	
	
	Fixed issue where Eulogy Mod was damaging player when activated too close to enemies. Also, returning bolts no longer damage allies. 
	
	
	Added description and lore for Ghost Shell. 
	
	
	Fixed VFX alignment for Nebula and Hellfire primary fire. 
	
	
	Fixed an issue preventing Plasma Cutter from dealing the correct damage type to certain enemies. 
	
	
	Fixed an issue causing Shieldbreaker Mutator to not grant the correct amount of shield. 
	
	
	Nightfall Mod visual effects terminate correctly now.
	
	
	Fixed an issue allowing Dreamcatcher to trigger Dreamwave before it was properly earned. 
	
	
	Fixed an issue that allowed Crystal Heart from stacking with itself. 
	
	
	Fixed an issue causing Ring of Flawed Beauty not granting the proper Weakspot Damage Bonus 
	
	
	Fixed issue with Anastasija&#39;s Inspiration causing infinite damage stacking on Summoner&#39;s Minions. 
	
	
	Fixed an issue preventing some Boss & Special Melee Weapons from receiving proper scaling.  
	
	
	Fixed an issue preventing Godsplitter from triggering “Was this supposed to happen?” Achievement 
	
	
	Fixed an issue allowing Severed Hand to be spawned repeatedly. 
	


 

[ Enemies ] 


	
	Fixed various hitboxes for Enemy AOE attacks. 
	
	
	Fixed Annihilation insta-killing clients with bad connections on transition to second phase. 
	
	
	Fixed an issue with Cancer&#39;s Root attack ignoring Damage Reduction. 
	
	
	Fixed an issue with GEORGE (Gorge) Aberration not attacking players. 
	
	
	Fixed issue with Bloat King where applying a status effect would cause it to never adjust its bioluminescence. 
	
	
	Fixed an issue with Gwendil the Unburnt that allowed Enigma to trigger infinite bomb explosions when there was no longer a bomb in hand.
	
	
	Fixed an issue preventing Venom&#39;s Staves from being destroyed by AOEs/Explosives. 
	
	
	Fixed an issue preventing some enemy affixes from activating properly on Venom. 
	
	
	Fixed various Labyrinth Enemies from not attacking during maze section. 
	
	
	Fixed Bane Aberration from warping players out of the arena with Displacer. 
	
	
	Fixed issue with Primogenitor health bar incorrectly tracking and causing players to become stuck. 
	
	
	Fixed issue with Root Knight’s puddle projectile dealing damage on hit. 
	
	
	Fixed issue with Nightweaver projectiles homing in on player incorrectly. 
	
	
	E.D. Alpha (Aberration) in Tower of the Unseen now respawns after player dies and re-enters the aberration room area. 
	
	
	Fixed issue with Block Ruin (Labyrinth Enemy) sound effects 
	
	
	Fixed issue where players could defeat the Gwendil: The Unburnt without taking any damage by standing on the stairs under the wooden bridge 
	
	
	Fixed issue where killing the Many Faces (Corruptor World Boss Golem) when it&#39;s jumping between platforms would cause it to fall off the world in The Great Bole. 
	


 

[ Misc Fixes ]  


	
	Fixed an issue with the icon above doors on map being too small. 
	
	
	Fixed an issue where if you quit immediately after picking your archetype with Wallace, you’d have to play through the introduction again. 
	
	
	Fixed Chimney obstructions not resetting for clients on world reset. 
	
	
	Fixed various out of world or stuck location in Losomn Dran city. 
	
	
	Fixed text getting cut off on 16:10 ratio resolutions as well as other non 16:9 based resolutions. 
	
	
	Fixed issue where Huntress Boss Music volume was not controllable by Music slider in settings menu. 
	
	
	Fixed issue where Jester cards were not correctly showing up for clients. 
	
	
	Fixed issue with wearing the Ravager Sigil when speaking to Bedel would cause enemies to no longer attack player. 
	
	
	Fixed multiple locations on final level where players could get out of bounds of the level. 
	
	
	Fixed issue with player’s not receiving fall damage by holding throwable consumables or melee weapons in throwing position. 
	
	
	Fixed collision issue causing players to get trapped along some edges in Morrow Sanatorium. 
	
	
	Fixed issue when using certain melee weapons, the character’s face distorted 
	
	
	Fixed issue where Player could be locked out of Postulant&#39;s Parlor when application was closed after playing the board game. 
	
	
	Fixed issue where Player was unable to open door to Sentinel&#39;s Keep when exiting game while inputting the Seeker&#39;s Key in N&#39;Erud 
	
	
	Fixed an issue where players were trapped when attempting to vault through a wall in Cotton’s Kiln. 
	
	
	Fixed an issue that allowed players to skip siege fight in Tiller&#39;s Rest. 
	
	
	Fixed an issue with players falling into gap between the boat and wall in Tiller’s Rest  
	
	
	Fixed floating doors in Cathedral of Omens. 
	
	
	Fixed an issue in The Great Hall that allowed repeated EXP rewards during Feastmaster&#39;s event. 
	
	
	Fixed multiple scenarios that allowed players to transition through walls using interactives. 
	
	
	Fixed an issue that caused players to get stuck in Throw Animation in certain situations. 
	
	
	Adjusted the kill volume height in the Custodian Eye arena.
	

]]></description>  
      <link>/en/games/remnant/news/detail/11551573-xbox-series-x%7Cs-update-released-08.15.23</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11551573</guid>  
      <pubDate>Tue, 15 Aug 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[PlayStation 5 Update Released - 08.15.23]]></title>  
      <description><![CDATA[PS5 Players: Thanks so much for your patience waiting for this patch! This patch addresses balance changes, bug fixes, quality of life improvements.

Build Number: 01.000.008

 

--Performance and Crashes--


	Ongoing optimizations to improve overall performance.
	Fixed multiple reported crash bugs.


 

--Achievements & Difficulty Rewards--


	Retroactively fixed several trophies that weren’t tracked correctly.
	Retroactively fixed as many difficulty-based rewards as possible.


DEV NOTE: To unlock difficulty rewards and trophies, you must interact with the World Stone.

 

--Quality of Life--


	Added all unlocked Archetypes to Wallace’s inventory. If players have unlocked any Secret Archetype (by converting a Mysterious Item into an Engram), he will then sell them for all future characters. If you can start with it, Wallace will sell it.
	Reduced the requirement to obtain Revivalist Trait. Also included Very Good Boy.
	Updated Nimue, Bedel (Old Vaunnt), and N&#39;Erud Vending Machine, and Blood Altar to properly keep their items in stock.
	Fixed the Damage Reduction calculation in Advanced Stats. While this was a bug, we still wanted to make sure it was at the top of the list because it was giving players incorrect info.
	Reduced Multiplayer Scaling per player by an additional 5% (from 15% to 10%). This means that in 3 player COOP, all players will now take 10% less damage (5% less per player).
	Increased the chance that Cass spawns her special rewards.
	Increased invulnerability time on standard Revive by 0.7s to give players a bit more time to react after being revived.
	Experience gained is shared across any distance in multiplayer (previously 40m max range) and to dead teammates.


 

--Balance--

[ General ]


	Reduced Vicious enemy affix from 33% to 15%.
	Reduced Spiteful enemy affix from 0-45% to 0-25%. This is based on current enemy Health.
	Reduced Thick Skin enemy affix from -15% Critical Chance & -25% Critical Damage to -10% and 15%, respectively.
	Reduced Hearty enemy affix from 25% Max HP to 15% Max HP.
	Increased Bulwark Damage Reduction from 6,5,4,3,2% (20% MAX) to 7,6,5,4,3% (25% MAX).


[ Armor ]

ARMOR OVERVIEW: We made a few tweaks to various armor types to give them unique benefits that were applicable for all difficulties. We felt that the baseline Heavy Armor values (at approximately 35% Damage Reduction) were in a good spot, especially with our recent changes to certain enemy affixes, so we adjusted the other armors to bring them up to par in their own way. Armor-based Damage Reduction is typically the easiest type of DR to get in the game, and due to its importance at higher levels, the lower-value armors were becoming less than desirable.


	Adjusted Light Armor Damage Reduction Value from approximately 15% to 25%.
	Adjusted Medium Armor Damage Reduction Value from approximately 25% to 30%.
	Adjusted Ultra Heavy Armor Damage Reduction Value from approximately 45% to 50%.
	Increased Light Armor Evade Invulnerability by 2 frames.
	Increased Medium Armor Evade Invulnerability by 1 frame.
	Increased Ultra Heavy Neutral Evade Invulnerability by 1 frame.


Armor Evade Value and Stamina Penalty Reference:


	Light Evade (25 Encumbrance or Lower): 12 iFrames, 0% Stamina Cost Penalty.
	Medium Evade (26-50 Encumbrance): 11 iFrames, 25% Stamina Cost Penalty.
	Heavy Evade (51-75 Encumbrance): 10 iFrames, 50% Stamina Cost Penalty.
	Ultra Heavy (76+ Encumbrance): 15 iFrames (Flop), 75% Stamina Cost Penalty.


DEV NOTE: No changes were made to Stamina Cost Penalty. These are original values. Additionally, Heavy Evade and Ultra Heavy Flop have their original iFrame value as well. The only changes regarding iFrames were to the two lighter Weight Classes.

[ Archetypes ]


	Handler Companion and Summoner Minions gain increased health per difficulty. On Apocalypse, they will have the highest base health.
	Increased Challenger&#39;s Intimidating Presence Range from 10m to 15m.


[ Gear / Items ]


	Increased Restriction Cord Damage Reduction from 10% to 15%.
	Increased Guardian&#39;s Ring range from 10m to 15m.
	Enabled Mist Step Neutral Backdash attack.


[ Enemies ]


	Adjusted downtime and overall combat flow for Annihilation.
	Adjusted Annihilation Mine behavior on Survivor difficulty.


 

--Bug Fixes—

[ Progression & Rewards ]


	Progression Blocker: Cass no longer wanders out of town, making her store inaccessible.
	Progression Blocker: Ward 13 NPCs no longer “Lose their memory” after rolling adventure mode.
	Progression Blocker: Fixed an issue where Annihilation would be stuck between first and second phase of fight due an improper Plasma Cutter interaction.
	Progression Blocker: Fixed an issue if the player died before one of the children made it back to Oracle, the Oracle would not interact with the player.
	Progression Blocker: Fixed an issue in Sentinel’s Keep that would cause the player to become stuck inside door.
	Progression Blocker: Fixed issue where Liquid Escape could be lost.


[ Archetypes ]


	Fixed issue with Summoner&#39;s Minions targeting pigs in Losomn. Pigs are no longer valid targets for Minions.
	Fixed issue with Handler&#39;s Very Good Boy not waking the sleeping Huntress when attacking.
	Fixed Medic&#39;s Redemption cooldown for clients.
	Engineer kills via Turret now grant Experience.
	Removed Controller Rumble when Summoner Minions move near the player.


[ Gear / Items ]


	Fixed an issue with Aphelion causing it to do drastically reduced damage.
	Fixed various issues with Restriction Cord causing issues like UI weirdness, memory leaks, and player getting stuck in World Stone as a client.
	Fixed Death’s Embrace effects remaining after exiting to main menu and returning to game.
	Fixed Spore Shot Mod’s slow effects lasting indefinitely.
	Fixed Enigma’s Chain Lightning chaining through walls and floors.
	Fixed Enigma ignoring enemy’s resistance. The Overload explosion still ignores resist.
	Fixed Dark Fluid buff values being inconsistent for clients.
	Fixed Faerie Needle buff icon displaying values incorrectly for clients.
	Fixed Bulletweaver buff icon displaying values incorrectly for clients.
	Fixed issue with Dran Scavenger Ring not correctly working for clients.
	Fixed Energized Neck Coil so as to not trigger from ally status applications.
	Fixed issue where consuming Processed Koara while its effect was already active was not resetting timer.


DEV NOTE: Seriously though... you know what this is, right?


	Fixed issue where consuming Ambit Ember while its effect was already active was not resetting timer.
	Fixed issue where Eulogy Mod was damaging player when activated too close to enemies. Also, returning bolts no longer damage allies.
	Added description and lore for Ghost Shell.


[ Enemies ]


	Fixed various hitboxes for Enemy AOE attacks.
	Fixed Annihilation insta-killing clients with bad connections on transition to second phase.
	Fixed an issue with Cancer&#39;s Root attack ignoring Damage Reduction.
	Fixed an issue with GEORGE (Gorge) Aberration not attacking players.
	Fixed issue with Bloat King where applying a status effect would cause it to never adjust its bioluminescence.
	Fixed an issue with Gwendil the Unburnt that allowed Enigma to trigger infinite bomb explosions when there was no longer a bomb in hand.
	Fixed an issue preventing Venom&#39;s Staves from being destroyed by AOEs/Explosives.
	Fixed an issue preventing some enemy affixes from activating properly on Venom.
	Fixed various Labyrinth Enemies from not attacking during maze section.
	Fixed Bane Aberration from warping players out of the arena with Displacer.


[ Misc Fixes ]


	Fixed an issue with the icon above doors on map being too small.
	Fixed an issue where if you quit immediately after picking your archetype with Wallace, you’d have to play through the introduction again.
	Fixed Chimney obstructions not resetting for clients on world reset.
	Fixed various out of world or stuck location in Losomn Dran city.
	Fixed text getting cut off on 16:10 ratio resolutions as well as other non 16:9 based resolutions.
	Fixed issue where Huntress Boss Music volume was not controllable by Music slider in settings menu.
	Fixed issue where Jester cards were not correctly showing up for clients.
	Fixed issue with wearing the Ravager Sigil when speaking to Bedel would cause enemies to no longer attack player.


 ]]></description>  
      <link>/en/games/remnant/news/detail/11551563-playstation-5-update-released-08.15.23</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11551563</guid>  
      <pubDate>Tue, 15 Aug 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant 2 Update Notes - PC: 08.11.23]]></title>  
      <description><![CDATA[Patch Version: 384,309

 

--Bug Fixes--

[ Progression & Rewards ]


	Progression Blocker: Fix for some players getting stuck in Tutorial and causing saves not to work.
	Fixed issue with Brabus forgetting who you are.


 

--Performance and Crashes--


	Fixed occasional crash when traveling to another location, mostly affecting Handlers (Crash: "Pure virtual not implemented")


 

Patch Version: 384,354

 

--Bug Fixes--

[ Progression & Rewards ]


	Progression Blocker: Fixed an issue with players losing their Dragon Heart and Flashlight.


 ]]></description>  
      <link>/en/games/remnant/news/detail/11551453-remnant-2-update-notes-pc%3A-08.11.23</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11551453</guid>  
      <pubDate>Sat, 12 Aug 23 06:59:27 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant II is available now on PlayStation 5, Xbox Series X|S, and PC!]]></title>  
      <description><![CDATA[

We’re excited to announce Remnant 2 is now available for PC, PlayStation 5, and Xbox Series X|S! The sequel to the best-selling game Remnant: From the Ashes, Remnant 2 is a third-person action-survival shooter that pits the last remnants of humanity against the harrowing forces of evil. The title evolves the co-op survival shooter with new unseen worlds filled with deadly surprises and encounters. Join the battle to save humanity in a dynamically generated world filled with branching quest lines, unique loot, and overwhelming odds that encourage exploration and replayability either alone or in three-person co-op. Players will define their own playstyle with an expanded Archetype class system and a wide assortment of guns, armor, and special augmentations as they overcome hard-fought challenges to stave off humanity’s extinction.

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      <link>/en/games/remnant/news/detail/11549483-remnant-ii-is-available-now-on-playstation-5%2C-xbox-series-x%7Cs%2C-and-pc%21</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11549483</guid>  
      <pubDate>Tue, 25 Jul 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Surviving the Post-Apocalypse Trailer]]></title>  
      <description><![CDATA[

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      <link>/en/games/remnant/news/detail/11549103-surviving-the-post-apocalypse-trailer</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11549103</guid>  
      <pubDate>Wed, 19 Jul 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The World of Remnant: N'Erud]]></title>  
      <description><![CDATA[

 



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      <link>/en/games/remnant/news/detail/11547093-the-world-of-remnant%3A-n%27erud</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11547093</guid>  
      <pubDate>Tue, 27 Jun 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Medic Archetype Reveal Trailer]]></title>  
      <description><![CDATA[

 



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      <link>/en/games/remnant/news/detail/11546983-medic-archetype-reveal-trailer</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11546983</guid>  
      <pubDate>Thu, 22 Jun 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[N'Erud: Ghosts in the Machine]]></title>  
      <description><![CDATA[

N’ERUD

N’Erud is a gigantic construct with the ability to traverse the universe at incomprehensible speeds. It was built as a second home for the Drzyr, a long-lived and technologically advanced species that has mastered the powers of matter and energy, bent biology to its will, and amassed an intimate knowledge of time and space. But in their search for sentient life beyond their own, the Drzyr stumbled upon something far greater: the center of the universe, the Seat of Creation itself. 

 



THE CUSTODIAN 

Within the Seat of Creation, the Drzyr discovered a supermassive black hole the likes of which had never been encountered before. Many believed the answer to all of creation’s mysteries resided within the center of the black hole. The Custodian, caretaker of N’Erud and wholly responsible for its function, assured the Drzyr that their constructed home could withstand the journey. Accepting the Custodian’s seemingly infallible counsel, the Drzyr prepared to meet their Creator. 

 



TAL’RATHA 

The Drzyr civilization ended the moment N’Erud crossed the event horizon. Tal’Ratha, an Astropath enlightened by a mysterious ingestible substance, had desperately warned the Drzyr of the dangers of entering the black hole. Ultimately overruled, he could do nothing as N’Erud plunged into its doom... Yet somehow, Tal’Ratha survived the perilous journey, only to see his tragic prediction realized: the now derelict N’Erud has become a necropolis, and his fellow Drzyr warped into incorporeal entities who haunt the very world they built. 

-Willow Onken

 



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 ]]></description>  
      <link>/en/games/remnant/news/detail/11546203-n%27erud%3A-ghosts-in-the-machine</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11546203</guid>  
      <pubDate>Tue, 13 Jun 23 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Co-Op Gameplay Trailer]]></title>  
      <description><![CDATA[

 



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      <link>/en/games/remnant/news/detail/11545453-co-op-gameplay-trailer</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11545453</guid>  
      <pubDate>Thu, 08 Jun 23 12:30:12 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introduction to the World of Remnant]]></title>  
      <description><![CDATA[

 



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      <link>/en/games/remnant/news/detail/11545443-introduction-to-the-world-of-remnant</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11545443</guid>  
      <pubDate>Wed, 07 Jun 23 12:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant 2 - The World of Remnant: Ward 13 & The Labyrinth]]></title>  
      <description><![CDATA[

 



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      <link>/en/games/remnant/news/detail/11545473-remnant-2-the-world-of-remnant%3A-ward-13-%26-the-labyrinth</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11545473</guid>  
      <pubDate>Tue, 06 Jun 23 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Ward 13 and The Labyrinth: Wreckage of the Root]]></title>  
      <description><![CDATA[

Ward 13

In the aftermath of the Root&#39;s reign of terror, the inhabitants of Ward 13 have finally emerged from its fortified walls, and life has returned to the once barren wasteland. Here, amidst the abandoned industrial structures, the survivors have created a sanctuary of safety and hope. Yet, despite the passage of two decades since Harsgaard&#39;s defeat, the town still echoes with the memories of the Dreamer project and the enigmatic World Stone. Locked away in the depths of the old bunker, the legendary artifact remains shrouded in mystery, its secrets known only to a select few who still remember the tales of its incredible power to open portals to other worlds.

 



The Labyrinth

The desolate and ever-changing Labyrinth acted as a bridge between worlds. The Labyrinth had no inhabitants, only manifestations of its formidable Guardian. These protectors took on various forms and played an offensive role in protecting the Labyrinth from invaders like the Root. While Andrew Ford used the Labyrinth to explore other worlds freely, seeking a way to stop the Root on Earth, the Hero of Chronos faced heavy resistance when attempting to slay the Labyrinth’s Guardian.

 



The Keeper

After the death of the Labyrinth&#39;s Guardian, the Keeper returned to the Labyrinth. But his return came too late—the Root had already begun exploiting the Labyrinth to travel to vulnerable worlds. The Keeper used every bit of his power to reinitialize the Labyrinth and expel the Root, but this came too late for the countless worlds the Root had already invaded... and at a great cost. In his weakened state, the Keeper could no longer maintain the Labyrinth’s visual appearance, and the Labyrinth continues to collapse, causing abnormal aberrations to appear on other worlds.

-Gunfire Games Narrative Team

 



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 ]]></description>  
      <link>/en/games/remnant/news/detail/11544873-ward-13-and-the-labyrinth%3A-wreckage-of-the-root</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11544873</guid>  
      <pubDate>Tue, 30 May 23 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Challenger Archetype Reveal Trailer]]></title>  
      <description><![CDATA[

When you want to stare death directly in the face and laugh, it’s time for the CHALLENGER.

In Remnant 2, the Challenger Archetype is THE close to mid-range destroyer. They intimidate their enemies with their mere presence and administer brutal ranged and melee damage to anyone foolish enough to cross their path. 

Releasing Summer 2023 on PlayStation 5, Xbox Series X/S, and PC.

 



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      <link>/en/games/remnant/news/detail/11544503-challenger-archetype-reveal-trailer</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11544503</guid>  
      <pubDate>Tue, 23 May 23 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The World of Losomn: Fae]]></title>  
      <description><![CDATA[

The Fae nobility sit restless in their halls. Their society has lost its direction and is plagued with a never-ending thirst for the life force of the Dran. Meander through what&#39;s become of the Fae world after the merger on Losomn.



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      <link>/en/games/remnant/news/detail/11543283-the-world-of-losomn%3A-fae</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11543283</guid>  
      <pubDate>Thu, 04 May 23 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The World of Losomn: Dran]]></title>  
      <description><![CDATA[

The Dran and Fae worlds merging into one world has caused chaos and confusion. The once Human-like Dran have become hive-minded and are easily provoked into frenzies. The Awoken Dran, those who have remained unchanged after the merger, are seen as troublemakers by the rest of Dran society and have been punished for speaking out against the chaos.



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      <link>/en/games/remnant/news/detail/11542433-the-world-of-losomn%3A-dran</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11542433</guid>  
      <pubDate>Tue, 25 Apr 23 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Handler Archetype Reveal Trailer]]></title>  
      <description><![CDATA[

 



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Watch: http://www.twitch.tv/RemnantGame
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      <link>/en/games/remnant/news/detail/11542063-handler-archetype-reveal-trailer</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11542063</guid>  
      <pubDate>Tue, 18 Apr 23 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Gunslinger Reveal Trailer]]></title>  
      <description><![CDATA[

 



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 ]]></description>  
      <link>/en/games/remnant/news/detail/11538273-gunslinger-reveal-trailer</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11538273</guid>  
      <pubDate>Wed, 08 Mar 23 08:55:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Archetypes Breakdown]]></title>  
      <description><![CDATA[

One of the biggest features of Remnant 2 is the completely revamped Archetype system. In the original game, Archetypes served as an initial gear loadout designed to provide a solid starting point for your journey based around a few different playstyles. Through play, everything was eventually available to every character, no matter what Archetype you started with. The only requirement was that you simply had to go out and earn it.

In Remnant 2, your starting choice matters!

While Archetypes still come with a custom gear loadout – consisting of their trademark armor set, three completely unique weapons, and their signature Archetype Trait – they also come with two amazing new additions, Archetype Perks and Archetype Skills! These new features are unlocked by gaining experience and leveling up the Archetype.

Yep, you heard that right… each Archetype has its own independent progression that unlocks exclusive gameplay features unique to that Archetype! So, let’s talk about what that means.

 



First off, Archetype Perks

There are 5 Perk Types: Prime, Damage, Team, Utility, and Relic.

The Prime Perk encompasses the core identity of the Archetype and typically provides a benefit that no other Archetype or item can provide. As we reveal more details on individual Archetypes, the importance of this perk will come into full view!

The Damage Perk is exactly what it sounds like: it’s the perk that scales the damage output of your character and gains effectiveness as you level up the Archetype. One Archetype may gain a Ranged and Melee damage buff from their Damage Perk, while another may get a boost to Mod Power or even Skill Damage (more on Skills later).

The Team Perk affects all allies whether you play alone or in a group. Some examples would be increased ammo drops, shared healing, or even boosting team defense. Each Team Perk is unique and provides a little extra "kick" to your gameplay, while also benefiting the team in a coop scenario.

The Utility Perk is considered a “Quality of Life” perk. It’s typically a small buff that blends well with the rest of the Archetype’s gameplay elements. For example, if an Archetype’s gameplay loop is reliant on Sprinting and Evading, their Utility Perk might reduce Stamina costs.

The Relic Perk is a temporary effect that becomes active for a short duration after using a Relic (Dragon Heart). These buffs can often turn the tide of battle but are limited by the availability of your Relic Charges. For damage Archetypes, the Relic Perks are damage-based. For support Archetypes, they are support based, etc. Consume a Relic to get a boost, but remember, they are also your primary heal!

As you gain more experience, your Archetype Perks will become more powerful. However, that’s not the only thing you get from Leveling Up!

 



Let’s talk about Archetype Skills

Archetype Skills are special abilities that can only be used by that Archetype. So unlike Weapon Mods from the original game, which usually added an alt-fire and could be swapped between Weapons, Archetype Skills cannot be shared between Archetypes. For example, if you want to use that special healing Archetype Skill, you’ll have to use the Archetype it’s attached to.

The second major feature of Archetype Skills is that they operate on a Cooldown as opposed to the Mod Power Buildup of Weapon Mods. Since Skills provide powerful buffs, auras, and even pure damage and healing, they are limited due to time. Using them at the right moment is essential!

Oh, and don’t worry, Weapon Mods haven’t gone anywhere! 

Did we mention that each Archetype has 3 Archetype Skills to choose from? That’s right! While each Archetype can only slot 1 Archetype Skill at a time, you may freely switch between unlocked Skills when out of combat at no cost! Tough boss battle coming up? Perhaps you should switch over to a defensive Skill. Maybe something more offensive is in the cards, instead. It’s up to you!

 



More on the Archetype Trait

Earlier, we briefly touched on the Archetype Trait, but it’s a much more important part of the Archetype System in Remnant 2. Each Archetype still comes with its own Trait. “That’s just like the first game, though!” you say, and you’d be right. However, there’s more to it!

First, the Trait is locked to that specific Archetype.

Second, as you Level Up your Archetype, you automatically gain +1 into that Trait. You don’t have to spend any of your hard-earned points. It’s free! This is vastly more important in Remnant 2 because Total Trait Points are limited. You can no longer have every Trait maxed out. You’ll have to decide what Traits to spend on and what Traits to forgo. Decisions! This is why getting a fully maxed out Archetype Trait for free (at maximum Archetype Level) is huge!

Third, when your Archetype reaches maximum level, the Archetype Trait is unlocked and can be used for ANY build you wish. The only caveat is that if it’s used in a build that it doesn’t belong to, you’ll have to spend your Trait Points on it. For example, you may play a support Archetype that comes with a healing effectiveness Trait. Once you get that Archetype to max level, you can now utilize that Trait on your DPS character… but it will cost you. Of course, your DPS Archetype comes with their own Trait, too!

 



Unlocking Archetypes

So, this is usually the point where people ask, “Am I locked into my starting Archetype?” and the short answer is “Of course not, this is Remnant!” Picking your starting Archetype only determines your initial playstyle. In Remnant, you can change your Weapons, your Armor, Mods, Rings, and more… so it should be no surprise you can also change your Archetype. What’s the catch? Well… you’ll have to earn it.

This means that even if you pick an Archetype that caught your eye at the start, you can still unlock all the other Starting Archetypes. You don’t even need to start a new game to use them, because as soon as you unlock another Archetype, you can switch to it! You could have your starting Archetype at Level 7, discover a new one, and then immediately change! You’ll still need to level that new Archetype up to reap the benefits of their Perks, Skills, and Archetype Trait… but that’s your choice to make.

Archetypes are unlocked in a multitude of ways, and we will leave that for the community to discover.

 



Why the Archetype Overhaul?

In the original game, we received a lot of great feedback from players who wished that the Archetypes meant something beyond just their starting loadout. We fully agreed, so we went about designing a system that encapsulated the guiding tenets of Remnant. You can still collect everything, your effort will be rewarded in kind, and the journey will be met with a sense of mystery and wonder. This meant that we couldn’t (meaning; didn’t want to) hard-lock players into their starting choice, and it also meant that we had some really special rewards for players that put in extra effort.

Additionally, each new Archetype Perk and Archetype Skill unlock should inspire new build ideas. When you unlock a new element to your Archetype, we hope it inspires you to think about all the other gear you’ve obtained up to that point and what new combinations are now possible.

 



AND THEN WE DOUBLED IT

At this point, we’re certain there’s been a lot to digest for new players and returning players alike… but there’s one final element to the Archetype System that we hope blows your socks off.

Two words:

Dual.
Archetypes.

That’s right. Dual Archetypes. Two at the same time. Double Perks, Double Skills, Double Traits.

Along your journey, you will eventually unlock the ability to combine any two of your Archetypes to create a “Class”. Each Archetype will have all their Perks, all their Skills, and both of their Traits represented within a Class. The only exception is the “Prime” Perk we talked about earlier. Depending on which Archetype is in the first slot (aka Prime Slot), their Prime Perk will be activated. The Archetype in the second slot will not have access to their Prime Perk. Archetypes in the Prime slot will have added benefits to their Skills. Things like increased effectiveness, additional charges, shorter cooldowns, etc.

As an example, a DPS ARCHETYPE (PRIME) + SUPPORT ARCHETYPE Class Combo will be different than the same exact SUPPORT ARCHETYPE (PRIME) + DPS ARCHETYPE. In the first example, the DPS Archetype will be featured and thus have their Prime Perk available. Their Archetype Skills will also be enhanced, so it’s safe to assume their DPS capabilities will be enhanced.

In the second example, the Support Archetype will have their Prime Perk available instead of the DPS Archetype’s Prime Perk. Additionally, their Archetype Skills will be enhanced which lends to better overall support capabilities.

Each Dual Archetype Class combination will have its own name. Depending on which Prime Perk is active, it will be added as a prefix to that Class. For example:

(UNNAMED) DPS Archetype Prime Perk: “Violent”
(UNNAMED) SUPPORT Archetype Prime Perk: “Preserving.”

(UNNAMED) DPS CLASS + (UNNAMED) SUPPORT CLASS: “Violent Guardian” *
(UNNAMED) SUPPORT CLASS + (UNNAMED) DPS CLASS: “Preserving Guardian” *

(*) NOTE: The above names are examples only.

Since every Class (Dual Archetype) Combo has its own name, that name automatically obtains a prefix which comes directly from the main Archetype&#39;s Prime Perk. We designed this system to make it easy to recognize what the Primary focus is for any Class combination, but to also recognize the individual Archetypes by keeping the same core Class name.

 



In the End…

If the goal of the Archetype System is to give players a playstyle foundation that they can build around with gear choices, then the goal of the Dual Archetype / Class Combination system is to provide them with an outlet for true build creativity and self-expression. Make the class that best suits you and supplement it with your favorite gear to truly make it one of a kind!

What combination will you create?!

 

Ben "tragic" Cureton 
Principal Designer
A.k.a "Supreme Commander of Progression and Gameplay and Representative of People That Want to Have Fun Builds and Do Other Things Good Too."

 



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 ]]></description>  
      <link>/en/games/remnant/news/detail/11537003-archetypes-breakdown</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11537003</guid>  
      <pubDate>Tue, 21 Feb 23 08:55:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Yaesha: Fallen Paradise]]></title>  
      <description><![CDATA[

YAESHA

The Root’s tendrils have taken hold of Yaesha since a human has last set foot on the world. Where once life thrived in her lush jungles, all that remains is death and decay. The citizens of Yaesha have attempted to stem the tide, fighting back against the unrelenting forces of the Root, but this has proven to be a futile endeavor. Now, it is only a matter of time until the Root turn Yaesha into a decimated husk of a world.

 



THE WOLF

The Ravager, crucial to the balance of all things on Yaesha has turned his back on that very balance. After being left for dead by the hero of Remnant, the Ravager in a desperate move of self-preservation has struck a deal with the Root. In exchange for eternal life and great power, he has agreed to serve the Root in their conquest of Yaesha. Now an agent of the Root, he threatens to destroy Yaesha and balance he was once a part of.

 



THE RED EMPRESS

As the Red Empress tightens her grasp, what remains of the once great Pan empire continues to slowly slip through her fingers. She faces not only the raw, remorseless forces of the Root, but also the uprising of the Pan slave caste. Fighting unwinnable battles on two fronts has not only proven difficult but also costly, as her troops are dwindling and those who remain loyal to her are fewer by the day.

 



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 ]]></description>  
      <link>/en/games/remnant/news/detail/11536143-yaesha%3A-fallen-paradise</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11536143</guid>  
      <pubDate>Tue, 07 Feb 23 08:55:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant 2 Wallpapers]]></title>  
      <description><![CDATA[

3840x2160 (desktop) || 1080x1920 (mobile)

 



3840x2160 (desktop) || 1080x1920 (mobile)

 



3840x2160 (desktop) || 1080x1920 (mobile)

 



3840x2160 (desktop) || 1080x1920 (mobile)

 



3840x2160 (desktop) || 1080x1920 (mobile)

 



3840x2160 (desktop) || 1080x1920 (mobile)

 ]]></description>  
      <link>/en/games/remnant/news/detail/11532343-remnant-2-wallpapers</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11532343</guid>  
      <pubDate>Sun, 11 Dec 22 08:55:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Announcing - REMNANT 2]]></title>  
      <description><![CDATA[

Announcing: Remnant 2! Coming to the PlayStation 5, Xbox Series X/S, and PC in 2023. Wishlist today!



Gearbox Publishing and Gunfire Games have announced Remnant 2, the sequel to the best-selling game Remnant: From the Ashes, a third-person action-survival shooter that pits the last remnants of humanity against the harrowing forces of evil. Remnant 2 evolves the co-op survival shooter with new unseen worlds filled with deadly surprises and encounters. Join the battle to save humanity in a dynamically generated world filled with branching quest lines, unique loot, and overwhelming odds that encourage exploration and replayability either alone or in three-person co-op. Players will define their own playstyle with an expanded Archetype class system and a wide assortment of guns, armor, and special augmentations as they overcome hard-fought challenges to stave off humanity’s extinction. Remnant 2 will be available on the PlayStation 5, Xbox Series X/S, and PC in 2023. 

Remnant 2 plunges players deeper into a devastated world requiring a mix of methodical and frenetic ranged and melee combat against cunning enemies and punishing boss battles. Enter the fray as a lone-wolf or even the odds by teaming up with two friends to overcome daunting challenges. Each time players start a new playthrough of Remnant 2 they will be brought into a new world built from a wide pool of locations, enemies, NPCs, bosses, and weapons. These dynamically built levels allow for unique experiences as elements are woven organically into the world and narrative. 

Unimaginable Worlds. Unrelenting Odds.

Remnant 2 is the sequel to the best-selling game Remnant: From the Ashes that pits survivors of humanity against new deadly creatures and god-like bosses across terrifying worlds. Play solo or co-op with two other friends to explore the depths of the unknown to stop an evil from destroying reality itself. To succeed, players will need to rely on their own skills and those of their team to overcome the toughest challenges and to stave off humanity’s extinction.

A mix of methodical and frenetic ranged/melee combat returns with cunning enemies and large scale boss battles. Choose specific gear and weapons to optimize for the different biomes and battles ahead. Bosses will bring high-level players to team up to overcome the challenge and try to obtain the biggest rewards.

Players can travel alone or with friends as a team through strange new worlds and beyond, overrun by mythical creatures and deadly foes while trying to stay alive. There are multiple worlds to explore with different types of creatures, weapons, and items. Utilize and upgrade discovered items to take on tougher challenges.

Branching quest lines, augments, crafting, and loot rewards will test the resolve of even the most hardened players in dynamically generated dungeons and areas. Playthroughs will feel challenging, varied, and rewarding as players succeed against unrelenting odds. Various stories are woven throughout the different worlds, encouraging exploration and multiple revisits.

Expanded Archetype system provides players with unique passive bonuses and stunning powers. Multiple Archetypes can be unlocked during play, leveled up, and equipped together for a variety of play styles.

Sign up for updates, exclusive content, and more at http://www.RemnantGame.com.

Like: https://www.facebook.com/RemnantGame
Follow: https://twitter.com/Remnant_Game
Watch: http://www.twitch.tv/RemnantGame
Discuss: https://discord.com/invite/remnantgame]]></description>  
      <link>/en/games/remnant/news/detail/11532083-announcing-remnant-2</link>
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      <pubDate>Mon, 05 Dec 22 12:39:37 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Level Up 4 A Good Cause]]></title>  
      <description><![CDATA[

We&#39;re partnering with our friends at Nvidia to raise awareness for the Boys & Girls Clubs of America by giving away a GeForce RTX 3080 Ti!

This Saturday, October 23rd from 11am PT to 3pm PT we&#39;ll be livestreaming Remnant for charity. Join us on the official RemnantGame Twitch channel to chat with the devs, enter to win a GeForce RTX 3080 Ti, and donate for a good cause.
Level Up 4 A Good Cause 

 

Terms and Conditions


	By entering this PROMOTION, Entrants agree to abide by the following Conditions of Entry. 
	The promotion commences at 10:00am PT on Saturday, October 23, 2021, and closes at 11:59pm PT on Sunday, October 24, 2021.
	No purchase necessary.
	Rules subject to change.
	The Grand Prize winner will receive:
	(1) Nvidia GeForce RTX 3080 Ti graphics card.
	Prize cannot be transferred or redeemed for cash.
	Winner will be contacted through email within seven (7) days after the promotion has ended and will have seven (7) days to claim the prize. If the prize is not claimed by the claim date, Perfect World Entertainment will pick an alternate winner.
	This PROMOTION is not open to employees of Perfect World Entertainment, Gunfire Studios, or Nvidia and their immediate families.
	Open to legal residents of any 1 of the 50 United States and the District of Columbia, Canada, United Kingdom, Europe, and Australia who are at least 18 years old.
	Void where prohibited by law.
	Odds of winning depend on # of eligible entries received.
	Upon entering this contest you are opting in to receive emails from Perfect World Entertainment. For details about how we collect, use and disclose personal information, please refer to our Privacy Policy and Cookie Policy.


 ]]></description>  
      <link>/en/games/remnant/news/detail/11500383-level-up-4-a-good-cause</link>
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      <pubDate>Tue, 19 Oct 21 12:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[June 24, 2021 HOTFIX]]></title>  
      <description><![CDATA[[ General ]

 

Anti-Cheat
Fixed an issue that caused anti-cheat to trigger when buying items
Added additional checks when certifying the amount of items that can be removed/added to the profile

Invisible Walls
Fixed numerous mesh issues that were causing bullet-blocking.

PS4 Pro V-Sync
Fixed an issue that disabled V-Sync on the last released.

PS5 / XBSS/X
We have removed the performance mode option from the video settings and instead allow it to natively run at which ever resolution is best for the active screen, either 1080p or 4k, while maintaining 60FPS.

 

[ Misc ]

 

Added Abstraction Credits

 

[ Items ]

 

Ring of the Punisher
Enabled proper interaction with debuffs that weren&#39;t triggering the bonus

Volatile Gem
Changed the behavior behind the scenes so that it can receive damage buffs from "melee" damage type.
Increased the buff value.
Updated the description to better represent the new functionality.

Hotshot
Fixed a logic error that caused it to not deal bonus damage.

Warlord Armor
Fixed the buff behavior so that it is removed when taking off armor.

Explosive Shot
Adjusted collision to reduce/prevent pushing enemies off their root location.

Labyrinth Armor / Evoker&#39;s Seal
Fixed an issue that caused these two items to not work together on weapon swap.

 

[ Enemy ]

 

Warg & Warg Rider
Fixed an issue causing the Warg and Warg Rider to become desynced.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11490113-june-24%2C-2021-hotfix</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11490113</guid>  
      <pubDate>Thu, 24 Jun 21 09:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The Next-Gen Upgrade for REMNANT is LIVE]]></title>  
      <description><![CDATA[

The Remnant: From the Ashes Next-Gen Upgrade is now LIVE for PlayStation®5 and Xbox Series X/S!

Survive the post-apocalyptic universe at 4K resolution at 30fps on the PS5™ and Xbox Series X, or 1080p resolution at 60fps on both the PS5™ and Xbox Series X/S!

Remnant: From the Ashes is a third-person survival action shooter set in a post-apocalyptic world overrun by monstrous creatures. As one of the last remnants of humanity, you&#39;ll set out alone or alongside up to two other players to face down hordes of deadly enemies and epic bosses, and try to carve a foothold, rebuild, and then retake what was lost.

In the Swamps of Corsus DLC, delve deeper into the story of the Iskal Cult on the marsh world Corsus, and take on the intense challenge of the rogue-like Survival Mode - start with a pistol and scrap, and see how long you can survive in a single playthrough against enemies and bosses that grow stronger

In the Subject 2923 DLC, pick-up where the Remnant: From the Ashes story left off, in a brand-new campaign where you will traverse unfamiliar zones, meet unexpected allies, and conquer new threats as you seek to put an end to the Root once and for all.

Available NOW on Xbox One, Xbox Series X/S, the Xbox App for Windows 10, Sony PlayStation®4, Sony PlayStation®5, Steam, and the Epic Games Store.

Sign up for updates, exclusive content, and more at http://www.RemnantGame.com.

Like: https://www.facebook.com/RemnantGame
Follow: https://twitter.com/Remnant_Game
Watch: http://www.twitch.tv/RemnantGame

 ]]></description>  
      <link>/en/games/remnant/news/detail/11488113-the-next-gen-upgrade-for-remnant-is-live</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11488113</guid>  
      <pubDate>Thu, 13 May 21 06:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Next-Gen Upgrade for Remnant Announced]]></title>  
      <description><![CDATA[We&#39;re incredibly excited to announce that on Thursday, May 13, Remnant: From the Ashes will receive a free major upgrade patch that will add the option to run the game at 4K resolution at 30fps the PlayStation®5 and Xbox Series X, or 1080p resolution at 60fps on both the PlayStation®5 and Xbox Series X/S!

Also on May 13, Remnant: From the Ashes will be available on the Microsoft Store App and the Xbox App for Windows 10, or accessed as part of the Xbox Game Pass for PC program -- each of which will have cross-play support with Xbox One and Xbox Series X/S players.

Now is the best time to jump into Remnant - a third-person survival action shooter set in a post-apocalyptic world overrun by monstrous creatures. As one of the last remnants of humanity, you&#39;ll set out alone or alongside up to two other players to face down hordes of deadly enemies and epic bosses, and try to carve a foothold, rebuild, and then retake what was lost. Follow our Twitter and Facebook pages for official announcements, and join the devs and other players on our official Discord server!]]></description>  
      <link>/en/games/remnant/news/detail/11487773-next-gen-upgrade-for-remnant-announced</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11487773</guid>  
      <pubDate>Thu, 06 May 21 07:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[2020 Winter Sale]]></title>  
      <description><![CDATA[

Celebrate the holidays with up to 50% OFF on these hit Perfect World games!


	
		
			
			Steam

			
				Remnant base game 50% off
				Remnant Swamps of Corsus 40% off
				Remnant Subject 2923 40% off
				Torchlight 50% off
				Torchlight II 50% off
				Torchlight III 50% off
				Hob 50% off
				Livelock 50% off
			
			
			
			Epic

			
				Remnant base game 50% off
				Remnant Complete Edition 40% off
				Remnant Swamps of Corsus 40% off
				Remnant Subject 2923 40% off
				Torchlight 50% off
				Torchlight II 50% off
				Hob 50% off
			
			
		
		
			
			PS4

			
				Remnant base game 50% off
				Remnant Complete Edition 40% off
				Torchlight III 50% off
				Remnant Swamps of Corsus 40% off
				Remnant Subject 2923 40% off
			
			
			
			Xbox

			
				Remnant base game 50% off
				Remnant Complete Edition 40% off
				Torchlight III 50% off
			
			
		
	


 ]]></description>  
      <link>/en/games/remnant/news/detail/11482683-2020-winter-sale</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11482683</guid>  
      <pubDate>Tue, 22 Dec 20 09:55:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[HOTFIX: 250802]]></title>  
      <description><![CDATA[We&#39;re releasing a hotfix to Remnant for all platforms (Steam, Epic, Xbox, and PlayStation 4) with performance improvements, miscellaneous bug fixes, and a variety of balance changes.

Build: 250802

 

[ General ]

 

Life Steal (Leech Ember, Nightmare Spiral, Riven, Tentacle Shot, etc…)

Life Steal is no longer impacted by Triage

DEVELOPER COMMENT: With the inclusion of the Siphoner trait, we found that certain Life Steal items were gaining far too much of a benefit. We removed the interaction but we’ve also increased the baseline Life Steal on some items to help balance them out.

 

Flop & Unarmed Damage

Reworked how Flop Damage is calculated

DEVELOPER COMMENT: Flop is no longer impacted by Unarmed Melee Damage mod as part of a rework of how Flop Damage is calculated. With the previous system it was difficult to produce Unarmed Melee Damage equipment that generated a fun to play flop build and balanced Unarmed build at the same time. In response to this change, Five Fingered Ring and Ring of the Unclean have been rebalanced. Five Fingered Ring has been shifted to open space for the Ring of the Unclean.

 

Corrosion Effect

Reduced total stacks of Corrosion from 6 to 5 (25% total debuff)

DEVELOPER COMMENT: After making changes to how Corrision worked, we found that it became a bit too easy to apply. We left the application mostly the same (RIP Hive Cannon Primary) but reduced the total number of stacks from 6 to 5.

 

Achievement: Hard Bargain

Implemented a fix for Hard Bargain to properly trigger

DEVELOPER COMMENT: Some wires got crossed. We uncrossed them!

 

Survival Mode

Prevented Burden rings from appearing on corpses (still purchasable at vendor)

DEVELOPER COMMENT: Since items auto-equip, players were often getting penalized without realizing it. The rings are still available via vendors (when they show up. We probably should have done this for Warlord’s Armor as well, but we didn’t… so be careful!

 

Miscellaneous

Fixed crash when interacting with a World Stone while equipped with Undying Mod and Labyrinth Armor.

Updated performance across the board.

Dozens of various bug fixes.

 

[ Trinkets ]

 

Stone of Balance
Reduced Ranged/Melee Damage bonus from 15%/15% to 12%/12%

DEVELOPER COMMENT: Stone of Balance launched at 10% and we eventually buffed it to 15%. It became a bit strong for how “easy” it was to wear (no real tradeoff). We feel a slight 3% adjustment was more than fair to keep it in line with other options that have a requirement.

 

Vulcan’s Detonator

Increased Burning damage Scalar from 10% per level 20% per weapon level that applies it

Fixed damage scaling to work when proc’ed by summons

DEVELOPER COMMENT: A tad too weak. Now it’s a bit better. Voila!

 

Ring of the Unclean

Changed to +100% bonus Unarmed Damage (200% total) and +300% Flop Damage (400% total)

DEVELOPER COMMENT: Adjustments made in accordance with our new Flop/Unarmed math!

 

Five-Fingered Ring

Changed to 25% Unarmed Melee, 25% Unarmed Crit Damage, 20% Crit Chance

DEVELOPER COMMENT: Adjustments made in accordance with our new Flop/Unarmed math!

 

Restriction Cord

Fixed a UI issue causing the wrong information to be relayed to the UI

DEVELOPER COMMENT: Basically, the UI would appear to break for health regen items when Restriction Cord was worn. We fixed it.

 

Polished Whetstone

Reduced Crit Damage bonus from 50% to 35%

DEVELOPER COMMENT: Is anyone surprised? This thing was insane. Now it’s just “pretty crazy!”.

 

Black Cat Band

Increased the invulnerability window from 0.5s to 1.5s

DEVELOPER COMMENT: Added an additional second of protection. Now you can actually survive back to back hits once it procs… but you better get to safety once it procs!

 

Scavengers Ring

Added new bonus of +10% Ranged and Mod Damage when player collects Scrap, Iron, or Ammo

DEVELOPER COMMENT: A nice touch to synergize with the Scavenger set. However, you can also wear it without the armor set. It’s up to you. We don’t control you! Live your life!!!

 

Butcher’s Fetish

Increased Crit Chance 10% to 15%

Increased Crit Damage from 20% to 25%.

DEVELOPER COMMENT: A bit stronger to make this a more appealing Amulet option.

 

Devouring Loop

Reduced proc chance from 6% to 5%

CHEEKY COMMENT: Who knew the 1% was so powerful?!

 

Evoker’s Seal

Increased the Mod Power refund from 10% to 15%

DEVELOPER COMMENT: We increased this just a bit to make it more enticing. While not a massive change, it’s definitely noticeable. Give it a try!

 

Burden of the Gambler
The “Burden” can no longer be avoided via Exploiter and Hangman’s Memento

DEVELOPER COMMENT: Just a bug fix.

 

Burden of the Follower
Increased the Fire Rate “Burden” from 25% to 35%

DEVELOPER COMMENT: For how powerful Burden of the Follower’s primary effect was, we felt the “Burden” wasn’t strong enough, so we increased it. We still feel this ring is crazy powerful.

 

[ Armor ]

 

Cultist

Blood Pact Set Bonus: Increased duration bonuses from 15/30/60% to 30/60/100%

DEVELOPER COMMENT: With the recent reworks to Armors, we felt that Cultist was lacking just a bit since it didn’t increase damage and the max 60% duration buff just wasn’t enough to motivate players to wear it. At 100%, it provides a very tangible benefit, and even the 1pc and 2pc bonuses are nicer!

 

Akari

Opportunist Set Bonus: Buff (from perfect dodging) is no longer removed upon taking damage

DEVELOPER COMMENT: You earned the buff. You should keep it.

 

Warlord

Deathwish Set Bonus: Deathwish can no-longer kill player (leaves player at 1 HP)

Deathwish Set Bonus: Reduced 3-PC damage buff from 40% to 35%

DEVELOPER COMMENT: While it’s no longer specifically a “Deathwish”, it’s a bit more fair to players that often found themselves in scenarios where they no longer had enemies to heal from. With death off the table, we reduced the damage buff slightly to compensate.

 

Twisted

Regrowth Set Bonus: Reduced stack removal on damage from 5 to 1

DEVELOPER COMMENT: Removing 5 stacks at once felt a little too penalizing. This should make the armor a bit more viable and a lot more lenient.

 

Scavenger

Salvager Set Bonus:
Reduced stack removal on damage from 5 to 1

Reworked buff timer to remove only 1 stack when timer expires instead of all stacks

DEVELOPER COMMENT: Like Twisted, we reduced the penalty from being hit considerably. We also changed it so stacks wear off one at a time instead of all at once. This should make Scavenger much more viable and way more appealing. Plus, it looks so sweet!

 

Elder

Believer Set Bonus: Adjusted buff behavior when removing armor pieces

DEVELOPER COMMENT: No functionality adjustments… we simply fixed a bug behind the scenes.

 

[ Mods ]

 

Cold Spear

Fixed an issue that caused Cold Spear to display improperly when switching it between weapons

DEVELOPER COMMENT: Bug fix!

 

[ Weapons ]

 

Machine Pistol

Updated text to better reflect functionality (no actual functionality change)

DEVELOPER COMMENT: Previous text referred to this weapon as having high recoil. We removed that text and also added text that reflects the more quiet behavior (compared to other weapons).

 

Hive Cannon | Hive Shot

Primary Fire no longer applies 1x Corrosion Stack

Hive Shot: Projectile (impact) no longer applies 1x Corrosion Stack

Hive Shot: AOE now applies Corrosion at a quicker rate

DEVELOPER COMMENT: After the 2923 patch, the Hive Cannon became ubiquitous in almost every build at the highest level. We wanted to promote a bit more variety, so we kept its “theme” but reduced how easy it was to instantly apply 6 stacks (now 5). This should bring it more in line with other weapons.

 

Curse of the Jungle God | Tentacle Shot

Tentacle Shot: Increased the baseline regen per hit from 1.25 to 4.5 to compensate for loss of Triage

DEVELOPER COMMENT: Since the Tentacles don’t change location, we felt it would be more appropriate if they rewarded more health for controlling an area. The increase was partially due to the Triage fix and partially due to just making it better overall.

 

Spitfire | Flamethrower

Flamethrower: Fixed a bug causing Flame Puddles to deal incorrect (considerably low) damage

DEVELOPER COMMENT: Flame Puddles were doing 5 damage base. They now deal considerably more damage (as intended). Give it a try!

 

Fusion Rifle

Fusion Cannon: Reduced pre-fire delay from 0.6s to 0.35s

Fusion Cannon: Fixed an issue causing the beam to fire in incorrect directions

DEVELOPER COMMENT: Previously, the muzzle point would aim towards the reticule. At close range this was making the shot aim more to the right and up so if you had multiple enemies lined up it would only hit the enemy in the front (not the enemies behind because the front enemy was pulling the trajectory to the right in an extreme way). It now shoots out from the gun’s aiming direction which makes it work at all distances… you know, how we intended!

 

[ Traits ]

 

Vaccine

Trait Level 0 no longer stops you from getting debuff build-up

DEVELOPER COMMENT: Just fixing an oversight.

 

[ MISC ]

 

Wasteland Goodboy

Informed Wasteland (Very) Goodboy about the amount of community love he has been garnering

DEVELOPER COMMENT: I mean, he’s still the goodest boi.

 ]]></description>  
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      <pubDate>Tue, 15 Sep 20 11:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[HOTFIX: 249276]]></title>  
      <description><![CDATA[We&#39;ve released a hotfix to the Subject 2923 update for all platforms (Steam, Epic, Xbox, and PlayStation 4) with performance improvements (including the final boss in Subject 2923), miscellaneous bug fixes, and rebalances Flop modifiers.

 

PC Build: 249276

Console Build: 249159

 

 

[ FINAL BOSS ]

 

Multiple performance improvements (major hitch should be fixed).

 

Fusion Rifle will only be given on the first attempt.

 

Long gun no longer switches during the phase transition after the first attempt.

 

Fixed a bug that caused certain projectiles to deal increased damage.

 

Adjusted timing and size of some attacks in the final phase.

 

 

[ GENERAL ]

 

A multitude of various minor bug fixes.

 

Fixed issue with Root Rift interaction point being at the floor vs the expected center point.

 

Fixed issue where the player becomes unresponsive after Black Cat Band blocks lethal damage from a quick time event. Black Cat Band will no longer block damage from or stop the player from dying to damage from quick time events.

 

Improvements to achievement flagging.

 

Smoother cutscene experience after Guardian Siege in multiplayer.

 

Modified cinematics to show visuals for a weapon if the player already has it.

 

Cleaned up zones spawned by quests on Survival Mode death.

 

Disabled VOIP in Steam if you’re playing from Epic.

 

 

[ BALANCE ]

 

Fixed miscalculation of damage on Fan of Knives mod while wearing Labyrinth Armor.

 

Flop is now its own type of damage. Removed Unarmed damage from Flop.

 

Ring of the Unclean now causes unarmed Melee attacks to deal x3 damage and Flops to deal x4 damage.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11477583-hotfix%3A-249276</link>
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      <pubDate>Wed, 26 Aug 20 12:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[HOTFIX: 248851]]></title>  
      <description><![CDATA[We&#39;ve released a hotfix to the Subject 2923 update for PC (Steam & Epic) that fixes the "Potential Cheating Detected" issue, resolves miscellaneous issues, and adds the original Remnant: From the Ashes pre-order bonuses to every account for free!

 

Build: 248851



[ GENERAL ]

 

Added Remnant: From the Ashes pre-order skins and Survival Pack pre-order bonus to all accounts!

The entitlement will activate on new characters. Once claimed, all characters will be able to use the pre-order skins.

 

Adjusted behavior of the Root Heart in Ward Prime to default to teleporting to the final fight after failing the encounter.

 

Turned off collision on the shield props on the ground to prevent boss/players from getting hung up in the Brudvaak fight.

 

Added small collision blocker in the Ixillis arena to smooth out the extension of the wood floor to match where the broken posts are.

 

Lighting optimization in Reactor Room.

 

[ FIXES ]

 

Resolved “Potential Cheating Detected” error.

Players previously affected should now be able to play in multiplayer games again.

 

Fix for Steam achievements not unlocking when achieved.

 

Fix for Hero’s Sword consuming twice as much stamina as intended.

 

Fix for Leto&#39;s armor stagger reduction misbehaving.

This brings the Leto&#39;s 2 piece in line with the function of Mantle of Thorns which also applies the same effect of stagger reduction.

 

Removed armor from Obryk’s tender areas.

 

Ziggurat entrance in Yaesha now orients correctly on the minimap.

 

[ BALANCE ]

 

Alternator - Incinerator mod

Changed the number of charges from 1 to 2 and increased the mod power requirement from 890 to 900.

 

Rebalanced the distribution of flop damage and unarmed damage.

Removed flop damage increase from Leto&#39;s set and increasing the amount found on Ring of the Unclean.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11477383-hotfix%3A-248851</link>
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      <pubDate>Thu, 20 Aug 20 16:27:04 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[SUBJECT 2923 IS NOW AVAILABLE]]></title>  
      <description><![CDATA[

We&#39;re incredibly excited to announce that Subject 2923, the largest and final DLC for Remnant: From the Ashes, is now available on PC (Steam and Epic Games Store), Xbox One, and PlayStation®4 for $9.99! In addition, Remnant: From the Ashes - Complete Edition, which includes the Remnant: From the Ashes base game, the first premium DLC Swamps of Corsus, and the final premium DLC Subject 2923, is also digitally available on PC and consoles for $49.99. In the final DLC, players can enter a brand new campaign mode “Subject 2923”, that concludes Remnant: From the Ashes’ thrilling post-apocalyptic story. The DLC is also packed with two unique zones, all-new quests, bosses, weapons, trinkets, armor sets, and more!

 

Read the full update notes here!

 

Remnant: From the Ashes - Subject 2923 has players pick up where the main story left off as they continue the fight for humankind. In the DLC’s brand new campaign mode, players will discover the origins of “The Dreamers” -- humans bonded with powerful entities -- and how they connect to the dreaded Root, the evil force plaguing Earth. To successfully put an end to the Root once and for all, players must overcome new puzzles and threats, traverse unfamiliar locations, and partner up with unexpected allies in hopes of saving the world. These new challenges will take players to a rural region of Earth, into a military base called ‘Ward Prime’, where the U.S. military began the Dreamer Program in the 1960’s - as well as the new world of Reisum, a frosty, mountainous, world inhabited by the Urikki, a horde of humanoid rats.



Those who take on this final adventure for Remnant: From the Ashes can also expect to discover new quests to complete, new gear to acquire - like the Frostborne axe that inflicts frostbite on enemies - along with new enemies and challenging bosses to take down. Along with the vast array of content in the new campaign mode, Subject 2923 also adds new threats and a suite of new rewards to the game’s Adventure Mode and rogue-like Survival Mode*.


	New Campaign Mode: Subject 2923: Players will discover the origins of "The Dreamers" and how they connect to the dreaded Root in this brand-new campaign – continuing the story of Remnant: From the Ashes with an expedition to Ward Prime, and several new locations.
	New Zones, Bosses, and Quests: From rural lands and an abandoned military base on ruined Earth, to the frosty and unforgiving heights of the mountainous world Reisum, players will take on intense new challenges as they continue their fight for survival.
	Superior Firepower: Players will outfit their character in order to survive these dangerous new experiences, choosing from a host of new weapons and modifications, new armor sets and skins, and new trinkets.
	Survival, Adventure, and Hardcore Mode Updates: New threats emerge in Survival Mode and Adventure Mode, as monsters, dungeons, and bosses from Reisum are added to the rotation - while Survival Mode and Hardcore Mode receive a suite of new rewards.


*To gain access to Survival Mode, players must own the Swamps of Corsus DLC.

Remnant: From the Ashes is available digitally for $39.99 on PC (Steam and Epic Games Store), Xbox One, and PlayStation®4. The physical version is also available now at Amazon, Best Buy, GameStop, among other retailers for PC, PlayStation®4, and Xbox One for $39.99. Learn more about the game and the new Subject 2923 DLC at http://www.RemnantGame.com and follow the game&#39;s Twitter and Facebook for the latest updates! 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11477253-subject-2923-is-now-available</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11477253</guid>  
      <pubDate>Thu, 20 Aug 20 06:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The Story So Far]]></title>  
      <description><![CDATA[The world ended on June 20th, 1968. The remnants of humanity limped along over the years, hiding away from the unrelenting assault of the Root, the deadly invaders who brought about the fall of humanity. Before the invasion, top military scientists discovered ancient alien writings and what would become known as the “World Stone”. The alien writings told of how to connect human subjects to the World Stone, allowing them to virtually visit other worlds. These subjects would become known as “Dreamers”. One Dreamer was connected to a being from another world known only as Clawbone by the head of the Dreamer project, Dr. Urik Harsgaard. Unbeknownst to them at the time, the Root used this Dreamer as a gateway to Earth. The invasion by the Root was swift and unexpected and within a few short years they had wiped out most of the life on Earth.



Almost a century later, a young adventurer armed only with a sword and a wooden shield set forth from a remote island to seek out and slay the “Dragon in the Tower” as a means of saving the world from the Root. Instead, the adventurer was tricked by the dragon and became the new doorway for the Root on Earth. A month later, another adventurer from the same remote island set sail in hope of uncovering the fate of the young adventurer and defeating the dragon themselves. Crash landing their boat off course after a devastating storm, the hero was ill prepared for what they found and was quickly overwhelmed by the Root.

Ellen Ford, the leader of a small group of survivors from a nearby structure called Ward 13, saved the hero before the Root could finish them off. After the hero recovered, Ellen Ford told them of her Grandfather, Andrew “The Founder” Ford. The Founder was a man who spent many years searching for a way to stop the Root but had just disappeared one day. This set the hero on the trail of The Founder, in hopes that he might have the answer to defeating the Root. This journey took the hero to many strange worlds in pursuit of answers and ultimately led to finding The Founder imprisoned on the world of Yaesha.



“Wait... did you say the Dragon&#39;s Tower? You mean Clawbone, don&#39;t you. But why... Oh holy hell. Clawbone&#39;s the source! Harsgaard&#39;s Dreamer was the gate!" – Andrew “The Founder” Ford, upon meeting the hero of Remnant.

This meeting with the Founder guided the hero to Ward 17, the location of Dr. Harsgaard’s Dreamer that was originally linked with Clawbone. Upon arriving at the Ward, the hero discovered the fate of the young adventurer. Realizing the young adventurer was now a Dreamer and the Root’s gateway, the hero faced off with the Dreamer’s Root manifestation known as Nightmare. Upon Nightmare’s defeat and the inevitable death of the young adventurer, the tower that housed Ward 17 began to collapse. The hero escaped the destruction and, believing their task complete, returned to Ward 13.



The defeat of Nightmare struck a significant blow to the Root, however they still have a tether to Earth. Earth is now safer, but the Root is still a threat. A year after the defeat of Nightmare, Ford is sending the hero on a mission to seek out Ward Prime in the hopes of finding the Root’s last connection to Earth. Ward Prime was the first facility to house the Dreamer Project, and now possibly provides the only means of stopping the Root once and for all.

Subject 2923, the final and largest DLC for Remnant: From the Ashes, will be available on Steam, Epic, Xbox One and PlayStation®4 on August 20 for $9.99! The final DLC for the hit survival action game will introduce the mysterious abandoned military base “Ward Prime” -- one of the DLC’s two unique zones. This DLC will also bring a new campaign mode “Subject 2923”, that concludes Remnant: From the Ashes’ thrilling post-apocalyptic story and adds all-new quests, bosses, weapons, trinkets, armor sets, and more. In addition, Remnant: From the Ashes - Complete Edition, which will include the Remnant: From the Ashes base game, the first premium DLC Swamps of Corsus and the upcoming premium DLC Subject 2923, will also launch digitally on August 20 on Steam, Epic, Xbox One and PlayStation®4 for $49.99. Follow our Twitter and Facebook pages for official announcements, and join the devs and other players on our official Discord server!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11477243-the-story-so-far</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11477243</guid>  
      <pubDate>Tue, 18 Aug 20 09:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[SUBJECT 2923 DLC - UPDATE NOTES]]></title>  
      <description><![CDATA[The Subject 2923 DLC pre-patch update is live on PC (Steam and Epic) and launching on consoles (Xbox One, and PlayStation®4) on August 20th, 2020 at 7am PDT. The many system and item changes listed below will be included in the free update. The Subject 2923 Campaign, Reisum, Ward Prime, and associated items will be unlockable with the Subject 2923 DLC on August 20th for all platforms (Steam, Epic, Xbox One, and PlayStation®4).

Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Join the conversation with devs and find teammates on our official Discord server.

SUBJECT 2923 LAUNCHCountdown
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[ Overview ]

 

With all the new additions to Subject 2923, we went back and revamped a ton of older items to make them more viable across the board. The majority of the changes revolve around Trinkets (Amulets and Rings) and Armor. Yes, that’s right… another Armor Update! We looked at the functionality of each item – both new and old – to see how they would fit into different builds. We also considered feedback from our community, too. Lots of good ideas – some of which made it into the game!

Of course, a few items may have been a little on the “too strong” side of things, so we’ve made adjustments accordingly. Overall, our goal has always been to try to bring things up to par rather than nerf the fun stuff to boring levels, but once in a while there are a few items that just a bit out of line. In those cases, we’ve made adjustments while still buffing dozens and dozens of others.

We hope you find the new build options as exciting as we do!

 

[ Features ]

 

Subject 2923 - Campaign:

Picking up a year after the events of the core campaign of Remnant: From the Ashes, this new campaign features all new locations, quests, weapons, armor and more. The defeat of Nightmare has weakened the Root’s hold on Earth, but they are still a threat to mankind. Go on a Journey to find the long forgotten original ward, Ward Prime, in the hopes of ending the Root’s grasp on Earth. This journey will be tough, but new allies, as well as foes, will emerge to test even the most seasoned survivors!

 

Subject 2923 - Reisum Adventure Mode:

The brutal, frost covered world of Reisum will be available in Adventure mode to those who purchase the Subject 2923 DLC. This will function in the same way that Rhom, Earth, and Yaesha work in the base game Adventure Mode, offering you a chance to jump right into the action on Reisum without having the start the Subject 2923 campaign.

 

Subject 2923 - Reisum Added to Survival Mode:

Owners of the Swamps of Corsus DLC will see Reisum added to the rotation when playing Survival mode. All new changes await! Continue to test your skills in Survival Mode to earn new items added with Subject 2923 DLC!

 

[ General ]

 

Worldstone

Resting at World Stones / Shards now refills Mod Power

DEVELOPER COMMENT: Worldstones and Shards refill Health and Ammo. Now they refill Mod Power as well. No one wants to die on a boss and then feel “weaker” on the next attempt because you no longer have any Mod Power. Fixed!

 

Summons

Items/Perks/Traits that increase “Mod Damage” now affect Summons

Health of Summon now scales with Weapon Level (of weapon it is slotted into)

Summons can now Crit (player’s Crit value)

Summons can now deal Weakspot damage (their own modifier)

Iron Sentinel will now die when the player dies.

DEVELOPER COMMENT: Mostly quality of life fixes and one bug fix!

 

Melee Weapons (General)

Gained 10% Weakspot damage modifier (across the board)

Proc Chance effects on special weapons (e.g. Smolder) no longer proc on basic strikes

DEVELOPER COMMENT: While we didn’t want to give a full Weakspot bonus to Melee Weapons we decided a small buff would be worth the effort. We also removed the proc chance on all special melee weapon’s basic attacks while ensuring the charges were all 100% chance. The goal was to remove RNG and give the player a bit more agency as to when to apply statuses and effects.

 

Liz & Liz / Root Mother

Increased max health on Nightmare and Apocalypse

DEVELOPER COMMENT: All these ladies have toughened up their resolve and are now a bit more challenging to kill on the harder difficulties!

 

Buff Icons

Buff icon colors changed for clarity

DEVELOPER COMMENT: We’ve changed the color of buff icons to better represent what effect they have on the player. Red represents offense. Blue represents defense. Green represents a healing effect. Tan/Yellow represents utility (misc). Armor buffs use their specific icon so it’s easier to differentiate which buff is which on the buff bar.

 

Corrosive Status

Now grants “stacks” of damage reduction and is consolidated across all Corrosive gear

DEVELOPER COMMENT: We reworked the Corrosive Damage Status to utilize the stacks system. Now, anything that applies Corrosive Damage applies stacks of the Corrosive Debuff (Corrosive Aura, Butcher’s Flail, Hive Cannon, etc). At maximum stacks, the damage debuff remains the same as before.

 

Survival Streak Rewards

Adventurer Goggles and Hero Sword can now be purchased from Rigs (Glowing Fragments)

DEVELOPER COMMENT: We wanted to make sure these items were available to more players, so we conjured up an alternate method to obtain them. You’ll still need to complete the streaks to get the achievements, but the rewards are now more available.

 

Perfect Dodge Effects

Added a special effect to signify when a Perfect Dodge has been performed

DEVELOPER COMMENT: To better facilitate Perfect Dodge gameplay that is less reliant on watching the buff bar for activation, we added a special VFX when wearing an item that utilizes Perfect Dodges.

 

Lumenite Rewards

Increased Lumenite Drop Chance on harder difficulties for Specials/Elites

DEVELOPER COMMENT: We wanted to increase the drop rate a bit, so we did. Additionally, Specials and Elites on Nightmare and Apocalypse have a small chance to drop an additional Lumenite.

 

[ Trinkets ]

 

General

Fixed an issue with unarmed charge melee attacks that prevented certain trinket proc effects.

 

Heart of Darkness

Reduces healing penalty duration from 60s to 30s

 

Soul Anchor

Increase per/summon damage buff from 5% to 6.25% (max 25%)

 

Daredevil’s Charm

Increases incoming damage penalty from 1% to 15%

 

Brutal Mark

Changed to 25% damage when enemy HP is below 50%

Added “after 60s” requirement to buff (to prevent mid-fight ring-swaps)

 

Talisman of Animosity

Added 10% ALL damage buff for 10s after a Weakspot kill

 

Storm Amulet

Added 10% damage buff to all Shock Mods (Blink Token, Stormcaller, etc)

Reduced damage buff from 20% to 15%

 

Rock of Anguish

Changed behavior to grant ramping buff for each 25% HP missing

 

Butcher’s Fetish

Added 20% Crit damage bonus to Fetish buff

Reduced Crit Chance from 15% to 10%

 

Galenic Charm

Reduced damage buff from 30% to 25%

 

Amulet of Epicaricacy

Increased baseline Mod gen from 10% to 15%

Increased w/ Status Mod gen from 25% to 30%

 

Nightmare Spiral

Increased Lifesteal from 2% to 3%

 

Leto’s Amulet

Increased stamina cost reduction from 10% to 15%

 

Twisted Idol

Added -15 Armor Encumbrance

 

Cleansing Jewel

Cleanse effect applies to all allies (no longer needs Elder Armor)

 

Mender’s Charm

Increased team healing effectiveness from 50% to 100%

 

Ring of Supremacy

Increased no-damage penalty requirement from 5s to 10s

 

Empowering Loop

Reduced Fire Rate penalty from 15% to 10%

 

Grim Coil

Reduced clip damage requirement from 60% to 40%

Increased damage buff from 4% to 7% per stack

Reduced total stacks from 5 to 3

 

Hunter’s Band

Removed range requirement

Reduced Weakspot damage bonus from 30% to 20%

Added 10% Ranged damage bonus

 

Ring of Shadows

Reduced awareness reduction from 40% to 25%

Added 15% Ranged damage to unaware enemies

 

Ring of the Mantis

Reduced stand-still requirement from 1.5s to 1.0s

 

Iskal Hunter’s Band

Increased spread reduction from 35% to 40% (smaller spread)

 

Hunter’s Halo

Increased ideal range bonus from 4m to 6m

 

Compulsion Loop

Increased buff duration from 5s to 7s

 

Gunslinger’s Ring

Increased Fire Rate from 5% to 10%

 

Celerity Stone

Added 20% Reload Speed and 25% Weapon Swap Speed for 15s after using a Consumable

 

Braided Thorns

Added 10% base Crit Chance

Reduced post-kill Crit Chance from 15% to 10%

 

Heartseeker

Increased Crit damage from 15% to 20%

 

Akari War Band

Increased duration from 10s to 20s

 

Devouring Loop

Removed from game (… JK)

 

Band of Pollux

Reduced Ranged penalty from 20% to 15%

 

Band of Castor/Pollux Combo

Increased encumbrance reduction from -15 to -25

Added 10% Melee damage

 

Ring of the Unclean

Added a Flop damage modifier (what’s dirtier than Flop kills?!)

 

Gift of the Iskal

Reduced healing penalty from 25% to 15%

 

Pillar of Stone

Increased Sway Reduction from 50% to 60% (less sway)

Increased Recoil Reduction from 25% to 30% (less recoil)

Added 50% increased ADS (AIM) movement speed

 

Ezlan’s Band

Added 0.238 HP regen per second

 

Blood Font

Increased HP regen significantly

Added 15% bonus to healing effectiveness

 

Leech Ember

Increased lifesteal from 2% base weapon damage to 2.5%

Made lifesteal value visible

 

Ring of Elusion

Increased duration from 5s to 10s

 

Aggressor’s Bane

Adjusted/Increased aggro generation behavior

 

Band of Accord

Reworked scripting to ensure benefit to single-player and multiplayer (client and host)

 

Provisioner’s Ring

Increased stowed reload speed by 50%

 

Soul Ember

Excess summons will explode when another summon is used

DEVELOPER COMMENT: Since the oldest summon is dying/expiring when resummoning an extra summon, we wanted to ensure that they would still explode properly. This should make strategic resummoning a fun option.

 

[ Armor ]

 

Void

Power Transfer Set Bonus: Changed from 5 stacks of 5% to 1 stack of 25%

Power Transfer Single Perk: Reduced ADS from 30% to 25%

DEVELOPER COMMENT: Void is one of the best all-around armors in the game. Conceptually, the Power Transfer mechanic was cool but we found that if you got hit once, the damage reduction wasn’t significant. You actually had to get hit too much for it to matter, and by then you were dead. Instead, we changed it to 1 stack. Get hit once, now you have full damage reduction. Don’t get hit for a while? Full damage has returned. Overall, this armor feels much better (and it was already good!).

 

Carapace

Harden Set Bonus: Completely reworked Set Bonus

Harden Single Perk: Completely reworked Single Perk

DEVELOPER COMMENT: Carapace was designed around the idea that the shell hardens like a swamp creature. However, the original method required taking damage to become more effective but, like Void, ended up having similar problems. We changed the behavior so that Harden happens automatically after taking no damage for a short period of time – basically becoming “battle ready”. All stacks of Harden return at once. Taking damage removes a single stack. When all stacks are removed, the wearer gains a “Scurry” buff which increases movement speed by 10% for each piece of Carapace Armor you are wearing (up to 30%!). For the Single Perk, players will gain an additional 5% ALL damage buff for each piece they are wearing (so much for “single” perk!).

 

Elder

Believer Set Bonus: Increased Duration from 10s to 20s

Believer Set Bonus: Reduced ALL damage buff from 35% to 30%

DEVELOPER COMMENT: Elder is an incredible armor set and truly shines in multiplayer or with summoner builds. The damage buff is still probably a bit too high for multiplayer, but it does come with limitations – namely the Dragon Heart requirement. We doubled the buff duration to make it more viable in more cases as well.

 

Scrapper

Challenger Set Bonus: Reduced ALL damage buff from 35% to 30%

DEVELOPER COMMENT: After the last rework, the Scrapper Armor became an incredible tool for players that loved to get up close and personal. The damage buff was a tad too high so we reduced it slightly.

 

Drifter

Wanderer Set Bonus: Completely reworked Set Bonus

DEVELOPER COMMENT: Drifter Armor was always meant to be a utility-based option. However, end game it turned out to be mostly only useful for a single-piece. Since our goal was to make more armors viable at more points of the game, we reworked it! After sprinting for 1s, Evading, or Combat Sliding, the player will gain a stack of “Inertia”. Inertia grants increased Ranged and Melee damage for 10 seconds and stacks 5 times. An interesting facet is that stacks wear off one at a time instead of all at once!

 

Akari

Opportunist Set Bonus: Increased duration from 10s to 20s

Opportunity Set Bonus: Removed movement speed buff

DEVELOPER COMMENT: We wanted to increase the viability of Akari Armor so we doubled the duration of the buff. Since the duration is now 20s, we removed the movement speed buff to compensate.

 

Slayer

Assassin Set Bonus: Added a 10s timer on post-reload buff

DEVELOPER COMMENT: We didn’t want players holding onto the buff for too long, so we added a generous 10s duration. If you hold it for any longer than that, you probably didn’t need it anyway. This change does not affect the moment-to-moment gameplay impact of Slayer/Assassin.

 

Hunter

Sharpshooter Set Bonus: Completely reworked Set Bonus

Sharpshooter Single Perk: Completely reworked Single Perk

DEVELOPER COMMENT: One of the most-changed armors in the game, we’ve gone back and forth on Hunter Armor since day one. The previous Weakspot buff was loved by some and disliked by others, so we decided to meet in the middle. The Sharpshooter Bonus now grants both Ranged Damage AND Weakspot Damage with no range penalty of any kind. In addition, the Single Perk now reduces weapon spread, making Hunter’s the King/Queen of precision.

 

Radiant

Momentum Set Bonus: Increased the Crit Chance/Crit Damage buff from 2.5% to 3.0% (max)

Momentum Set Bonus: Increased duration from 2.5s to 3s

DEVELOPER COMMENT: Once the best armor set in the game, Radiant sort of fell behind when we reworked the armors in a previous update. While it has never been “bad”, it was surpassed by the effectiveness and ease of use of other armors. We made the buffs a little stronger and we also increased the duration a bit more. It’s pretty crazy now!

 

Twisted

Regrowth Set Bonus: Completely reworked Set Bonus

Regrowth Single Perk: Completely reworked Single Perk

Regrowth Weight: Reduced from Heavy to Medium (!!!)

DEVELOPER COMMENT: Twisted was another set that suffered from different issues. Regeneration was nice but it didn’t help you kill the badguys any faster… it just made the fight longer. We wanted to keep the regrowth theme while incorporating damage into the mix. Twisted now gains “Bloom” stacks when at full health. Bloom increases total outgoing Melee and Weapon Mod damage (which includes summons now, BTW). Stacks 10 times. Taking damage removes 5 stacks. The Single Perk maintains some health regen at 0.334 per second (the old two-piece bonus!). Oh, and it’s also a medium weight armor!

 

Labyrinth

Power Surge Single Perk: Removed auto-loot (magnetized) effect

Power Surge Single Perk: Added Mod Power refund on cast

DEVELOPER COMMENT: The Labyrinth Armor was always about Mod Power so we felt the Single Perk of magnetized loot didn’t fit the theme quite as well as we had hoped. We changed it so that it now refunds a portion of the Mod Power used to cast the Mod which fits much better. This also stacks with other similar effects on other gear. Don’t worry, the magnetized loot option is somewhere else. =)

 

Cultist

Blood Pact Set Bonus: Completely reworked Set Bonus

Blood Back Single Perk: Increased automatic Mod Power regen rate

DEVELOPER COMMENT: Cultist armor was great when you are starting out, but like other armors that had no damage increases, it ended up being a “wear one piece” type armor. We changed it so that it now grants extended duration to mods. This includes things like Mender’s Aura, Hotshot, Song of Swords, Swarm… etc. The idea is that we gave it “damage” without giving it “damage”. At the same time, it has excellent new utility!

 

Bandit

Freeloader Single Perk: Adjusted scripting behavior (to work better with other Ammo-items)

DEVELOPER COMMENT: No major change here except that the behind-the-scenes scripting has been improved to give better synergy with things like Band of Discord. Otherwise, still a great armor!

 

Leto’s

Juggernaut Set Bonus: Completely reworked Set Bonus

Juggernaut Single Perk: Completely reworked Single Perk

DEVELOPER COMMENT: One of the most interesting armors in the game, Leto’s was the only option that required all 3-pieces to be effective EXCEPT for wearing the 1-piece too boost your damage. We didn’t like how that was going so we decided to go “FULL JUGGERNAUT”. Leto’s is STILL one of the most unique armors in the game in that it now has a unique single, double, and triple perk. At 1-piece, it gains a massive 25% reduction to stamina costs. At 2-piece, it gains the old 3-piece stagger reduction bonus. At 3-pieces, it gains 10% damage reduction per 10% missing health, up to 5 stacks.

 

[ Mods ]

 

General

Projectile Mods that don’t explode on impact now deal 50% additional Weakspot damage

DEVELOPER COMMENT: Projectile Mods that didn’t explode were left behind with some of the new items added to Subject 2923. We gave them a Weakspot buff to help them out.

 

Mender’s Aura

Increased maximum charges from 1 to 2

DEVELOPER COMMENT: A great utility Mod that’s now even better!

 

[ Weapons ]

 

Hive Cannon

Primary now grants Corrosive Stacks

Hive Shot (MOD) now grants Corrosive Stacks

 

Curse of the Jungle God

Tentacle Shot (MOD) now applies Overload Status to enemies

DEVELOPER COMMENT: We wanted to buff this a bit more. So we did!

 

Pride of the Iskal

Increased travel speed of Beetle from 1500 to 1700

DEVELOPER COMMENT: We have to go faster!

 

Riven

Made lifesteal value visible in description

 

Hero’s Sword

HEH… HEH… HEH… “SHING!”

DEVELOPER COMMENT: No comment!

 

[ Traits ]

 

Invoker

Can be used without Swamp DLC

DEVELOPER COMMENT: Since the Invoker Trait came with Swamps of Corsus DLC, it had an entitlement that disallowed use when the DLC wasn’t owned. However, it could be obtained without the DLC. We made sure this can now be used by anyone when unlocked, regardless of which DLC you own.

 

Catalyst

Reworked grant additional mod generation when damaging an enemy affected by a Status

DEVELOPER COMMENT: After reworking melee procs, Catalyst became a mostly useless Trait. By giving it the Amulet of Epicaricy effect, it still has a place in many builds, and, in some cases, is just outright better than the old Catalyst effect (we miss you, Devouring Loop!).

 

Concentration

Now affects the duration of Spore Shot and Hive Cloud

DEVELOPER COMMENT: Q.O.L buff.

 

Recovery

Reduced max value from 25 to 20

DEVELOPER COMMENT: A slight nerf. Stam Regen was a tad too crazy.

 

Survival Recovery

Reduced max value from 100 to 30

DEVELOPER COMMENT: Far too much infinite running in Survival due to both movement speed and the fact that stamina refilled almost instantly.

 

Survival: Swiftness

Reduced max value from 50% to 30%

DEVELOPER COMMENT: I think most Survival players saw this coming. 50% was just a bit too strong and reduced enemy interaction to almost nothing. It’s still going to be strong… just not as bad!

 

Survival: World Walker

Reduced max value from 50% to 30%

DEVELOPER COMMENT: This change goes along with the Swiftness and Recovery adjustments. The goal is to create a bit more interaction with enemies and reduce the effectiveness of just running by enemies,

 

[ Consumables ]

 

Adrenaline

Reduced duration from 40s to 30s

DEVELOPER COMMENT: Because who needs to run that fast for that long?!

 

Beetle Extract

Increased value from 15 to 20

DEVELOPER COMMENT: Along with the Recovery nerf, this is to help make Beetle Extract a bit more enticing in normal gameplay.

 

Survival: Beetle Extract

Reduced value from 25 to 15

DEVELOPER COMMENT: Adjustment to require a bit less infinite running in Survival.

 

[ Survival Mode ]

 

Adjusted initial scaling curve to make the first 10 zones a bit more manageable

Adjusted post 10 curve as well as harder difficulty scaling to make runs a bit shorter

Added 8 new Traits to Survival (4 automatic, 4 purchasable via Vendor)

DEVELOPER COMMENT: To add some new spice to Survival Mode, we made some difficulty adjustments. Additionally, we’ve added purchasable Traits that you can “opt into” (so they don’t thin out your main Trait pool automatically) and added 4 new Traits into the mix as well.

 

[ MISC ]

 

Wasteland Goodboy

Secret, secret… I’ve got a secret!

DEVELOPER COMMENT: WOOF, ARF… BARK BARK, WOOF… GRRRRRRRRRR!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11477123-subject-2923-dlc-update-notes</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11477123</guid>  
      <pubDate>Thu, 13 Aug 20 07:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Announcing: Complete Edition & Subject 2923 Price]]></title>  
      <description><![CDATA[

We&#39;re incredibly excited to announce that Subject 2923, the final and largest DLC for Remnant: From the Ashes, will be available on PC, Xbox One and PlayStation®4 on August 20 for $9.99! The final DLC for the hit survival action game will introduce the mysterious abandoned military base “Ward Prime” -- one of the DLC’s two unique zones. This DLC will also bring a new campaign mode “Subject 2923”, that concludes Remnant: From the Ashes’ thrilling post-apocalyptic story and adds all-new quests, bosses, weapons, trinkets, armor sets, and more. In addition, Remnant: From the Ashes - Complete Edition, which will include the Remnant: From the Ashes base game, the first premium DLC Swamps of Corsus and the upcoming premium DLC Subject 2923, will also launch digitally on August 20 on PC and consoles for $49.99.

Check out this trailer for a first look at Ward Prime:



World Walkers that take on the expedition to the military facility world of Ward Prime in Subject 2923 will come to find that it holds many unsolved mysteries, including the origins of “The Dreamers” and how they connect to the dreaded Root, the evil force plaguing Earth. In the 1960s, the US military discovered a large, alien stone etched with symbols along with a wall containing strange runes written in another language. When the runes were deciphered, they revealed the power of the World Stone and how to create Dreamers -- humans bonded with powerful entities in other worlds. The military set up a facility that would become known as Ward Prime for this purpose.

To put an end to the Root once and for all, you&#39;ll need to explore Ward Prime and uncover the truth behind the tragic events in the Ward, the Dreamer Program, and the various other Wards within the Remnant: From the Ashes multiverse.

Discover more Ward Prime details in our developer blog: https://www.remnantgame.com/en/news-article/11476013

 

Remnant: From the Ashes is a third-person survival action shooter set in a post-apocalyptic world overrun by monstrous creatures. As one of the last remnants of humanity, you set out alone or alongside up to two other players to face down hordes of deadly enemies and epic bosses, and try to carve a foothold, rebuild, and retake what was lost.

Remnant: From the Ashes is available digitally for $39.99 on PC (Steam), Xbox One, and PlayStation®4. The physical version is also available now at Amazon, Best Buy, GameStop, among other retailers for PC, PlayStation®4, and Xbox One for $39.99.

Learn more about Remnant: From the Ashes and the new Subject 2923 DLC at http://www.RemnantGame.com or follow our Twitter and Facebook for the latest updates!

 ]]></description>  
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      <pubDate>Thu, 16 Jul 20 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introducing: Ward Prime]]></title>  
      <description><![CDATA[In the 1960s, the US military discovered a large, alien stone etched with symbols along with a wall containing strange runes written in another language. A bright young scientist named Dr. Urik Harsgaard lead a team of researchers who were tasked with translating these mysterious runes. Deciphering the writing told them the stone was called a World Stone and could enable them to travel to other worlds. It also showed them how to create “Dreamers”—humans bonded with powerful entities in these other worlds.



“September 30th, 1960 - Today is an auspicious day. The crystal and its corresponding structures beneath the atoll are secure, and Commander Neville has given us full access to the writings. The runes are unlike any script I&#39;ve ever seen. Commander Neville believes they are of extraterrestrial origin, but I believe they originate from a civilization much, much older than any we have yet known.” – Dr. Urik Harsgaard’s Journal

The military set up a facility that would become known as Ward Prime. They began experiments involving the World Stone itself and eventually the human subjects called “Dreamers”. Due to his familiarity with the runes, Dr. Harsgaard took up the role of lead researcher on the Dreamer Project at Ward Prime. Utilizing what he had learned from the strange writing, he found “codes” that could be used to connect the dreamers to other worlds.



“February 18th, 1962. The author of the runes intrigues me. He speaks as though his people are immortal. At first, I interpreted this in a spiritual sense, like Heaven or the Hindu concept of nirvana, but the stories he tells are not those of souls that have moved on. He speaks of living beings carrying out mundane yet utopian lives. They’re real.” – Dr. Urik Harsgaard’s Journal

Although the initial Dreamer experiments started out very promising, they ended in tragedy, with the loss of life of both the dreamers and researchers involved. However, Dr. Harsgaard was not deterred. Ignoring the advice of his peers and safety protocols, he continued to push his teams at Ward Prime and the remote Wards to move forward with their research. After months of around the clock experiments, they were finally able to make a stable connection to another world using a dreamer.



“Given the tragic events in this ward and the close relation of those events to the dreamer projects, I have expressed my misgivings about initiating new dreamers in the other wards. We don’t know enough about these World Stones, and what we do know should induce more caution than it has. So far, Dr. Harsgaard and Commander Neville have ignored my misgivings. For what it’s worth, let the record show that I was against this whole damn thing from the start.” – Captain Andrew Ford&#39;s Log

 ]]></description>  
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      <pubDate>Wed, 15 Jul 20 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introducing: Reisum]]></title>  
      <description><![CDATA[

The world of Reisum is deceptive in its nature. From the frost covered mountain peaks to the snowy tundra, it is a thing of beauty. The ice and snow sparkle as they reflect the rays of light from the world’s distant sun. However, the bitterly cold temperatures and almost unrelenting winter makes life on the surface of Reisum nearly unbearable. Prolonged exposure to the surface temperatures has been known to take the life of even the most unwavering and resolute warriors.

The only thing deadlier than the temperatures of Reisum is its inhabitants. The most brutal are known as Urikki, giant warlike creatures baring a slight resemblance to the rodents of earth. The Urikki have become the dominant force on this world due to their strength and ferocity. The Urikki descended from the more numerous and smaller creatures known as the Emin. The Emin still exist, living much as they always have, below the surface in networks of tunnels known as Warrens. Many years ago, the first and greatest of the Urikki, Magir, swore a blood oath to his dying mother that the Emin would pay for their misdeeds. To this day, the Urikki’s vengeance often takes the form of raids on Emin’s Warrens in the middle of the harshest winter months.



“Remember the great deeds of those long-forgotten; for their lessons are hard won. The blood of the few are too often spilled for the many. Let not their bones turn to dust and presume ourselves courageous… yet live timid beneath their shadows.” - Atul, Speaker for the Dead

Urikki tribes often employ ice skiffs to ply the vast distances of the open steppes. These long, slender vessels are adorned with runes and pictograms exalting the clan’s greatest deeds and celebrate its bravest warriors. The tribes of the Black Tundra have even been known to live on larger versions of these graceful vessels. A caravan of these ships skating across the frigid ice floes is truly a sight to behold.



“We gather stones to commemorate our glorious dead. Each stone used in the afterlife to build the Great Hall of Varussk. Each stone to mark a single tear for their passage from this world to the next. Like stone, their deeds remain unbroken, like stone their memories everlasting. We, the Urikki, remember… and follow in glory!” - Osvek, Hakun of the Northern Steppes

 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11464273-introducing%3A-reisum</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11464273</guid>  
      <pubDate>Thu, 25 Jun 20 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Announcing: Subject 2923]]></title>  
      <description><![CDATA[

Announcing: Subject 2923, the final and largest DLC for Remnant: From the Ashes, is coming to PC, Xbox One, and PlayStation®4 on August 20, 2020!



New zones, weapons, items and more bring an end to the Root once and for all. Subject 2923 will introduce a brand new campaign mode “Subject 2923”, that concludes Remnant: From the Ashes’ thrilling post-apocalyptic story. The DLC will also be packed with two unique zones, all-new quests, bosses, weapons, trinkets, armor sets and more.

Survivors will continue the fight for humankind and put an end to the dreaded Root, the evil force plaguing Earth, in Remnant: From the Ashes – Subject 2923. In a brand new campaign mode, players will discover the origins of the Dreamer Program and its connection to the Root. Following the downfall of the Dreamer, the streets have grown quieter, and more humans are braving the city. Hope has been rekindled, but Earth is not rid of the Root just yet. As players seek out the location of the remaining Root, they will meet unexpected allies, traverse unfamiliar zones and dimensions, and overcome new threats to put an end to this evil force once and for all. This thrilling new adventure will span across the rugged wilderness of Earth and beyond, where players will experience new quests to complete, new gear to acquire, along with new enemies and bosses to conquer.


	New Campaign Mode: Subject 2923: Players will discover the origins of ‘The Dreamers’ and how they connect to the dreaded Root in this brand-new campaign – continuing the story of Remnant: From the Ashes with an expedition to Ward Prime, and several new locations.
	New Zones, Bosses, and Quests: From rural lands and an abandoned military base on ruined Earth, to the frosty and unforgiving heights of the mountainous world Reisum, players will take on intense new challenges as they continue their fight for survival.
	Superior Firepower: Players will outfit their character in order to survive these dangerous new experiences, choosing from a host of new weapons and modifications, new armor sets and skins, and new trinkets.
	Survival, Adventure, and Hardcore Mode Updates: New threats emerge in Survival Mode and Adventure Mode, as monsters, dungeons, and bosses from Reisum are added to the rotation - while Survival Mode and Hardcore Mode receive a suite of new rewards. 


 

Remnant: From the Ashes is a third-person survival action shooter set in a post-apocalyptic world overrun by monstrous creatures. As one of the last remnants of humanity, you set out alone or alongside up to two other players to face down hordes of deadly enemies and epic bosses, and try to carve a foothold, rebuild, and then retake what was lost.

Remnant: From the Ashes is available digitally for $39.99 on PC (Steam), Xbox One and PlayStation®4. The physical version is also available now at Amazon, Best Buy, GameStop, among other retailers for PC, PlayStation®4 and Xbox One for $39.99.

Learn more about the game and the new Subject 2923 DLC at http://www.RemnantGame.com or follow our Twitter and Facebook for the latest updates! 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11448053-announcing%3A-subject-2923</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11448053</guid>  
      <pubDate>Sat, 13 Jun 20 12:10:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[SWAMPS OF CORSUS IS LIVE ON ALL PLATFORMS]]></title>  
      <description><![CDATA[

The Swamps of Corsus update is now LIVE on PC, Xbox One, and PlayStation®4! The many system and item changes listed below will be included in the free update. Survival Mode, Corsus Adventure Mode, and Armor Skins are unlocked with the Swamps of Corsus DLC. The update brings content parity to all platforms, adding the base Swamps of Corsus changes and both hotfixes!

Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Join the conversation with devs and find teammates on our official Discord server.

 



 

[ General ]

 

Hello Survivors!

This massive new update is about bringing exciting new content to Remnant as well as an entirely new way to play. There are dozens of new things to see, experience, learn, fight, and of course, wear, but that’s just the tip of the iceberg!

Along with the new additions, we’ve made a host of balance adjustments, bug fixes, and functionality updates to almost every facet of the game. From weapons and gear, enemy/boss behavior, add spawns during boss fights, quality of life additions, and everything in between… hundreds (and hundreds) of changes have been made with the goal of providing an even smoother and more exciting experience for both new and veteran players alike!

We listened to the community and worked hard to not only make new builds possible, but also breathe new life into older weapons, gear, and items. Player creativity always inspires us and drives us to create more tools for you to combine. With more options, more creativity, and more O.P. builds and team combinations, players have a lot to discover and re-discover!

We’ve also done our absolute best to catalog every single change we’ve made over the last number of months for full transparency. While we have made significant buffs to many things, we also have no intention of hiding any adjustments in the opposite direction. We believe that we are up front with the Remnant community with our gameplay goals and overall vision, players are always more understanding of balance adjustments in either direction. If you find a change that is undocumented, let us know and we will make sure it’s known!

As you set foot into the updated Swamps of Corsus, the brand-new Survival Mode, or are just ready to experience the game from beginning to end as a new or returning player, we are incredibly excited to share this labor of love with our community.

See you in the Apocalypse! =)

- GG & PW

 

[ New Features! ]

 

Corsus Adventure Mode (DLC)

We’ve created a new Corsus biome unique to Adventure that revamps how you play the Swamps. This new Adventure is built separately from the Campaign Corsus and functions more like the other larger biomes of Earth, Rhom, and Yaesha. There’s lots to explore and plenty of secrets to discover! The size of the Corsus Adventure does not impact the size/length of the Campaign experience.

 

Corsus Campaign Update

We have also updated the Campaign Corsus by injecting new content (dungeons, enemies, bosses, and rewards) as well as given an old (rather large) friend an update! This keeps Corsus in Campaign the same size but refreshes it with a few new experiences. This is not part of the paid DLC, it’s completely free!

 

New Game Mode: Survival (DLC)

We’ve added an entirely new way to play Remnant. It’s called Survival Mode!

Players arrive in the Labyrinth surrounded by mysterious Obelisk Vendors and a Corrupted World Stone in the center. You have nothing but a Pistol, a handful of a Scrap, and a will to live. Spend what you can at the Obelisks and then head through the World Stone to a random biome. Explore, Collect Gear to fill out your loadout, collect Survival Trait Tomes for stackable stat increases, and fight your way through each biome until you defeat the boss. Only then you can return to the Labyrinth to spend your hard-earned Scrap on Gear, Dragon Heart Upgrades, and Consumables.

Gear Obelisks (Purple) have a random inventory which refreshes every time you return to the Labyrinth, and the Upgrade (Orange) and Consumable (Green) Obelisks have ramping costs. Chests always guarantee a Purple Gear Item as well as a chance for a Survival Trait, Ammo, and extra Scrap. Elites and Special Enemies have a chance to drop Dragon Heart charges, Survival Traits, and Ammo. Killing Bosses automatically drops their Mods and Boss Weapons, but also cuts a chunk off the clock! Killing at least one boss grants a significant starting Scrap bonus upon returning. Killing multiple bosses in the same run awards a smaller Scrap bonus for each additional kill beyond the first.

There is no crafting in Survival. Players level up through EXP and gain Damage, Health, and Stamina automatically. The world automatically levels up over time so don’t take too long or the difficulty will become extremely oppressive! Time is against you… but don’t worry, the timer pauses in the Labyrinth on Normal and Hard difficulties!

Survival Mode is fully playable solo or in multiplayer, however, multiplayer comes with some special rules. Gear is NOT shared in Survival co-op. Players that pick up an item will be the only one to get that item, and their teammates will get a Scrap value from it instead. You will need to coordinate with your teammates to ensure that the whole team can get outfitted, otherwise, failure is imminent!

Of course, we didn’t forget about rewards! We’ve created 5 unique account-bound rewards for Survival Mode. Unlock them, then enjoy using them on any new character (outside of Survival Mode), including Hardcore! Plus, for every boss you kill, you will earn Glowing Fragments – a new currency for unlocking Armor Skins. The more World Bosses you kill, the larger your Glowing Fragment bonus will be!

Good luck. You’ll need it.

 

New Difficulty: Apocalypse

Added Apocalypse Difficulty for all modes of play

DEVELOPER COMMENT: Someone on the internet said that Nightmare Difficulty was too easy. Well then… enjoy the Apocalypse. This difficulty can also be selected in Survival Mode.

 

Campaign /Adventure Difficulty Reward Adjustments

Increased Lumenite rewards for Boss Kills on Hard, Nightmare, and Apocalypse

Increased Scrap bonus for Hard, NM, and Apocalypse

Added small chance for Simulacrum reward for World Bosses on Nightmare and Apocalypse

DEVELOPER COMMENT: Players wanted additional reasons to play on more challenging difficulties, so we also increased the Lumenite rewards for killing bosses. We also adjusted the amount of Scrap you get. However, keep in mind that Survival has its own rules!

 

Armor Skins (DLC)

Armor Skins added to the game

New NPC “Whispers” added to Ward 13

DEVELOPER COMMENT: A new vendor – Whispers – has arrived in Ward 13. He trades Armor Skins for Glowing Fragments. Glowing Fragments can be obtained in Survival Mode from Boss Kills and sometimes even Elites and Special enemies! They can also be obtained from Boss Kills in Campaign on Hard, Nightmare, and Apocalypse difficulties. The harder the difficulty, the more Glowing Fragments you can earn! Some skins can be purchased without DLC!

 

Bad Luck Protection

Added Bad Luck Protection to reduce streaks of similar quests/items/tile-sets

DEVELOPER COMMENT: We’ve noticed many players have had runs of “bad luck” when looking for certain quests and items. While we do like some randomness, we feel that it may have been a bit extreme for some players, so we decided to do something about it! Each time a player gains a quest/item/tile-set, the chance they get that quest again is reduced (or conversely, the chance they see something new is increased). This should smooth out adventures across the board!

 

Auto-Equipping Mods

Added Mod Auto-Equipping when slot is empty

DEVELOPER COMMENT: When players start a fresh character or are in Survival and kill a Boss, many of them forget they’ve attained a new Weapon Mod. If there is slot available, Mods will auto-equip.

 

[ Misc Fixes ]

 

Teleporters

Reduced chances of dying when using a teleporter

DEVELOPER COMMENT: Going through a Teleporter sometimes causes instant death. We investigated this and have hopefully reduced the chances of this happening. However, since it is a rare occurrence, we are looking into any other cause that may be generating damage with the goal of preventing this from happening ever again!

 

Rhom Fire

Allowed Rhom Sun Gate Fire to be rolled off and cured by Revive and World Stone

DEVELOPER COMMENT: Sometimes when exiting certain dungeons in Rhom, players might get the Sun Gate Fire applied to them. We are still looking into the cause of this, but we made sure that players can now “roll” off the Fire Debuff when they are able to roll, and both being Revived or touching World Stone will cure it.

 

Sweet Menu Updates

New Mode Selection and Difficulty Banners to make things look pretty!

 

Trait Toast Updates

Fixed an issue where Trait Toasts (+1 TRAIT!) wouldn’t appear for Hosts & Clients

 

Force Feedback / Controller Vibration

We did a complete Force Feedback Pass for all systems. For consistency and feel! This includes anything that previously had Force Feedback as well as things that did not have proper implementation.

 

Audio Input

Added option for Audio Input Device Selection for PC

 

Performance

Continued to better optimize performance on all platforms

 

General Description Text

Adjusted numerous text entries for clarity (Weapons, Gear Items, Mods, Traits, etc)

 

[ Enemies ]

 

General Enemy Resistances Update

Reduced most enemy resistances

DEVELOPER COMMENT: Many enemies had significant resistances to their element type which we do like, but we felt the values were too high on some enemies. We’ve reduced it enough so that many more weapons can be used in more places, but you’ll still have a noticeable penalty when using elements against enemies that also use the same type. Certain enemies that were immune to their status type before are still immune.

 

General Enemy AOE

Adjusted many AOE&#39;s to allow dodging (some were unable to be i-Framed / Dodged)

Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)

DEVELOPER COMMENT: Certain AOE&#39;s were unavoidable with i-Frames (Dodge). We did a pass to fix this on as many AOE&#39;s we could find that did not allow proper evasion gameplay! Also fixed an issue that caused certain AOE falloff damage to be reversed for both enemies and players.

 

General Ranged Characters

Increased initial target acquisition time on all Ranged Soldier enemies

DEVELOPER COMMENT: A lot of ranged enemies could acquire their target and immediately shoot which often led to frustrating “where did that come from?!” moments. We fixed these.

 

General Enemy Damage Types

Updated all improperly implemented damage types for a variety of enemy attacks

DEVELOPER COMMENT: Some enemy attacks were labeled improperly which prevented defenses from working appropriately. For example: Stormcaller’s lighting bolts were dealing “Melee” and now deal “AOE_Shock”. Wasteland Cyclops was dealing “Ranged” instead of “Ranged Radiation”. We did a full pass to ensure these were updated so that the appropriate defenses were effective.

 

Root Cultist

Increased Health for certain difficulties

DEVELOPER COMMENT: This guy became a bit of a pushover on harder difficulties. We adjusted the value of his total HP to make him slightly more challenging. Slightly…

 

Wasteland Skulls

Lowered health bar to be more visible when close to player

DEVELOPER COMMENT: At certain ranges, it became hard to determine how much health was remaining on Skull type enemies. We lowered this to improve it a bit, though at some ranges it will eventually become an issue. BACK UP!

 

Swamp Zombie

Reduced HP from 150 to 95

DEVELOPER COMMENT: The first part of Corsus is one of the hardest areas in the game. This is partially due to the enemy variety and partially due to the Zombies having a tad too much health. It wouldn’t normally be an issue, but a certain Elite can summon them, and they also come alive after killing the Soldiers. A slight adjustment makes them a little bit more manageable.

 

Swamp Zombie Crawler

Reduced HP from 100 to 70

DEVELOPER COMMENT: This goes along with Swamp Zombie. A few less HP to lessen the load.

 

Swamp Relentless

Increased size of head target when downed/regenerating

DEVELOPER COMMENT: Often when you would down a Relentless and try to shoot the head, you’d get the “resist” message We increased the size of the damageable area to clean this up.

 

Swamp Hound

Reduced Damage of Emerge Attack

DEVELOPER COMMENT: Swamp Hound’s Emerge Attack was doing too much damage. We reduced this to make it feel a bit more fair.

 

Pan Immolator

Reduced the size of AOE blast from 2.5m to 1.75m to better match the VFX

Prevented AOE from hitting through collision

DEVELOPER COMMENT: The Immolator AOE felt “cheap” when hitting through certain collision as well as connecting outside of the VFX range. Adjusted it so neither happen!

 

Pan Thundertusk

Enabled Evasion of Self-Detonation

DEVELOPER COMMENT: This fixes an annoying issue that prevented players from i-Framing (Dodging) the Tundertusk’s self-detonation effect.

 

[ Bosses ]

 

Gorefist

Adjusted adds spawn behavior to appear after Gorefist enables his Mantle of Thorns effect

Adjusted total spawn behavior (instead of 2-3, he now spawns 2 initially, then 2 after a delay)

DEVELOPER COMMENT: To reduce the RNG factor of this fight, the Root Spores only appear after Gorefist activates his Mantle of Thorns. We also removed the variance between the 2-3 spawns and forced 2, then a delay, then 2 more.

 

Scald/Sear

Adjusted Scald’s behavior to prefer to be a bit closer to the player(s)

Fixed an issue that prevented dodging Sear & Scalds AOE blast and avoiding "Burning"

Reduced Scald&#39;s Crossbow Projectile damage by 80%

Adjusted AOE radius from 2.5m to 1.75m to better match the VFX

Prevented Scald’s AOE from hitting through collision

DEVELOPER COMMENT: We fixed quite a few issues that were causing tons of headaches. Some were bugs, some were elements that were a bit over-tuned. This fight should now feel more fair.

 

Stormcaller

Adjusted add spawning behavior to reduce total amount of unique enemies at any one time

Added AOE damage falloff to Lighting Strikes

DEVELOPER COMMENT: Stormcaller spawned quite a few enemies which frequently resulted in scenarios where the player just got overwhelmed. We adjusted the spawn behavior to address this while maintaining a fair challenge. His bolts were also doing full damage at max range, so we added AOE falloff to lower the damage if you happen to be just inside the damage range.

 

Canker

Removed Elite spawn that had a random chance to spawn

DEVELOPER COMMENT: Randomly during the fight an Elite enemy had a chance to spawn in place of a regular soldier-type enemy. We removed it so that there wasn’t such a huge difference in difficulty between fights that spawned the Elite and fights that did not.

 

Raze

Can no longer receive Regenerator

DEVELOPER COMMENT: Regenerating bosses that run away are no fun!

 

Shade/Shatter

Adjusted the Shield health value to be breakable at all difficulty levels

Added faster Radiation accrual for players standing inside the Shield

Adjusted EXP reward to match other mini-boss rewards

DEVELOPER COMMENT: Shade/Shatter Shield received a huge HP spike on higher difficulties. We made sure this is easier to break. Additionally, we made it riskier to simply stand inside the shield. Other than that, a very minor fix for an issue that was awarding the wrong EXP/Scrap values.

 

Onslaught

Can no longer receive Regenerator

Decreased the swing time of his post-teleport swipe attack

Reduced the AOE size of his teleport explosion to better match the VFX

Fixed an issue that would sometimes cause him to remain invisible for clients

Changed behavior so that he no longer constantly teleports during add phase

Changed his aggression level and attack pattern when low health

Changed add spawning behavior

Adjusted EXP and Scrap reward to match other mini-boss rewards

DEVELOPER COMMENT: Cleaned up Onslaught’s behavior a bit and removed the chance to spawn with Regenerator. Onslaught should no longer teleport in place over and over, but he may also have a few new tricks up his sleeve.

 

Singe

Increased penalty of being direct hit by Fireball from 1 to 3 Burning stacks

Fixed an issue that applied Burning even when evading the Fireball attack

DEVELOPER COMMENT: Since Burning has updated, Singe received a slight buff assuming players were hit by his Fireball. However, even though players could dodge the impact, it would still set players on fire which meant it became much more punishing. We fixed that error.

 

Harrow

Adjusted add spawns for SP and MP

DEVELOPER COMMENT: There was a large variance in adds during this fight in both SP and MP. We adjusted this slightly to make it more consistent across all scenarios.

 

The Unclean One

Removed Weakspot on head and replaced it with armor

Reduced overall health to compensate for removal of head Weakspot

Added Alternate Kill. GOOD LUCK!

DEVELOPER COMMENT: The Unclean One has learned to protect his face but he has yet to find a way to cover his cheeks. Oh, and he now has his alternate kill… if you can figure it out… and survive it. SLAM!

 

Ixillis

Wisps will now break on Flicker Cloak instead of waiting until it breaks

DEVELOPER COMMENT: Small bug fix that caused a bit of frustration!

 

Ravager

Fixed a bug that would grant both kill variant rewards

DEVELOPER COMMENT: This one is straightforward. Depending on how this Boss was killed, sometimes it would reward both rewards.

 

 

Dreamer/Nightmare

Reduced width of Dreamer Ranged Slam Attack

Fixed an issue with both Dreamer Spin Attacks that caused it to do inconsistent damage

Nightmare now summons all players in co-op to the Nightmare Realm

Reduced the health buff in co-op per additional player from 0.85 to 0.6

Removed “Resist” text when shooting non-Weakspots while under effects of the Nightmare Buff

Fixed an issue with adds not spawning in Dreamer phase

Fixed an issue with MODS not being usable during the fight

Added Lumenite to quest reward table

DEVELOPER COMMENT: The Dreamer fight has gone through a few updates since we launched. We wanted to ensure that the multiplayer experience was more interactive, so we decided to have Nightmare summon all co-op players into his Nightmare Realm. Since all players can now get the damage buff at the same time (but must earn their own stacks individually) we have adjusted the total amount of damage required to break the Dreamer out of the Nightmare shell. We also fixed a few annoying bugs, including MODS not being usable some of the time and adjusted both Dreamer Spin Attacks so that they deal more consistent damage (instead of double damage sometimes).

 

[ Player ]

 

Melee Update

Increased base Melee Damage by 50%

DEVELOPER COMMENT: Due to lots of community feedback and even more internal testing, we decided to increase melee damage across the board. This makes melee much more effective as a “free” sidearm while still requiring risk by being in close. Along with this change, we’ve adjusted many melee items such as damage boosts, activation requirements, effect durations, etc.

 

Armor, Status Resistance, Damage Resistance Update

Adjusted Armor Values, Status Resistance Values, and Damage Resistances

DEVELOPER COMMENT: With the melee update and the new difficulty, we determined that we were granting far too much total resistance across the board. Since we originally balanced Nightmare difficulty against the players having certain number of specific Traits, the incoming damage spiked. To add to the problem, some armors also granted considerable boosts to Status Resistances and, when combined with Traits like Mother’s Blessing, Guardian’s Blessing, and Keeper’s Blessing, the overall damage discrepancy between the “haves” and “have not” armors became too great.

To address this, we made some changes across the board that should help smooth out the differences between Light, Medium, Heavy, and Ultra Heavy armors. This should allow players much more freedom to use the armors they enjoy as well enable better mix/matching. These changes also come with difficulty tuning balances reduced incoming dmg, etc) to offset the reduction to resistances.

 

Mod Power Buildup

Mod Damage no longer generates Mod Power

DEVELOPER COMMENT: Since Mod Damage used to generate Mod Power, there were many cases where the player turned into a “magic turret” that constantly spit out Mods over and over due to the constant refill. We removed this functionality but also adjusted (reduced in many cases) the Power Requirement for many mods to compensate

 

Vaulting

Fixed issue where player could not vault out of roll (would just roll again)

DEVELOPER COMMENT: One of the most frustrating issues with vaulting happened when the player rolled towards a vaultable object but could not cancel into a vault at the end. This resulted in the player rolling over and over. We fixed this. PARKOUR!!!

 

Dragon Heart

Adjusted Dragon Heart activation time 2f earlier

Fixed a bug preventing Dragon Hearts from being used during recovery frames of Evades

DEVELOPER COMMENT: The frame change was meant to help better sync the actual activation with the animation. Players also couldn’t cast Dragon Hearts during the recovery of Evades unless they canceled into Move or Aim. We fixed this so Dragon Hearts are more responsive post-Evade.

 

Consumables

Fixed a bug preventing Consumables from being used during recovery frames of Evades

DEVELOPER COMMENT: Like with Dragon Hearts, players could not cast Consumables during the recovery of Evades. We fixed this one too!

 

Friendly Fire Damage

Increased Friendly Fire Damage on Hard from 25% to 50%

Increased Friendly Fire Damage on Nightmare from 25% to 75%

Set Friendly Fire Damage on Apocalypse to 100%

DEVELOPER COMMENT: To better facilitate cooperation and team awareness on more challenging difficulties, we increased the friendly fire damage. On Hard, accidents and wild sprays are noticeable but very manageable. However, on Nightmare and Apocalypse, you run the risk of downing your own teammate if you are not careful and coordinated. Keep in mind that Friendly Fire Damage is still reduced by armor and damage reduction effects. These changes coincide with the increased reward update.

 

Advanced Stats: General

Adjusted advanced stats so they can properly show negative effects as well

DEVELOPER COMMENT: Basically, we fixed an issue that prevented the proper updating of stats that were receiving negative effects. They should be a bit more accurate.

 

Advanced Stats: Mod Power

Added Mod Power to advanced stats

DEVELOPER COMMENT: Since we have more Mod Power Damage bonuses, we figured that players would like to see how much of a bonus they were receiving.

 

Area of Effect(s)

Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)

DEVELOPER COMMENT: The core blast radiuses weren’t functioning as we intended. AOE blasts were intended to have a core blast radius where max damage is dealt and then fall off (ramp down) outside of this range. We adjusted these curves to work as intended.

 

Damage Types

Properly split damage types among Ranged, Melee, and Mod behind the scenes

DEVELOPER COMMENT: Some gear items were using DamageMod to increase all damage. In order to better accommodate buffs, we split them into 3 separate categories so that these items gave specific buffs (listed in their text) so there would be no confusion. There should be no impact on the user experience, but we listed it here for completeness.

 

Mod Damage Types

Changed Mods to deal either Mod or Elemental Damage

Removed “Ranged” and “Melee” damage type from certain Mods

DEVELOPER COMMENT: Some damage sources were marked as both ranged damage or melee damage which ended up massively increasing damage when both a ranged + mod damage increase was applied, or melee + mod damage was applied. However, before this patch, there were no cases of this being exploited. In the current patch, because we have more “Increases Mod Damage” options, we noticed the issue and had to fix it before it got out of hand.

 

Burning / Bleeding Effects

All weapons and mods that add Burning / Bleeding can stack 3x total

Changed visualization of status effects on enemies (colors, stack value, time remaining)

DEVELOPER COMMENT: Our DOT effects weren’t as clear as we wanted it to be considering some weapons could stack them and others could not. We changed it so that now all weapons and mods that apply a specific DOT apply the same effect which can stack 3x. This means that an enemy can have a maximum of 3 stacks from any source. For example: 1 stack with Charge Attack from Smolder, 1 stack from a proc on Hotshot, and 1 stack from exploding a Pod on Earth. We also implemented the visible stack count and a draining timer effect on each status effect!

 

Ping System

Reduced the co-op indicator duration (next to health bar) from 30s to 10s

Increased the Default Ping Duration from 3s to 7s

DEVELOPER COMMENT: We found that 30s was far too long for the help indicator icon next to the player health bar. Often players would see a ping indicator that was 20 seconds old so it wasn’t as helpful… so we reduced it. We also realized the 3s default was too short, so we increased it!

 

[ Weapons ]

 

General

Adjusted aim speed scalar and zoom-in time for scoped weapons to ensure similar behavior

Adjusted Aiming Side Switch Delay from 0.2s to 0.1s

DEVELOPER COMMENT: The zoom-in behavior between different scoped weapons was inconsistent so we made a few minor adjustments to get them closer together. We also reduced the side-switch delay after aiming to make it feel more responsive while still limiting accidental switches.

 

Melee Critical Chance

Adjusted the base critical chance for different weapon types (Sword/Spear 10%, Scythe 15%)

DEVELOPER COMMENT: To give a bit more personality to each weapon type, we adjusted the base critical rate for Swords, Spears, and Scythes. Hammers and Axes remain the same.

 

Repeater Pistol

Adjusted fire rate from 6.5 to 7.0

DEVELOPER COMMENT: We adjusted the fire rate to make repeated shots feel a more responsive. When fired back to back to back, it is a very slight DPS increase and doesn’t feel like it “hangs”.

 

Magnum Revolver

Reduced post-fire Spread from 6.0 to 4.0

Increased Recoil Recovery from 0.4s to 0.2s

Increased damage from 63 to 65

Increased reload speed by 25%

Reduced Firing Sound Radius from 50m to 45m

DEVELOPER COMMENT: The Revolver has always been a powerful handgun, but it suffered from being a bit over-tuned with recoil and responsiveness (originally to give it that super punchy KICK). We reduced the post-firing spread and increased the spread recovery so that it&#39;s easier to line up your next target. We also gave it a considerable reload speed increase along with a miniscule damage increase.

 

Submachine Gun

Added minor amount of Weapon Sway after a 1s delay

DEVELOPER COMMENT: This is just for consistency across all weapons.

 

Hunting Pistol

Increased Weakspot modifier from +110% to +120%

Reduced Firing Sound Radius from 40m to 35m

DEVELOPER COMMENT: Minor adjustments to the sound profile and the Weakspot Modifier. Nothing to write home about as this is already a fan favorite… we just wanted to polish it up a tiny bit more.

 

Hunting Rifle

Increased fire rate from 1.8 to 1.9

Increased Weakspot modifier from +105% to +110%

Reduced Firing Sound Radius from 40m to 35m

DEVELOPER COMMENT: The Hunting Rifle has always been our gold standard in regard to balance. The fire rate change is to reduce the lag feeling when firing shots back to back at base fire-rate speed. The Weakspot Modifier was increased slightly, and the sound profile was reduced by a small amount. Overall, it is the same weapon with an extra bit of polish.

 

Shotgun

Increased reload speed by 10%

Increased fire-rate by 10%

Adjusted female fire animation to no longer distort while aiming up/down

DEVELOPER COMMENT: Slight DPS increase on an already beast of a weapon. The huge range penalty of the Shotgun often got in the way of players using this at higher levels. We kept the penalty but made the weapon a bit more responsive for in-close play.

 

Coachgun

Reloads both shells in one motion

Decreased reload speed by 5% (overall still faster due to single reload)

Reduced Firing Sound Radius from 40m to 35m

Reload end sound no longer plays twice.

DEVELOPER COMMENT: Since the Coachgun only has 2 shots then must reload, we wanted to smooth out the experience so that it was still desirable at any level of play. The main purpose of this change was to ensure both shells are reloaded when starting the reload and then evading (instead of cutting 1 shell off). This is a quality of life change but also a very slight buff even with the slightly slower reload time.

 

Assault Rifle

Increased fire rate from 7.0 to 7.3

DEVELOPER COMMENT: This is simply a fine-tuning balance change meant to bring up the overall DPS of the AR about 3-5 total. Otherwise, we feel this weapon is in a great spot.

 

Chicago Typewriter

Reduced Stationary Initial Spread from 3.4 to 3.2

Reduced Moving Initial Spread from 3.5 to 3.4

Reduced Stationary Min Spread (after firing) from 0.8 to 0.65 (reticle gets tighter at max firing)

Reduced Moving Min Spread (after firing) from 0.85 to 0.8 (reticle gets tighter at max firing)

Reduced fire rate from 9.2 to 8.8

Increased reload speed by 13%

Increased Firing Sound Radius from 35m to 40m

DEVELOPER COMMENT: After our last patch, we made the Typewriter much more useful in close. We found the reload speed was a tad slow while the sustain DPS (all rounds) was slightly too high. We adjusted both which results in slightly lower burst DPS but higher overall DPS due to the faster reload.

 

Sniper Rifle

Increased Weakspot modifier from +115% to +120%

No-Scope Accuracy is now pin-point accurate

Changed No-Scope reticle to better represent the shot type

Reduced Bullet magnetism in no-scope by 20%

Reduced Scope magnification from 5x to 4x

Decreased the post-firing delay before reloading

Increased Firing Sound from 20m to 45m

Removed an extra reload sound playing on Reload Start

DEVELOPER COMMENT: We felt the Sniper Rifle was a bit unruly to use out of scope mode and also zoomed a tad too far in many other cases. We&#39;ve now made it incredibly useful in both modes but reduced the bullet magnetism (which exists on both PC and Console) when not scoped. We&#39;ve also made it a bit more responsive post-fire but increased the sound profile to avoid the extreme long-range exploiting of enemies.

 

Crossbow

Adjusted post-firing lag before reloading (more responsive)

Increased fire rate slightly

Reduced reload speed by 15% to compensate for reduced post-firing lag and increased fire-rate

Increased Weakspot modifier from +100% to +110%

Reduced Ideal Range from 30m to 18m

Adjusted Primary Falloff Range to from 50 to 42m

Increased Secondary Falloff Range from 60m to 70m

Increased projectile size from 3cm to 4.5cm to make it slightly easier to hit targets

Reduced Firing Sound Radius from 40m to 15m (firing won&#39;t alert unaware enemies > 15m if you miss)

Killing unaware enemies in 1-shot from beyond 15m won&#39;t alert others if they are > 3.5m away

DEVELOPER COMMENT: To better give the Crossbow a more unique theme, we&#39;ve adjusted it so that it can be used in a stealthy matter. It no longer alerts enemies outside of 15m when fired unless you hit an enemy and they do not die. However, if you 1-shot an enemy, it will not alert any friends unless there was one within 3.5m range. With this change, we adjusted the Ideal and Falloff ranges to compensate for the updated functionality (basically to keep it fair).

 

Ricochet Rifle

Removed projectile lifespan and instead added 4 total bounces (5 possible targets)

After all total bounces have occurred, projectile will immediately despawn

Reduced initial damage from 100 to 80 (but can hit for over 200 total)

Reduced capacity from 28 to 22

Increased Weakspot modifier from +100% to +120%

2nd bounce scales to 50% of base damage.

All remaining bounces scale to 85% of previous damage (i.e. 80, 40, 34, 29, 23 = 206)

After initial bounce (including geometry), will smart-pick another target within 10m

Capped vertical bounce range to 10 degrees when there is no bounce target within 10m

After initial enemy bounce, projectile slows slightly (so you can enjoy the ricochets!)

Reduced base Critical Chance from 20% to 5% to compensate for 4 "guaranteed" bounces

Changed reticle to better represent the shot type

Reduced Firing Sound Radius from 30m to 25m

DEVELOPER COMMENT: The Ricochet Rifle has always been a fun concept but was never fully realized. We changed the behavior to be more interesting and to better represent the original idea. Basically, it ricochets like it should and it smart picks targets within a range, however, players are still incentivized to aim the first shot for the sweet Weakspot Modifier.

 

Beam Rifle

Increased Weapon Capacity from 30 to 50

Increased Total Capacity from 180 to 200

Increased base damage from 13 to 20

Reduced fire rate from 5 to 4 (to compensate for base damage increase)

Reduced Ramp Up Increment from 0.4 to 0.3

Reduced Ideal Range from 20m to 15m

Adjusted Primary Falloff Range to match original values (40m)

DEVELOPER COMMENT: With a low capacity, the Beam Rifle’s slow reload time ended up being less effective on trash mobs. We wanted to ensure it was still useful against these types of enemies, so we increased the base damage as well as increased the total weapon capacity. This has the effect of killing weaker enemies more quickly and not needing to reload quite as often. The total DPS when sustained also goes up so the Beam Rifle remains effective against bosses.

 

Spitfire

Increased fire-rate from 8.5 to 9.3

Increased weapon capacity from 24 to 26

Increased total capacity from 144 to 156

Reduced Horizontal and Vertical Recoil

Reduced initial Reticle Size

Reduced spread per shot

Reduced reload speed by 13%

Added minor amount of Weapon Sway after a 1s delay

Flamethrower (MOD)

Reduced power requirement from 30 to 24

Increased total charges from 25 to 50

Reduced Firing Sound Radius from 30m to 10m

DEVELOPER COMMENT: The Spitfire has always been another fan-favorite but usually lost out to the SMG in overall versatility. To combat this, we increased the fire rate, slightly increased the weapon capacity, and increased total capacity. We also made it much more stable when firing (easier to control) and but slightly slower to reload. For the Flamethrower Mod, we reduced the mod power build-up to only require 2 shots instead of 3 and doubled the total amount of charges it can hold. We also made it much less likely to alert other enemies in the area (until they are on fire and screaming for help!).

 

Sporebloom

Increased reload speed by 15%

Increased impact scalar from 1.0 to 1.1

Reduced impact level against players by 1 (less staggering teammates)

Spore Shot (MOD)

Increased Power Requirement from 450 to 500

Reduced Max Charges from 3 to 2

Reduced projectile damage from 100 to 25

Reduced AOE damage from 50 to 25

Increased DOT from 8 to 12

DOT AOE slows all non-boss and non-worldboss enemies

DEVELOPER COMMENT: One of the hardest hitting weapons in the game, the Sporebloom suffers from having to reload after every shot. While the sustain DPS has always been relatively solid, needing to reload between every shot makes it hard to use effectively outside of certain fights. We adjusted the reload speed and increased the impact scalar to give it a bit more kick more often. We lowered the raw AOE burst of the Spore Shot but boosted the DOT damage. This separates the mod functionality from Explosive Shot. In addition, the Spore Shot mod now slows all non-boss enemies which makes more likely to eat all (or most) of the DOT damage (and plenty of full Sporebloom shots!).

 

Defiler

Increased ideal range from 12.5m to 13m

Reduced Spread from 1.5 to 1.35

Reduced Firing Sound Radius from 40m to 35m

Radioactive Volley (MOD)

Reduced Power Requirement from 300 to 250

Reduced Charges from 5 to 3

DEVELOPER COMMENT: With 5 shots, Radioactive Volley burst was the highest DPS in the game. We wanted to keep the low power requirement and multiple shot gameplay but reduce just saving up 5 charges to dump into a boss all at once. To achieve this, we reduced the total charge count by 2 but also lowered the power requirement slightly. Overall, it still does incredible damage.

 

Particle Accelerator

Reduced base damage from 80 to 70

Reduced base reload speed by 15%

Reduced Scope magnification from 4x to 3.5x

Gravity Core (MOD)

Adjusted Gravity Core Explosion to add damage per target beyond 1, then divide total num targets

(Deals 500 base. Adds 300 per additional target. 2 enemies take 400 each, 3 take 367, 4 take 350, etc)

Reduced Firing Sound Radius from 40m to 35m

DEVELOPER COMMENT: From the last major patch, the Particle Accelerator ended up being THE weapon in many cases. This was due to having excellent damage and an extremely powerful mod. We&#39;ve adjusted the base damage a bit while maintaining all other features of the primary fire. The base reload speed was also reduced slightly. For the Gravity Core mod, we&#39;ve adjusted the behavior so that it can still destroy groups of scrub enemies but will be less-likely to 1-shot entire bosses like Riphide.

 

Ruin

Adjusted reticle scale to 1.0 from 2.0 (bug fix)

Reduced reload speed by 5%

Reduced Firing Sound Radius from 40m to 35m

Undying (MOD)

Added cooldown of 5 minutes upon revive (resets upon true death or touching a World Stone)

Added cooldown icon to show remaining duration until it becomes active again

DEVELOPER COMMENT: With such great DPS going out at higher levels we noticed that it was incredibly easy to constantly recharge it every time you were raised from the dead, resulting in extremely easy no-death scenarios. The cooldown was added to prevent this. We fixed a persistent issue with the double-scale reticle. We also slowed down the reload speed by a tiny amount to slightly adjust the sustain DPS. This results in a very minor sustain DPS reduction (which has zero effect on the burst DPS).

 

Curse of the Jungle God

Increased fire rate from 3.5 to 4.0

Reduced damage from 28 to 25

Reduced reload speed by 13%

Reduced Firing Sound Radius from 40m to 20m

Increased Tracer Speed from 16000 to 28000 to better match the hitscan

Fixed incorrect scope magnification text from 2x to 2.3x (no functionality change)

Tentacle Shot (MOD)

Increased base damage of Tentacle from 60 to 75

Reduced Firing Sound Radius from 40m to 10m

DEVELOPER COMMENT: We wanted to up the total burst DPS of Curse by a small amount, so we increased the fire rate and slightly lowered the damage per bullet. We also wanted to keep the sustain DPS where it was, so we lowered the reload speed by a small amount. Overall, the weapon does more burst and the same sustain DPS. For the Tentacle Shot mod, we reduced the sound profile so that firing it won&#39;t alert other enemies outside of 10m.

 

Eye of the Storm

Increased Weakspot modifier from +105% to +110%

Increased Tracer Speed from 12000 to 24000 to better match the hit scan

Reduced Firing Sound Radius from 40m to 30m

Static Field Shot (MOD)

Increased base projectile damage from 40 to 65

Increased explosion damage from 100 to 165

Increased dual explosion damage from 200 to 325

Fixed a bug that prevented proper damage scaling based on Weapon Level

Reduced Firing Sound Radius from 40m to 20m

DEVELOPER COMMENT: A minor buff to the Weakspot modifier on primary fire while also making a couple of quality of life changes. Increased the base damage of Static Field Shot as well. Fixed the damage scaling on Static Field Shot so it gains the proper damage bonus.

 

Hive Cannon

Added ability to trigger “on kill” proc effects with the AOE (like Jewel of the Black Sun)

Reduced Firing Sound Radius from 40m to 20m

Hive Shot (MOD)

Reduced Power Requirement from 600 to 500

Reduced Base Damage Potential (1 charge) from 356 to 330 (including impact damage)

Reduced the DOT time from 22.5 seconds to 12 seconds (300 over 12s instead of 326 over 22.5s)

Reduced Firing Sound Radius from 40m to 15m

Adjusted the projectile collision to better match the VFX

DEVELOPER COMMENT: Hive Cannon was not triggering “on kill” effects with AOE such as Jewel of the Black Sun so we fixed it! We also wanted to make the DOT a bit more deadly so we sped up the damage dealing capacity while slightly lowering the total amount of damage it can do. We also made it require less buildup so you can fire it more frequently.

 

Devastator

Reduced Ideal Range from 2500 to 2000

Increased Falloff Range to compensate for Ideal Range adjustment

Reduced Firing Sound Radius from 40m to 17.5m

Skewer (MOD)

Reduced Total Charges from 5 to 2

Increased Power Requirement from 750 to 1000

Instantly applies 3 charges of Bleed (up from 1)

Added Ghost Reticle (red dot) when an obstacle is in the way of projectile path

Reduced Firing Sound Radius from 40m to 25m

Reduced duration before projectile dissolve from 10s to 5s

DEVELOPER COMMENT: With the changes to stacking Bleeds, we wanted the Devastator to excel at applying them. Skewer now applies all 3 stacks at once. We reduced the total charges to 2 since you no longer need to shoot 5 times to get 5 bleeds. Super fun!

 

Repulsor

Reduced Reticle draw size to better match actual spread value (was previously too large)

Reduced Initial Spread from 6.5 to 6.0

Reduced Firing Spread increment from 0.75 to 0.65

Increased Initial Spread Decay from 1.5 to 2.0 (shrinks faster on initial aim)

Increased Firing Spread Decay from 1.2 to 1.3 (shrinks faster post-fire)

Reduced Firing Sound Radius from 40m to 35m

Banishing Shot (MOD)

Reduced Firing Sound Radius from 40m to 5m

Removed initial damage on Banish projectile (was 10) to allow non-aggro banishes

DEVELOPER COMMENT: For a final boss weapon, the Repulsor had some great benefits but the spread felt a little too large. We noticed a bug with the draw scale (size) of the reticle which was larger than the real spread. This was fixed, and in addition, we adjusted some of the spread and decay values to make the Repulsor a bit more impactful. For Banish, we also removed the initial 10 damage. This is so that players can banish enemies without aggroing them before they become banished. You can now banish unaware enemies and they remain unaware unless they see you once they come out of their Banish.

 

Guardian Axe

Changed effect to “Generates 2x Mod Power per hit” (was previously 300% pre-melee buff)

DEVELOPER COMMENT: With the melee damage update, the Guardian Axe effect needed to be adjusted accordingly. It now grants double the amount of Mod Power per swing.

 

Worldbreaker

Fixed an issue that caused basic attacks to proc Force Burst w/ Trait: Catalyst

DEVELOPER COMMENT: While the base proc chance for Worldbreaker was set to 0, having Catalyst would increase this above 0 and cause basic attacks to proc Force Burst. This ended up making the basic strikes very cumbersome as players would often knock their foes away unintentionally.

 

Lost Harpoon

No longer triggers Power Strike when destroying breakables

DEVELOPER COMMENT: Clearly a bug! FIXED!

 

Smolder

Reduced base damage slightly (after universal 50% melee increase)

Changed so that each proc applies 1 stack of new updated universal Burning effect (stacks 3x)

DEVELOPER COMMENT: Since we changed how Burning worked, we adjusted the base damage to compensate for the fact that Smolder can now apply up to 3 stacks. It now does much more damage overall when it applies Burning stacks on the enemy.

 

Riven

Reduced Lifesteal value to balance with game-wide Melee Damage increase

DEVELOPER COMMENT: Since we updated Melee damage, the percent based Lifesteal values had to be reduced across the board. We also reduced them just enough so face-tanking with Juggernaut wasn’t as easy on higher difficulties (but it’s still possible, especially with new builds!). This change was also made to Leech Ember and Twisted Single Perk.

 

[ Mods ]

 

Hunter’s Mark

Reduced Power Requirement from 1000 to 500

Reduced duration from 60s to 30s

Changed buff icon

DEVELOPER COMMENT: In order to make Hunter’s Mark a bit more active and a bit more frequent, we halved the Power Requirement and the duration. It still has the same uptime if you manage it, but it’s less of a “set it and forget it” sort of mod. Use it in bursts… use it more frequently!

 

Hotshot

Reduced Power Requirement from 750 to 500

Reduced damage buff from 20% to 15%

Reduced duration from 30s to 15s

Added buff icon when active

DEVELOPER COMMENT: We wanted Hotshot to be a bit more interactive, so we reduced the Power Requirement used to activate. We also reduced the damage buff by 5% and halved the duration. This makes it more frequent (1000 Power for 30s total instead of 1500) but lowers the damage slightly.

 

Wildfire Shot

Increased Power Requirement from 350 to 400

Reduced Impact Damage from 40 to 25

Single Charge instantly applies 3 stacks of Burning

Reduced Charges from 5 to 2 (deals 6 total stacks instead of 5)

DEVELOPER COMMENT: With the update to how Burning works, we wanted Wildfire Shot to excel at applying the Burning effect. A single charge now instantly applies 3 Burning stacks. Casting it again will refresh those stacks but will not exceed the cap of 3. Since 1 charge now equals 3 stacks of Burning, the total damage potential increased (from 1 charge 100 damage, to 1 charge 300 damage). We slightly increased the Power Requirement and reduced the Impact Damage to compensate.

 

Explosive Shot

Increased AOE damage from 170 to 240

Reduced Impact Damage from 130 to 25

Increased Power Requirement from 400 to 650

Reduced Charges from 5 to 3

Updated the radius text to accurately represent 4m range (was showing 3.5m - bugfix)

DEVELOPER COMMENT: Explosive Shot was a tad too easy to store up all 5 charges then just unleash on a boss and decimate their health. We wanted the Mod to be a bit more interactive, so we reduced the number of charges, increased the total damage per charge, and reduced the penalty for missing a direct hit with actual projectile.

 

Mantle of Thorns

Increased min/max Melee Damage Reduction from 15/25 to 20/35

DEVELOPER COMMENT: Since Mantle only defends against Melee Damage, we increased the defensive value a bit to help any close-range builds. Keep an eye out for ranged!

 

Flicker Cloak

Increased Power Requirement from 1250 to 1500

Reduced max shield percentage 150% to 100%

Reduced Duration from 60s to 10s

Ignores basic impacts (but not damage) for 0.35s on startup

DEVELOPER COMMENT: Flicker Cloak ended up being much stronger than we anticipated. The original design was meant to be a reactionary lifeline – ideally, shield up and then escape to heal, or to revive an ally (both while ignoring interruptions). With the massive timer length, it ended up being less interactive and an easy/permanent damage shield that more than doubled the player’s health. We reduced the max value from 150% to 100% (still 2x), increased the power requirement, and reduced the duration. We also made it uninterruptible by basic impacts so if you have health, you can always cast it.

 

Swarm

Reduced duration from 20s to 15s

Increased Power Requirement from 500 to 750

Ignores basic impacts (but not damage) for 0.35s on startup

Fixed a bug that set the target reacquisition to 15 instead of 20m

Fixed a bug that allowed Swarm to attack (for 0 damage) through boss doors

Fixed a bug that caused mismatched casting speeds between Male and Female animations

DEVELOPER COMMENT: Swarm has always been a beast that defied many of the traditional laws that helped us balance other Mods. It doesn’t require line of sight to retarget and can go through walls. We left this behavior but reduced the duration and increased the power requirement so that it could maintain its identity without stomping almost every other Mod.

 

Breath of the Desert

Reduced base damage per projectile from 30 to 25

Increased AOE damage from 20 to 25

Reduced Power Requirement from 750 to 550

Ignores basic impacts (but not damage) for 0.35s on startup

Fixed a bug that caused mismatched casting speeds between Male and Female animations

DEVELOPER COMMENT: Breath of the Desert has been a staple Mod in every major high-end build because of how much damage it could put out in a short amount of time. We reduced the total damage per cast but also reduced the Power Requirement so you could use it a bit more frequently. It’s still a strong Mod, but this brings it a bit more in-line with other options.

 

Blink Token

Made more responsive (starts and recovers much faster)

Ignores basic impacts (but not damage) for 0.35s on startup

Reduced the impact level on allies by 1

DEVELOPER COMMENT: Blink Token was a fun mod but suffered from a bit of lag. We adjusted it so that it starts up and recovers much faster so that players can act sooner after arriving. It also will only flinch allies instead of impacting them to make it more useful in a crowd.

 

Iron Sentinel

Increased target acquisition time slightly

Will now properly receive the Elder Armor: Believer damage buff

DEVELOPER COMMENT: Originally there was no target acquisition time for Iron Sentinel which made fights with multiple low health adds mostly trivial. With our adjustment to adds across the board, we&#39;ve implemented a slight target acquisition time so the turret cannot instantly pop between two targets. We also fixed a bug that prevented Elder Armor: Believer set bonus from working with the turrets.

 

Stormcaller

Increased start-up and wind-down speed (starts and ends faster)

Enabled moving momentum on activation and deactivation (no longer roots you on start/end)

Moved up transition windows on ending state (move, aim, dodge, melee much faster)

Increased frequency of ranged lightning bolt strikes from 1 to 1.3 per sec

Increased size of AOE Damage Aura from 250 to 300

Increased frequency of AOE Damage Aura pulses from 3 per sec to 4 per sec

Decreased the stagger damage from the AOE from 4x to 2x due to increased frequency

Enabled manual cancel of Stormcaller by recasting it (consumes all remaining power)

Increased movement speed from 450 to 650

New status effects can no longer be applied to caster while Stormcaller is active

Added text to represent the 50% damage reduction while active

Added a fall damage and instakill damage check so players cannot avoid fall or “fail” death types

Changed buff icons while active

DEVELOPER COMMENT: Stormcaller has always been a power fantasy that we never quite nailed. We made significant changes to really give you the feeling that you are the Stormcaller. Increased movement, increased damage, increased AOE pulse and bolt frequency. We enabled activating it while moving so you no longer rooted yourself in place. Stormcaller can also be cancelled any time you no longer wish to be a god of lighting! Unsure why you would prefer that… but, OK!

 

Veil of the Black Tear

Increased Blowback (Activation) Damage from 10 to 150

Increased minimum duration from 4s to 5s

DEVELOPER COMMENT: A very small buff to increase the effectiveness of the Mod at lower weapon levels. This doesn’t change the maximum duration.

 

Beckon

Increased projectile speed from 1500 to 1800

Added target leading so Skulls can hit moving targets

DEVELOPER COMMENT: A small buff to make hitting moving targets easier.

 

Corrosive Aura

Increased Blowback (Activation) Damage from 10 to 150

Reduced Range from 10m to 4.5m

Adjusted VFX to match range of Aura

Reduced Damage Values from 20/40 to 15/30

DEVELOPER COMMENT: Corrosive Aura was giving such a dramatic damage increase at max weapon level that it outshined almost every other damage increasing Mod except when considering the convenience of the Song of Swords range. We reduced the range to promote being closer to enemies, which is better suited for melee, but ensured it still increased damage more than Song of Swords.

 

Song of Swords

Buff now applies to Summons

Increased Blowback (Activation) Damage from 10 to 150

Reduced Damage Values from 15/30 to 10/20

Increased range from 20m to 25m

Changed buff icon

DEVELOPER COMMENT: Song of Swords was giving too great a benefit for how long it was lasting so we reduced the damage buff but increased the range. While still powerful, it shouldn’t always be 100% perfect option for any damage scenario… but it fits a lot of them!

 

Howler’s Immunity

Updated text to reference all allies instead of all heroes (since it applies to Summons)

DEVELOPER COMMENT. Nothing to see here!

 

Rattleweed/Banish

Updated text to clarify they don’t affect “powerful enemies”

DEVELOPER COMMENT: We wanted to ensure that players understood why the taunting and banish effects don’t apply to “powerful enemies” (bosses).

 

[ Armors ]

 

General

Updated all damage boosts from armor to be applied as multiplicative

Increased armor values for most armors (lighter armors received a larger increase)

Readjusted resistance values (plus/minus) to not be as extreme up or down

DEVELOPER COMMENT: Some armors were granting their damage boosts as multiplicative and others were granting boosts as additive. Since wearing full sets of armor is the largest commitment, we wanted to ensure that the behavior was consistent among all damage boosting armor sets. We also adjusted the armor values to ensure lighter armors were still viable options on higher difficulties, as well as toning down the extremes of positive and negative resistances.

 

Adventurer

Added Adventurer Goggles! (4 Armor, 2 Weight)

Increased Chest/Leg total Armor from 20 to 27

Reduced Chest/Leg total Weight from 14 to 12

Treasure Hunter Single Perk: Increased Scrap Boost from 10% to 20%

DEVELOPER COMMENT: We love the Adventurer set and wanted it to be more useful at multiple levels, even if just for the Single Perk.

 

Bandit

Fixed a bug that allowed multi-proc on certain substances/characters

Increased total Armor from 28 to 35

Increased total Weight from 15 to 17

DEVELOPER COMMENT: Very minor tweaks. Just a tad more armor!

 

Akari

Opportunist Single Perk: Removed 15% Crit (which required Perfect Dodge)

Opportunity Single Perk: Added Slight Evade Window increase (2f)

Opportunist Set Bonus: Increased 1-PC from 5% to 7.5%

Opportunist Set Bonus: Increased 2-PC from 10% to 15%

Opportunist Set Bonus: Increased 2-PC from 20% to 30%

Opportunist Set Bonus: Increased duration from 7s to 10s

Increased total Armor from 36 to 38

Reduced total Weight from 24 to 20

DEVELOPER COMMENT: Akari started falling behind due to always requiring a perfect dodge, even to get the single perk active. We instead decided on a static buff of iFrames to Evade Window which is more thematically cohesive with the avoidance gameplay Akari excels at. Adding 2 iFrames makes it much easier to perfect dodge and to avoid things in general. All of this coincides with a minor buff to the 1- and 2-Piece Set Bonus and a substantial increase to the 3-piece! We also reduced the Weight by a small amount to make pieces more enticing for mix/matching.

 

Elder

Believer Single Perk: Removed 50% ally heal on Dragon Hearts (moved to Mender&#39;s Charm)

Believer Single Perk: Added 25% chance to not consume Dragon Heart (from Mender&#39;s Charm)

Believer Set Bonus: Increased buff duration from 10s to 20s

Believer Set Bonus: Increased buff range from 30m to 40m

Believer Set Bonus: Properly applies to Mod: Iron Sentinel

Replaced placeholder icon with the appropriate Believer skill icon

Increased total Armor from 32 to 41

DEVELOPER COMMENT: The Elder Armor often ended up being the "Multiplayer Only" Armor Set. In single player, you needed to play a Summoner to get the maximum benefit out of it, and even then, it didn&#39;t work quite as well as we had hoped. We&#39;ve changed it so the perk can benefit the wearer in more scenarios for both SP and MP. Players can still boost ally damage and now have a chance to not consume their Dragon Heart (Heal OR Revive), which previously required the armor and the Mender&#39;s Charm. Also fixed a bug that prevented Iron Sentinel from receiving the damage boost.

 

Hunter

Sharpshooter Single Perk: Removed static 15% Weakspot Damage

Sharpshooter Single Perk: Added a flat Ideal Range boost for all weapons (2m)

Sharpshooter Set Bonus: Changed Set Bonus to an always-active Weakspot Damage Boost (up to 50%)

Increased total Armor from 34 to 42

DEVELOPER COMMENT: As another of the starting archetypes, we found that players would often be slightly inside the ideal range for the damage boost and end up not getting much benefit from the armor at all. We&#39;ve changed it so that Hunter Armor gives a slight flat range boost to all weapons (good for hitting longer distances) and moved the Weakspot Damage Boost to the set bonus. This makes the gameplay theme of the Hunter more cohesive.

 

Ex-Cultist

Increased total Armor from 35 to 43

DEVELOPER COMMENT: Besides the general adjustments to resistances that all armor received, the Ex-Cultist Armor didn’t need many tweaks. It received a slight armor buff.

 

Drifter

Wanderer Single Perk: Removed 50% Standing Aim Movement Speed

Wanderer Single Perk: Added 15% Stamina Regen Speed

Wanderer Set Bonus: Increased values from 10/20/35% to 15/25/40% stamina cost reduction

Increased total Armor from 47 to 52

Increased total Weight from 31 to 32

DEVELOPER COMMENT: Adjustments to make the Drifter set more thematic around Stamina consumption. Minor changes but they have a big impact, especially when mix/matching.

 

Slayer

Assassin Set Bonus: Reduced Damage Bonus from 10/15/35% to 7.5/10/30%

Increased total Armor from 48 to 53

Increased total Weight from 32 to 34

DEVELOPER COMMENT: Slayer is one of the two most popular and powerful sets in the game (along with Void). The effect is super fun and provides an excellent damage boost, however, because the damage is so easy to access, we felt the 35% multiplicative boost was just a bit on the high side. We reduced this a small amount to bring it closer to the other armors and made a few other adjustments to Armor, Weight. It also received some small adjustments to resistances like other armors.

 

Osseous

Bloodlust Set Bonus: Increased 1-PC from 7.5% to 10%

Bloodlust Set Bonus: Increased 2-PC from 15% to 20%

Bloodlust: Fixed bug of increasing all incoming DMG to target (includes all other players)

Increased total Armor from 51 to 56

DEVELOPER COMMENT: We liked where Osseous was at 3-PC bonus, but the lower level values were lacking. There was also a big jump between 2-PC and 3-PC. Since Osseous requires constant damage on the same target to get its bonus, you often don&#39;t do any bonus damage against low level targets. By increasing the 1-PC and 2-PC we ensure that players get a little bit more damage on larger targets (like Specials, Elites, and Bosses).

 

Scrapper

Challenger Single Perk: Removed 20% Stagger Boost

Challenger Single Perk: Added 15% incoming damage reduction against enemies within 5m

Challenger Set Bonus: Increased 3-piece damage boost from 25% to 35%

Increased total Armor from 52 to 57

DEVELOPER COMMENT: The Scrapper armor is one of the starting archetype options, so we wanted the gameplay focus to be a bit more obvious. We removed the Stagger Boost and replaced with higher defense against close enemies. Since the Scrapper relies on risky gameplay to get the maximum benefit, we increased the 3-piece benefit to make the risk worth it and comparable to other armors.

 

Twisted

Regrowth Single Perk: Reduced Lifesteal value from 3% to 2.5%

Regrowth Set Bonus: Increased 1-PC from 0.28 to 0.304 HP per sec

Regrowth Set Bonus: Increased 2-PC from 0.333 to 0.375 HP per sec

Regrowth Set Bonus: Increased 3-PC from 0.417 to 0.56 HP per sec

Increased total Armor from 63 to 67

DEVELOPER COMMENT: Like the Riven adjustment, the reduction of Lifesteal coincides with the game-wise Melee buff. This change was also made to Leech Ember and Twisted Single Perk. We also increased the base regen value to give this armor a much-needed kick!

 

Radiant

Momentum Set Bonus: Increased buff duration from 2.0s to 2.5s

Increased total Armor from 60 to 69

DEVELOPER COMMENT: This set didn’t need a lot of work. With the updates to all the other armors, Radiant was falling just a tad behind so we increased the buff duration to make it more reliable.

 

Void

Power Transfer Single Perk: Removed Slight Evade Window

Power Transfer Single Perk: Added 30% Standing Aim Movement Speed

Power Transfer Set Bonus: Increased stacks from 3 to 5

Power Transfer Set Bonus: Reduced from 2.5%, 5.0%, 10.0% (max 30%) to 1.5%, 3%, and 5% (max 25%)

Power Transfer Set Bonus: Changed icons for Damage and Defensive buff to be more clear

Power Transfer Set Bonus: Can no longer be triggered by DOTS

Increased total Armor from 69 to 70 (MASSIVE BUFF!!!)

DEVELOPER COMMENT: Void has quickly become the best-in-slot armor for almost every scenario. With both a 30% damage boost and 30% damage reduction, it just did too much too well. We reduced the values by 5% and increased the stack count to 5 so that the transfer switch takes a bit longer in both directions. When you aren&#39;t taking damage back to back, you stay in damage mode longer (originally at 30%, you&#39;d lose 10%, then 10%, then 10%, and so on - now you start at 25%, lose 5%, then another 5%, etc...). If you take repeated damage too quickly, you now stay in defensive mode a bit longer. We also removed the iFrame buff on Evade and replaced it with a Standing Aim Movement Speed increase. This is more thematically correct as you typically don&#39;t want to dodge with Void (HEAVY!). Additionally, we removed DOTS from activating Power Transfer as players were unable to control the drastic shift in offense to defense when affected with debuffs such as Burning or Bleeding.

 

Leto

Juggernaut Single Perk: Increased Damage Mod from 5% to 15%

DEVELOPER COMMENT: While Leto had some serious tanking potential, it often suffered from doing any real damage since it was giving so much up for stagger reduction. We increased the damage boost significantly and reduced the elemental and status resistances by a decent amount.

 

[ Item - Amulets ]

 

Gunslinger’s Charm

Increased Fire Rate from 10% to 15%

Reduced Reload Speed from 25% to 20%

DEVELOPER COMMENT: Reload speeds were getting a bit out of hand and the Fire Rate buff wasn’t giving comparable damage to other DPS necks so we made a couple of tweaks to fix both issues!

 

Butcher&#39;s Fetish

Changed activation from Melee Crit to Melee Charge Attack

Added 15% Crit Chance (lasts 10s)

DEVELOPER COMMENT: With the buffing of melee across the board, and the fact that players can now access the Butcher&#39;s Fetish buff anytime with a Melee Charge Attack, we changed the focus of the buff to be Crit Chance. This synergizes with both a Melee or close-range Firearm build.

 

Rock of Anguish

Reduced speed boost from 20% to 15%

Reduced reload speed boost from 50% to 25%

Increased duration from 5s to 10s

DEVELOPER COMMENT: Taking damage to gain a short-term effect didn&#39;t work out as smoothly as we hoped. We doubled the duration so players can take advantage of the buff for a longer period but reduced the movement speed boost by a small amount, and the reload speed boost by half.

 

Mender&#39;s Charm

Removed chance to not consume Dragon Heart (now on Elder Armor)

Dragon Hearts heal nearby allies for 50% effectiveness (old Elder Armor)

Increased self-healing effectiveness boost from 25% to 50%

DEVELOPER COMMENT: Mender&#39;s Charm has gone through a few interesting changes. We&#39;ve settled on a version that allows players to slot it as "the support" Amulet while still allowing it to benefit self-heals.

 

Cleansing Jewel

Ensured the effect still works when a Dragon Heart is used by an ally with Elder’s Armor

DEVELOPER COMMENT: Since we adjusted Elder Armor we wanted to ensure that players could still benefit from an ally wearing both Elder and Cleansing Jewel.

 

Galenic Charm

Removed Mod Power generation when taking damage.

Added 30% Weapon Mod Damage Boost

DEVELOPER COMMENT: We didn&#39;t like the "get hit to get an effect" gameplay of the old charm, so we decided to make it a bit m]]></description>  
      <link>/en/games/remnant/news/detail/11450823-swamps-of-corsus-is-live-on-all-platforms</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11450823</guid>  
      <pubDate>Thu, 04 Jun 20 06:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[HOTFIX: 236263]]></title>  
      <description><![CDATA[

We&#39;ve released a hotfix for the Swamps of Corsus update that fixes bugs, rebalances Mod power, and adds additional changes!

 

Build: 236263

 

[ General ]

 

Disappearing Items

Fixed an issue causing disappearing items in MP under certain circumstances

DEVELOPER COMMENT: In the last patch, we prevented this from happening on new characters, however, on current characters that had already triggered this bug, it would still happen. Now, characters that have (or will) skipped tutorial to immediately join a multiplayer game should no longer see this issue again.

 

[ Player ]

 

Mod Generation

Fixed a bug that enabled damage boosts to generate huge amounts of Mod Power

DEVELOPER COMMENT: A while ago, we fixed a bug that was causing high level weapons to generate more mod power than low level weapons. However, the bug persisted with damage boosting mods. At the highest levels of gear (and higher levels of Survival), mods were filling almost instantly. We fixed this issue and went through all mods to adjust their buildup values. See “Mods” for more info.

 

Mod Generation Overlap

Fixed a bug that prevented extra mod power from filling unfilled charges

DEVELOPER COMMENT: For mods with charges, when a player filled a charge, additional mod generation for the next charge was clipped. This means that if you had 25 power remaining to fill a charge, and you generated 100 mod power, you’d only generate 25 to fill that mod and the remaining 75 mod power would disappear. Now, the overlap mod generation will carry into any additional charges that are currently unfilled. This makes mod generation much smoother for mods with charges!

 

Trait: Spirit

Increased max value from 20% to 25%

DEVELOPER COMMENT: With the change to mod generation, we wanted to boost up the Spirit Trait a small amount to make it even more enticing. We may increase this over time as we monitor buildup!

 

[ Survival ]

 

Enemies

Reduced enemy health gain by 4% per world level increase

Decreased boss health from 150% to 135%

Added small exponential HP scalar per level

DEVELOPER COMMENT: In the last update, we increased the base HP for all enemies by 4% and increased the base HP for all enemies as well. Players were having a harder time at early levels, so instead, we reduced the values and added a small exponential HP scalar per world level up. The scalar is small so that has almost no noticeable effect on enemy HP until about level 10. The values are also much closer to the original DLC release tuning for the first 10 or so levels. As players get into much higher world levels, this change will become more obvious.

 

Consumables

Fixed Survival Mode Consumables to use proper Survival Mode values

DEVELOPER COMMENT: We noticed that some of the 1-hour consumables in Survival Mode were still using the Campaign Mode values behind the scenes. They’ve all been updated to give the appropriate values listed in their description. This should also make them much more viable in-game.

 

Matchmaking

Fix for normal gametypes appearing in Survival Matchmaking

DEVELOPER COMMENT: Small bugfix!

 

[ Items ]

 

Campaign DLC Trinkets

Enabled Campaign DLC-flagged trinkets so they can be used on pickup

DEVELOPER COMMENT: Certain bugged trinkets that we made visible in the last patch began showing up in Campaign for players with no DLC. This was thinning out their loot pool with items they couldn’t use, so we enabled them for use for all players.

 

Daredevil Charm

Fixed damage multiplier to prevent it from stacking improperly

DEVELOPER COMMENT: The DDC was stacking damage buffs improperly allowing for an insane damage boost (up to 3x in some cases). We identified the issue and fixed it!

 

Band of Castor / Band of Pollux Combo

Fixed a bug that prevented clients from receiving the paired bonus

DEVELOPER COMMENT: The paired bonus wasn’t working under certain conditions and we identified why. Players should now be able to utilize the bonus as both host and client.

 

[ Armor ]

 

Ex-Cultist

Blood Pact Set Bonus: Increased 1-PC from 12.5% to 15%

Blood Pact Set Bonus: Increased 2-PC from 25% to 30%

Blood Pact Set Bonus: Increased 3-PC from 40% to 50%

DEVELOPER COMMENT: With the changes to mod generation, we wanted to ensure that methods for generating mod power were enticing. The Ex-Cultist Armor received a boost to all its tiers which make it an incredibly exciting option, even at the highest levels.

 

[ Weapons ]

 

Assault Rifle

Increased magazine capacity from 28 to 32

Increased total capacity from 196 to 224

DEVELOPER COMMENT: Based on our own testing and community feedback, we’ve decided to give the Assault Rifle a small boost in its magazine capacity and total capacity.

 

Chicago Typewriter

Increased base damage from 11 to 12

Reduced reload speed by 6.5%

DEVELOPER COMMENT: The Chicago Typewriter is excellent for spitting out bullets for an extended period but compared to the Beam Rifle (which recently received a capacity boost), it was falling off at higher levels. We increased the damage which has increased both the single-clip DPS and the full capacity DPS by a noticeable amount. This should make it a much more interesting choice.

 

Ricochet Rifle

Increased first bounce damage from 0.5 to 0.85

Reduced subsequent bounce modifier from 0.85 to 0.75

DEVELOPER COMMENT: The Ricochet Rifle first bounce penalty felt a little too punishing to use in creative ways (like shooting around corners). We increased this considerably and reduced the subsequent bounce value to compensate. Overall, the Ricochet Rifle now does +60 total damage.

 

Butcher’s Flail

Reduced base damage from 68 to 60

DEVELOPER COMMENT: The Butcher’s Flail and the base Flail had identical base damage which meant the Butcher’s Flail was always superior due to the debuff. We reduced the damage slightly so that it still matches (and eventually exceeds) the base Flail damage output while the debuff is active.

 

[ Enemies ]

 

Barbed Terror

Reduced base HP by approximately 12%

Fixed an issue causing Barbed Terror to trigger the wrong hit-reaction state

DEVELOPER COMMENT: Barbed Terror has a ton of HP because he stands still, and the entire fight can be done with only weakspot damage. However, after feedback from the community, we decided to reduce his base HP just enough to make a noticeable difference in the length of the fight.

 

Shade/Shatter

Fixed a few bug causing Lurkers to stop pathing

DEVELOPER COMMENT: In some cases, navigation mesh wasn’t being properly generated and it caused Lurkers to lose their way. In other cases, the pressure value of the Shield would prevent Lurkers from wanting to attack you. We fixed this as well!

 

Claviger

Fixed bridge not showing up sometimes for clients

DEVELOPER COMMENT: Occasionally, the bridge to the Claviger fight would not appear for clients joining the battle. We identified some issues and took care of them.

 

[ Mods ]

 

General

Readjusted the buildup for all mods

DEVELOPER COMMENT: With the overall change to how mod power was built, we went through every mod and adjusted their power requirement. For the most part, mods are placed into one of four categories: Low under (550), Medium (550), High (1100), and Unique (above 1100). The average of 550 requires 10 shots from a Hunting Rifle. High requires 20 shots. There are some outliers, especially boss weapons, which are based on the damage of their weapon’s primary fire.

 

Explosive Shot

Reduced Friendly Fire scalar from 0.25 to 0.15

DEVELOPER COMMENT: This should reduce the chance you kill yourself or your teammates.

 

Blink Token

Increased base damage from 140 to 210

Increased Power Requirement from 250 to 275

Reduced Total Charges from 5 to 3

DEVELOPER COMMENT: Blink Token damage was too low for our tastes, so we increased it by about 34% and adjusted the power requirement. Since it builds so quickly, we reduced the total charges to 3 to promote more of a blink, damage, blink, damage type of gameplay instead of using up all 5 at once.

 

Wildfire Shot

Reduced Power Requirement from 400 to 275

DEVELOPER COMMENT: Since Wildfire Shot adds 3 stacks all at once and then cannot stack any further, we reduced this to “Low” requirement, so you have quicker access to it and more frequent uses.

 

Seeker Beetle

Reduced Power Requirement from 350 to 275

DEVELOPER COMMENT: Seeker needed a bit of love so we reduced the power requirement.

 

Seed Caller

Reduced Power Requirement from 400 to 275

DEVELOPER COMMENT:  A general change for both Seed Caller, Beckon, and Iron Sentinel. We moved them into “Low” requirement, so you have access to it more quickly.

 

Beckon

Reduced Power Requirement from 350 to 275

DEVELOPER COMMENT:  A general change for both Seed Caller, Beckon, and Iron Sentinel. We moved them into “Low” requirement, so you have access to it more quickly.

 

Unstable Quills

Increased Power Requirement from 350 to 550

DEVELOPER COMMENT: We think the strength of Unstable Quills is in a good spot, but the power requirement was a tad low. We moved it into the “Medium” category.

 

Iron Sentinel

Reduced Power Requirement from 750 to 550

Fixed a bug that prevented VFX/SFX from playing with Soul Ember equipped

DEVELOPER COMMENT: A general change for both Seed Caller, Beckon, and Iron Sentinel. We also moved Sentinel into “Medium” requirement, so you have access to it more quickly.

 

Corrosive Aura

Reduced Power Requirement from 650 to 550

DEVELOPER COMMENT: Due to the risk of getting in close, we wanted to make Corrosive Aura available more of the time, so we reduced it to “Medium” level.

 

Breath of the Dessert

Reduced Power Requirement from 550 to 420

Increased base damage of projectile from 25 to 30

DEVELOPER COMMENT: When mod generation was being affected by damage boosts, Breath of the Desert became easy to spam at higher levels. To balance it in previous versions, we reduced the damage and adjusted mod requirement. Since we’ve adjusted how mod power generates, we reduced the power requirement and increased the base damage.

 

Hotshot

Increased Power Requirement from 500 to 550

Fixed a bug causing Evocation to increase Damage Buff instead of just Burn Damage

DEVELOPER COMMENT: In the previous patch, Hotshot’s damage buff was being affected by the Evocation Trait. We fixed this issue and increased the buildup slightly to “Medium”.

 

Hunter’s Mark

Increased Power Requirement from 500 to 550

DEVELOPER COMMENT: The requirement was increased marginally to “Medium”.

 

Rift Walker

Reduced Cooldown from 20s to 15s

Reduced Power Requirement from 1500 to 1100

DEVELOPER COMMENT: We eased up on the cooldown and the power requirement.

 

Stormcaller

Reduced Power Requirement from 1250 to 1100

Increased AOE damage from 10 to 15 per tick

DEVELOPER COMMENT: The AOE damage was lacking on Stormcaller so we increased it by 50%. This makes it a bit deadlier when dancing around mobs at close-range.

 

Howler’s Immunity

Increased Power Requirement from 750 to 1100

DEVELOPERS COMMENT: Howler’s Immunity is extremely good at reducing all incoming damage to you and your team. We moved this into the “High” category, so it requires a bit more buildup.

 

Swarm

Increased Power Requirement from 750 to 1100

DEVELOPER COMMENT: One of the strongest mods in the game, we didn’t want to reduce any of its functionality so we simply put it into the “high” requirement category.

 

Song of Swords

Increased Power Requirement from 1000 to 1100

DEVELOPER COMMENT: Moving this into the “High” category by slightly increasing the requirement.

 

Flicker Cloak

Reduced Cooldown from 15s to 10s

Increased Power Requirement from 1000 to 1100

DEVELOPER COMMENT: With the mod generation fix, we reduced the cooldown on Flicker Cloak and increased the requirement slightly.

 

Veil of the Black Tear

Increased Min duration from 5s to 10s

Increased Max duration from 10s to 15s

Reduced Power Requirement from 1250 to 1100

DEVELOPER COMMENT: While Veil is incredibly powerful in a couple of fights, we felt that the duration at both low and high levels where a bit too short. We fixed the durations and reduced the power requirement to “High”.

 

Rattleweed

Increased Power Requirement from 1000 to 1100

Fixed a bug that prevented VFX/SFX from playing with Soul Ember equipped

DEVELOPER COMMENT. A general bug fix along with a slight power requirement increase to put Rattleweed into the “High” requirement.

 

Mender’s Aura

Reduced Power Requirement from 1500 to 1650

DEVELOPER COMMENT: Mender’s Aura is a staple at many levels of play. We felt that “High” was still a bit too frequent, so we have it a “Unique” power requirement.

 

Banish (Repulsor)

Increased the duration of the post-banish debuff from 4s to 8s

Reduced Power Requirement from 400 to 200

Reduced Total Charges from 5 to 3

DEVELOPER COMMENT: The duration of the damage debuff of Banish felt too short to properly make use of it so we doubled it. This also applies to bosses, though they cannot be Banished. We also reduced the Power Requirement so that it only takes 2 shots to fill a charge. We also reduced the overall charges to compensate for the quicker buildup.

 

Spore Shot (Sporebloom)

Increased Power Requirement from 500 to 600

DEVELOPER COMMENT: Slightly increased the power requirement so that Spore Shot builds with 3 shots of Sporebloom.

 

Radioactive Volley (Defiler)

Increased Power Requirement from 250 to 205

DEVELOPER COMMENT: Reduced the power requirement so that Volley builds in 4 shots of Defiler.

 

Gravity Core (Particle Accelerator)

Reduced Power Requirement from 1500 to 1400

DEVELOPER COMMENT: Slightly reduced the power requirement so that Gravity Core builds with 4 full magazines of Particle Accelerator.

 

Undying (Ruin)

Reduced Power Requirement from 3000 to 2825

DEVELOPER COMMENT: Slightly reduced the power requirement so that Undying builds with 5 full magazines of Ruin.

 

Skewer (Devastator)

Reduced Power Requirement from 1000 to 640

DEVELOPER COMMENT: Reduced the power requirement so that Skewer builds in 4 shots of Devastator.

 

Hive Shot (Hive Cannon)

Reduced Power Requirement from 500 to 380

DEVELOPER COMMENT: Reduced the power requirement so that Hive Shot now fills with 1 full magazine of Hive Cannon.

 

Vampiric (Pride of the Iskal)

Reduced Power Requirement from 750 to 590

DEVELOPER COMMENT: Reduced power requirement so that Vampiric now fills with 1 full magazine of Pride of the Iskal.

 

Tentacle Shot (Curse of the Jungle God)

Increased Power Requirement from 400 to 450

Fixed a bug that prevented VFX/SFX from playing with Soul Ember equipped

DEVELOPER COMMENT: Slightly increased the power requirement so that Tentacle Shot now fills with 1 full magazine of Curse of the Jungle God.

 

Static Field Shot (Eye of the Storm)

Reduced Power Requirement from 350 to 320

Increased Large Explosion trigger range by 1m

Reduced total charges from 5 to 3

DEVELOPER COMMENT: We wanted to make the alt-fire of Eye of the Storm more useful, so we reduced the requirement and increased the trigger range of the Large Explosion (triggered by 2 Overloaded Enemies near each other) by 1m. Since the Large Explosion is easier to trigger now, we reduced the total charges from 5 to 3.

 

[ Other ]

 

Art (General)

Fixed a handful of art-related bugs

 

Hardened Carapace (Crafting Material)

Fixed an issue that prevented players from picking up more than 1 at a time

 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements! Join the devs and other players on our official Discord server!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11433063-hotfix%3A-236263</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11433063</guid>  
      <pubDate>Tue, 12 May 20 10:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[HOTFIX: 235609]]></title>  
      <description><![CDATA[

A hotfix for the Swamps of Corsus update is being released that fixes a number of bugs, rebalances some numbers, and adds a few quality of life changes to Remnant!

Build: 235609

 

[ General ]

 

Difficulty

Adjusted general enemy health and damage on Hard, Nightmare, and Apocalypse

Adjusted boss health and damage on Hard, Nightmare, and Apocalypse

DEVELOPER COMMENT: Many players noticed a difficulty increase across the board (on Hard and Nightmare) so we made a few tweaks to bring the health and damage values back in line. This should give a much smoother experience across the board and remove some of the more punishing encounters… outside of Apocalypse, of course!

 

Missing Trinkets

Fixed an issue preventing certain DLC trinkets from appearing in Campaign/Adventure

DEVELOPER COMMENT: We identified an issue that prevented some DLC items from spawning in Campaign and Adventure Mode. Rerolling these areas will give them a chance to spawn like all other items. Hopefully, you can find some cool builds with them!

 

[ Player]

 

Fall Damage

Adjusted Fall Damage to no longer scale with Friendly Fire damage modifier

DEVELOPER COMMENT: On harder difficulties, did you ever fall and insta-gib yourself? Call 1-800-OUR-BAD1… that’s 1-800-OUR-BAD1. (FIXED).

 

Neutral Backdash

Fixed issue with Neutral Evade cancel window being 2f too early

DEVELOPER COMMENT: The aim-cancel window on Neutral Backdash (non-Leto) was a few frames too early allowing for near permanent backdash invulnerability with Akari 1-PC and Ring of Evasion (with enough stamina of course). We adjusted this to keep things honest.

 

Dots / Stacks

Fixed Dot Stacks (Burn/Bleed) to properly gain damage increasing bonuses

Melee Damage causing Stacks will properly receive Melee Boosts

Burning Stacks applied by Hotshot will get properly boosted by Mod Damage Boosts

DEVELOPER COMMENT: A handful of Burn and Bleed stacks were not getting the proper damage buffs from the damage source. We fixed this!

 

Mod Damage Increases

Fixed Mods to properly show bonus damage obtained by Armor Mod Damage Boosts

DEVELOPER COMMENT: Visual change. That is all.

 

Emotes

Nerfed “Distant Woo”

DEVELOPER COMMENT: JK, we didn’t change anything.

 

[ Survival ]

 

General

Added Consumable Chance from Supply Crates

Added Survival Version # to Stats Page

DEVELOPER COMMENT: We noticed players had lower consumables and an abundance of ammo in Survival (leading to lack of Ammo Box purchases). To fix both issues at once, we replaced a small percentage of ammo drops from Supply Crates with consumables. We also added a Survival Version # to the Stats Page so players can see which versions new world records are set on!

 

Enemies

Increased enemy health gain by 4% per world level increase

Increased boss health by approximately 15%

DEVELOPER COMMENT: We noticed that at higher levels, bosses were dying a tad too fast. We slightly increased the general health gain per level and added a little bit extra for bosses. This should make them last just a bit longer but they should still be pretty easy once you get a great build going!

 

Armor Gain

Adjusted Survival Divine Nectar Armor gain from 35 Flat to 25%

Adjusted Survival Barkskin Trait Armor gain from 15 Flat to 15%

DEVELOPER COMMENT: Survival Barkskin and Divine Nectar was adding a Flat value to the player instead of a Percentage. This means that a base armor of 50 would end up with 350 armor with max Barkskin. With the changes to percentage, it brings all armors back in line and prevents Daredevil Charm from gaining almost the same armor as an actual armor set… but with no penalty! This change should make most runs a bit shorter (both with and without Armor) but we fully expect to see the most dedicated players set crazy records!

 

Rewards

Changed Loop of Prosperity to the 25 total kill reward (Account Bound)

Added Talisman of Perseverance to 50 total kill reward (Account Bound)

DEVELOPER COMMENT: Talisman of Perseverance was always meant to be an Account Bound reward in Survival Mode. We got this hooked up properly and moved it to 50 total kills. If you’ve already obtained 50 total kills, simply beating 1 additional boss should fix it. We also moved Loop of Prosperity to 25 total kills. As with Perseverance, if you already have 25 kills, 1 additional boss kill should unlock it. If you have obtained Perseverance in Pan, it will remain with your character but will not be Account Bound until you unlock it in Survival Mode.

 

[ Weapons ]

 

Ruin

Undying Cooldown no longer resets when touching Worldstone

Undying Cooldown now has a secret…

DEVELOPER COMMENT: World Stones were resetting the Ruin cooldown giving a “free revive” every single new biome on Survival. We fixed this. However, we also added a hidden feature to Ruin. Can you figure it out!? =O

 

Beam Rifle

No longer stacks with other players

Slightly reduced Ramp increment from 0.3 to 0.25

Adjusted hidden enemy ramp Buff Duration from 2s to 1.05s

DEVELOPER COMMENT: When we buffed the Beam Rifle for the DLC, we neglected to remove the hidden “team buff” feature (which we never even explained to players). This resulted in double and triple stacking Beams doing max damage right off the bat – a little too strong! We also left the core damage but reduced the leniency in the debuff. It still does more sustain damage than any other weapon in the game (by a good margin) but requires holding the Beam on targets more consistently.

 

Pride of the Iskal

Fixed an issue that caused players to gain full Mod Power when dealing damage post-cast

DEVELOPER COMMENT: While we want you to be able to gain Mod power quickly… this may have been a little too fast, no? Fixed!

 

[ Mods ]

 

Blink Token

No longer deals damage to allies

DEVELOPER COMMENT: This was annoying. We fixed it! Spam away!

 

Swarm

Fixed an issue causing Swarm to do insane damage at point blank range

DEVELOPER COMMENT: This has no effect on normal use… unless your normal use was casting it point blank to do maximum damage. If that’s the case. UNCOOL!

 

Flicker Cloak

Reduced Power Requirement from 1500 to 1000

Increased Duration from 10s to 15s

Added Cooldown of 15s post Shield expiration

DEVELOPER COMMENT: Flicker Cloak at lower levels took a little too long to build. At higher levels, the build is near instant. We reduced the Power Requirement for easier access at lower levels, Increased the Duration, and added a cooldown to prevent constant spamming (invulnerability) on higher difficulties.

 

Rift Walker

Added Cooldown of 20s post use

DEVELOPER COMMENT: Rift Walker became highly abusable once Mod generation was near instant. To fix this, we added a short cooldown to prevent spamming it and remaining invulnerable forever.

 

Seeker Beetle

Reduced Power Requirement from 600 to 350

Reduced Charges to 3

DEVELOPER COMMENT: We wanted this to be used a bit more frequently but without spamming all 5 at once. We reduced the Power Requirement by almost half and reduced the total Charges by 2.

 

Mender&#39;s Aura

Increased effect on NPCs from 50% to 100% (Root Mother, Liz/Liz, etc)

DEVELOPER COMMENT: SAVE THEM!

 

Corrosive Aura

Increased range from 4.5m to 5m (to match Scrapper)

DEVELOPER COMMENT: Small Quality of Life change.

 

[ Items ]

 

General

Fixed an issue causing 9 DLC Trinkets from appearing in Campaign and Adventure

DEVELOPER COMMENT: Go forth and find the loots. Sorry about that one!

 

Daredevil Charm

Increased Damage Bonus from 25% per piece to 30%

DEVELOPER COMMENT: The previous version was approximately a 20% damage buff against all pure armor and damage loadouts. However, it came with a heavy penalty of no protection. This worked decently in Campaign but due to Flat Armor Gain in Survival, it became too strong. However, with the Armor gain issue in Survival fixed, this trinket became less worth the risk. We increased the total damage over all DPS builds by approximately 30% (give or take) in all modes.

 

Jewel of the Black Sun

Increased Duration from 15s to 20s

Increased Bonus from 6% to 7%

DEVELOPER COMMENTS: Small buff to bring it above other rings due to the requirement. Increased the duration and the damage buff just a bit!

 

[ Enemies ]

 

Fleshopede

Now drops ammo.

DEVELOPER COMMENT: Handy!

 

Barbed Terror

Fixed an issue causing Barbed Terror’s legs to appear during Hunter’s Mark

DEVELOPERS COMMENT: Seriously, though. Why.

 

Raze

Fixed an issue causing application of Burning effect through iFrames (Dodge)

DEVELOPER COMMENT: This is one we missed. Fixed now!

 

Riphide

Fixed an issue with healthbar sticking up for clients in multiplayer

DEVELOPER COMMENT: Nothing to see here… at least, not anymore!

 

Onslaught

Staggers should no longer prevent him from returning from a Teleport

DEVELOPER COMMENT: Sorry Teawrex!

 

Iskal Queen

Slightly reduced overall health for All Difficulties

Slightly reduced damage for All Difficulties

DEVELOPER COMMENT: The Queen was a bit too "bullet-spongey" and a bit too punishing, particularly on Hard and Nightmare difficulties. Along with the difficulty mode adjustments, a small reduction in base stats should put her in a good spot while keeping the challenge alive. If you want an insane challenge, though, try her on Apocalypse difficulty!

 

[ Bug Fixes ]

 

Bad Item Data Crash

Added a null check to prevent crashes from bad item instances

 

Game User Settings Crash

Fixed a crash caused by attempting to get input devices

 

Opalescent Shell

Fixed an issue causing anti-cheat to trigger when submitting Opalescent Shell on clients

 

Preload Priority

Fixed an issue that prevented Supply Crates from dropping loot some of the time

 

Glowing Fragments

Fixed an issue causing Glowing Fragments from sometimes being saved in coop

 

Mod Descriptions

Fixed an issue with Mod Descriptions being cut off in some resolutions

 

Leto’s Lab

Removed a black occlusion plane that appeared in one of the doorways

 

Widgets/Toasts

Fixed an issue causing certain notifications getting stomped by other notifications

 

Checkpoint Indicator

Fixed an issue where Checkpoint Indicator was disabled if Tutorials were disabled

 

General Audio

Fixed some general audio cues. Nothing too crazy!

 

General Art

Fixed a few minor art bugs.

 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements! Join the devs and other players on our official Discord server!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11428503-hotfix%3A-235609</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11428503</guid>  
      <pubDate>Tue, 05 May 20 11:00:10 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Swamps of Corsus DLC Now Available on PC]]></title>  
      <description><![CDATA[

Face new challenges and fight to survive in Remnant: From the Ashes - Swamps of Corsus DLC, available now on PC!

Coming to Xbox One and PlayStation®4 on June 4.



Battle new threats in Swamps of Corsus, a new premium DLC for Remnant: From the Ashes, now available on PC (Steam) for $9.99, along with a bundle including the Remnant: From the Ashes base game and Swamps of Corsus DLC for $44.99. From April 28 to May 3, the bundle will be available for 40% off the retail price as part of Steam Midweek Madness. The new DLC and DLC bundle will be coming to Xbox One and PlayStation®4 on June 4.

In the latest DLC for Remnant: From the Ashes, players navigate a more deadly version of the world of Corsus, inhabited by the Cult of Iskal, and also take on the toughest challenge yet: the brand-new, rogue-like “Survival Mode.” In the revamped Corsus zone exclusively in Adventure mode, the hive mind Cult of Iskal has claimed the swamps for themselves, proving to be as lethal and dangerous as the Root, the evil force plaguing Earth. All hope is not lost for players, however, as a lone holdout remains, out of reach of the Iskal’s grasp. To change the future of Corsus, players must confront the Queen and stop the Iskal once and for all or choose to help her complete the Iskal’s plan. Exploring Corsus in Adventure Mode gives players the chance to earn unique rewards - including three powerful weapons - by overcoming various challenges in the form of deadly overworld enemies, side dungeons and epic bosses, like the menacing Barbed Terror. Along with the swarm of new content in the Swamps of Corsus, the DLC includes a new rogue-like test of will in “Survival Mode.” This intense mode thrusts players into a completely randomized permadeath experience that challenges them to progress as far as they can in one life. In the new mode, players start with nothing but a Repeater Pistol, a few consumables and a handful of scrap. Players travel randomly through corrupted World Stones to various biomes and fight for survival against hordes of enemies that get stronger with each stage, in hopes of finding epic rewards, such as new armor, and new weapons - like the Hero’s Sword that unleashes a powerful wave attack.


	New Mode – Survival: Players fight for their lives as they begin their journey with nothing but a pistol, some scrap and the skin on their back in this new rogue-like game mode! Those brave enough will travel randomly through corrupted World Stones to different biomes, scrap-up gear, fight insanely-difficult bosses and test their endurance.
	The Iskal Rise – The swamps of Corsus swarm with new content! Players will discover a plethora of new content in Corsus, including a new zone, new bosses, new stories, new events, new quests, and more.
	Lock & Load – Adventurers will collect new items, new armor, new weapons, new mods and new traits.
	Armor Skins – By defeating bosses in Survival Mode, or the Hard and Nightmare difficulties in Campaign and Adventure Mode, players earn Glowing Shards which can be used to purchase alternate armor skins for every piece of armor available in the game.


 

Remnant: From the Ashes is a third-person survival action shooter set in a post-apocalyptic world overrun by monstrous creatures. As one of the last remnants of humanity, you set out alone or alongside up to two other players to face down hordes of deadly enemies and epic bosses, and try to carve a foothold, rebuild, and then retake what was lost. Remnant: From the Ashes is available digitally for $39.99 on PC (Arc and Steam), Xbox One and PlayStation®4. The physical version is also available now at Amazon, Best Buy, GameStop, among other retailers for PC, PlayStation®4 and Xbox One for $39.99. Learn more about the game and the new Swamps of Corsus DLC at http://www.RemnantGame.com or follow Twitter and Facebook for the latest updates!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11422663-swamps-of-corsus-dlc-now-available-on-pc</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11422663</guid>  
      <pubDate>Tue, 28 Apr 20 07:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[SWAMPS OF CORSUS DLC - UPDATE NOTES]]></title>  
      <description><![CDATA[

The Swamps of Corsus update is scheduled to go live at approximately 7:00am PDT on April 28, 2020 for PC (Steam). The many system and item changes listed below will be included in the free update. Survival Mode, Corsus Adventure Mode, and Armor Skins are unlocked with the Swamps of Corsus DLC. 

Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Join the conversation with devs and find teammates on our official Discord server.

Swamps of Corsus UpdateCountdown
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[ General ]

 

Hello Survivors!

This massive new update is about bringing exciting new content to Remnant as well as an entirely new way to play. There are dozens of new things to see, experience, learn, fight, and of course, wear, but that’s just the tip of the iceberg!

Along with the new additions, we’ve made a host of balance adjustments, bug fixes, and functionality updates to almost every facet of the game. From weapons and gear, enemy/boss behavior, add spawns during boss fights, quality of life additions, and everything in between… hundreds (and hundreds) of changes have been made with the goal of providing an even smoother and more exciting experience for both new and veteran players alike!

We listened to the community and worked hard to not only make new builds possible, but also breathe new life into older weapons, gear, and items. Player creativity always inspires us and drives us to create more tools for you to combine. With more options, more creativity, and more O.P. builds and team combinations, players have a lot to discover and re-discover!

We’ve also done our absolute best to catalog every single change we’ve made over the last number of months for full transparency. While we have made significant buffs to many things, we also have no intention of hiding any adjustments in the opposite direction. We believe that we are up front with the Remnant community with our gameplay goals and overall vision, players are always more understanding of balance adjustments in either direction. If you find a change that is undocumented, let us know and we will make sure it’s known!

As you set foot into the updated Swamps of Corsus, the brand-new Survival Mode, or are just ready to experience the game from beginning to end as a new or returning player, we are incredibly excited to share this labor of love with our community.

See you in the Apocalypse! =)

- GG & PW

 

[ New Features! ]

 

Corsus Adventure Mode (DLC)

We’ve created a new Corsus biome unique to Adventure that revamps how you play the Swamps. This new Adventure is built separately from the Campaign Corsus and functions more like the other larger biomes of Earth, Rhom, and Yaesha. There’s lots to explore and plenty of secrets to discover! The size of the Corsus Adventure does not impact the size/length of the Campaign experience.

 

Corsus Campaign Update

We have also updated the Campaign Corsus by injecting new content (dungeons, enemies, bosses, and rewards) as well as given an old (rather large) friend an update! This keeps Corsus in Campaign the same size but refreshes it with a few new experiences. This is not part of the paid DLC, it’s completely free!

 

New Game Mode: Survival (DLC)

We’ve added an entirely new way to play Remnant. It’s called Survival Mode!

Players arrive in the Labyrinth surrounded by mysterious Obelisk Vendors and a Corrupted World Stone in the center. You have nothing but a Pistol, a handful of a Scrap, and a will to live. Spend what you can at the Obelisks and then head through the World Stone to a random biome. Explore, Collect Gear to fill out your loadout, collect Survival Trait Tomes for stackable stat increases, and fight your way through each biome until you defeat the boss. Only then you can return to the Labyrinth to spend your hard-earned Scrap on Gear, Dragon Heart Upgrades, and Consumables.

Gear Obelisks (Purple) have a random inventory which refreshes every time you return to the Labyrinth, and the Upgrade (Orange) and Consumable (Green) Obelisks have ramping costs. Chests always guarantee a Purple Gear Item as well as a chance for a Survival Trait, Ammo, and extra Scrap. Elites and Special Enemies have a chance to drop Dragon Heart charges, Survival Traits, and Ammo. Killing Bosses automatically drops their Mods and Boss Weapons, but also cuts a chunk off the clock! Killing at least one boss grants a significant starting Scrap bonus upon returning. Killing multiple bosses in the same run awards a smaller Scrap bonus for each additional kill beyond the first.

There is no crafting in Survival. Players level up through EXP and gain Damage, Health, and Stamina automatically. The world automatically levels up over time so don’t take too long or the difficulty will become extremely oppressive! Time is against you… but don’t worry, the timer pauses in the Labyrinth on Normal and Hard difficulties!

Survival Mode is fully playable solo or in multiplayer, however, multiplayer comes with some special rules. Gear is NOT shared in Survival co-op. Players that pick up an item will be the only one to get that item, and their teammates will get a Scrap value from it instead. You will need to coordinate with your teammates to ensure that the whole team can get outfitted, otherwise, failure is imminent!

Of course, we didn’t forget about rewards! We’ve created 5 unique account-bound rewards for Survival Mode. Unlock them, then enjoy using them on any new character (outside of Survival Mode), including Hardcore! Plus, for every boss you kill, you will earn Glowing Fragments – a new currency for unlocking Armor Skins. The more World Bosses you kill, the larger your Glowing Fragment bonus will be!

Good luck. You’ll need it.

 

New Difficulty: Apocalypse

Added Apocalypse Difficulty for all modes of play

DEVELOPER COMMENT: Someone on the internet said that Nightmare Difficulty was too easy. Well then… enjoy the Apocalypse. This difficulty can also be selected in Survival Mode.

 

Campaign /Adventure Difficulty Reward Adjustments

Increased Lumenite rewards for Boss Kills on Hard, Nightmare, and Apocalypse

Increased Scrap bonus for Hard, NM, and Apocalypse

Added small chance for Simulacrum reward for World Bosses on Nightmare and Apocalypse

DEVELOPER COMMENT: Players wanted additional reasons to play on more challenging difficulties, so we also increased the Lumenite rewards for killing bosses. We also adjusted the amount of Scrap you get. However, keep in mind that Survival has its own rules!

 

Armor Skins (DLC)

Armor Skins added to the game

New NPC “Whispers” added to Ward 13

DEVELOPER COMMENT: A new vendor – Whispers – has arrived in Ward 13. He trades Armor Skins for Glowing Fragments. Glowing Fragments can be obtained in Survival Mode from Boss Kills and sometimes even Elites and Special enemies! They can also be obtained from Boss Kills in Campaign on Hard, Nightmare, and Apocalypse difficulties. The harder the difficulty, the more Glowing Fragments you can earn! Some skins can be purchased without DLC!

 

Bad Luck Protection

Added Bad Luck Protection to reduce streaks of similar quests/items/tile-sets

DEVELOPER COMMENT: We’ve noticed many players have had runs of “bad luck” when looking for certain quests and items. While we do like some randomness, we feel that it may have been a bit extreme for some players, so we decided to do something about it! Each time a player gains a quest/item/tile-set, the chance they get that quest again is reduced (or conversely, the chance they see something new is increased). This should smooth out adventures across the board!

 

Auto-Equipping Mods

Added Mod Auto-Equipping when slot is empty

DEVELOPER COMMENT: When players start a fresh character or are in Survival and kill a Boss, many of them forget they’ve attained a new Weapon Mod. If there is slot available, Mods will auto-equip.

 

[ Misc Fixes ]

 

Teleporters

Reduced chances of dying when using a teleporter

DEVELOPER COMMENT: Going through a Teleporter sometimes causes instant death. We investigated this and have hopefully reduced the chances of this happening. However, since it is a rare occurrence, we are looking into any other cause that may be generating damage with the goal of preventing this from happening ever again!

 

Rhom Fire

Allowed Rhom Sun Gate Fire to be rolled off and cured by Revive and World Stone

DEVELOPER COMMENT: Sometimes when exiting certain dungeons in Rhom, players might get the Sun Gate Fire applied to them. We are still looking into the cause of this, but we made sure that players can now “roll” off the Fire Debuff when they are able to roll, and both being Revived or touching World Stone will cure it.

 

Sweet Menu Updates

New Mode Selection and Difficulty Banners to make things look pretty!

 

Trait Toast Updates

Fixed an issue where Trait Toasts (+1 TRAIT!) wouldn’t appear for Hosts & Clients

 

Force Feedback / Controller Vibration

We did a complete Force Feedback Pass for all systems. For consistency and feel! This includes anything that previously had Force Feedback as well as things that did not have proper implementation.

 

Audio Input

Added option for Audio Input Device Selection for PC

 

Performance

Continued to better optimize performance on all platforms

 

General Description Text

Adjusted numerous text entries for clarity (Weapons, Gear Items, Mods, Traits, etc)

 

[ Enemies ]

 

General Enemy Resistances Update

Reduced most enemy resistances

DEVELOPER COMMENT: Many enemies had significant resistances to their element type which we do like, but we felt the values were too high on some enemies. We’ve reduced it enough so that many more weapons can be used in more places, but you’ll still have a noticeable penalty when using elements against enemies that also use the same type. Certain enemies that were immune to their status type before are still immune.

 

General Enemy AOE

Adjusted many AOE&#39;s to allow dodging (some were unable to be i-Framed / Dodged)

Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)

DEVELOPER COMMENT: Certain AOE&#39;s were unavoidable with i-Frames (Dodge). We did a pass to fix this on as many AOE&#39;s we could find that did not allow proper evasion gameplay! Also fixed an issue that caused certain AOE falloff damage to be reversed for both enemies and players.

 

General Ranged Characters

Increased initial target acquisition time on all Ranged Soldier enemies

DEVELOPER COMMENT: A lot of ranged enemies could acquire their target and immediately shoot which often led to frustrating “where did that come from?!” moments. We fixed these.

 

General Enemy Damage Types

Updated all improperly implemented damage types for a variety of enemy attacks

DEVELOPER COMMENT: Some enemy attacks were labeled improperly which prevented defenses from working appropriately. For example: Stormcaller’s lighting bolts were dealing “Melee” and now deal “AOE_Shock”. Wasteland Cyclops was dealing “Ranged” instead of “Ranged Radiation”. We did a full pass to ensure these were updated so that the appropriate defenses were effective.

 

Root Cultist

Increased Health for certain difficulties

DEVELOPER COMMENT: This guy became a bit of a pushover on harder difficulties. We adjusted the value of his total HP to make him slightly more challenging. Slightly…

 

Wasteland Skulls

Lowered health bar to be more visible when close to player

DEVELOPER COMMENT: At certain ranges, it became hard to determine how much health was remaining on Skull type enemies. We lowered this to improve it a bit, though at some ranges it will eventually become an issue. BACK UP!

 

Swamp Zombie

Reduced HP from 150 to 95

DEVELOPER COMMENT: The first part of Corsus is one of the hardest areas in the game. This is partially due to the enemy variety and partially due to the Zombies having a tad too much health. It wouldn’t normally be an issue, but a certain Elite can summon them, and they also come alive after killing the Soldiers. A slight adjustment makes them a little bit more manageable.

 

Swamp Zombie Crawler

Reduced HP from 100 to 70

DEVELOPER COMMENT: This goes along with Swamp Zombie. A few less HP to lessen the load.

 

Swamp Relentless

Increased size of head target when downed/regenerating

DEVELOPER COMMENT: Often when you would down a Relentless and try to shoot the head, you’d get the “resist” message We increased the size of the damageable area to clean this up.

 

Swamp Hound

Reduced Damage of Emerge Attack

DEVELOPER COMMENT: Swamp Hound’s Emerge Attack was doing too much damage. We reduced this to make it feel a bit more fair.

 

Pan Immolator

Reduced the size of AOE blast from 2.5m to 1.75m to better match the VFX

Prevented AOE from hitting through collision

DEVELOPER COMMENT: The Immolator AOE felt “cheap” when hitting through certain collision as well as connecting outside of the VFX range. Adjusted it so neither happen!

 

Pan Thundertusk

Enabled Evasion of Self-Detonation

DEVELOPER COMMENT: This fixes an annoying issue that prevented players from i-Framing (Dodging) the Tundertusk’s self-detonation effect.

 

[ Bosses ]

 

Gorefist

Adjusted adds spawn behavior to appear after Gorefist enables his Mantle of Thorns effect

Adjusted total spawn behavior (instead of 2-3, he now spawns 2 initially, then 2 after a delay)

DEVELOPER COMMENT: To reduce the RNG factor of this fight, the Root Spores only appear after Gorefist activates his Mantle of Thorns. We also removed the variance between the 2-3 spawns and forced 2, then a delay, then 2 more.

 

Scald/Sear

Adjusted Scald’s behavior to prefer to be a bit closer to the player(s)

Fixed an issue that prevented dodging Sear & Scalds AOE blast and avoiding "Burning"

Reduced Scald&#39;s Crossbow Projectile damage by 80%

Adjusted AOE radius from 2.5m to 1.75m to better match the VFX

Prevented Scald’s AOE from hitting through collision

DEVELOPER COMMENT: We fixed quite a few issues that were causing tons of headaches. Some were bugs, some were elements that were a bit over-tuned. This fight should now feel more fair.

 

Stormcaller

Adjusted add spawning behavior to reduce total amount of unique enemies at any one time

Added AOE damage falloff to Lighting Strikes

DEVELOPER COMMENT: Stormcaller spawned quite a few enemies which frequently resulted in scenarios where the player just got overwhelmed. We adjusted the spawn behavior to address this while maintaining a fair challenge. His bolts were also doing full damage at max range, so we added AOE falloff to lower the damage if you happen to be just inside the damage range.

 

Canker

Removed Elite spawn that had a random chance to spawn

DEVELOPER COMMENT: Randomly during the fight an Elite enemy had a chance to spawn in place of a regular soldier-type enemy. We removed it so that there wasn’t such a huge difference in difficulty between fights that spawned the Elite and fights that did not.

 

Raze

Can no longer receive Regenerator

DEVELOPER COMMENT: Regenerating bosses that run away are no fun!

 

Shade/Shatter

Adjusted the Shield health value to be breakable at all difficulty levels

Added faster Radiation accrual for players standing inside the Shield

Adjusted EXP reward to match other mini-boss rewards

DEVELOPER COMMENT: Shade/Shatter Shield received a huge HP spike on higher difficulties. We made sure this is easier to break. Additionally, we made it riskier to simply stand inside the shield. Other than that, a very minor fix for an issue that was awarding the wrong EXP/Scrap values.

 

Onslaught

Can no longer receive Regenerator

Decreased the swing time of his post-teleport swipe attack

Reduced the AOE size of his teleport explosion to better match the VFX

Fixed an issue that would sometimes cause him to remain invisible for clients

Changed behavior so that he no longer constantly teleports during add phase

Changed his aggression level and attack pattern when low health

Changed add spawning behavior

Adjusted EXP and Scrap reward to match other mini-boss rewards

DEVELOPER COMMENT: Cleaned up Onslaught’s behavior a bit and removed the chance to spawn with Regenerator. Onslaught should no longer teleport in place over and over, but he may also have a few new tricks up his sleeve.

 

Singe

Increased penalty of being direct hit by Fireball from 1 to 3 Burning stacks

Fixed an issue that applied Burning even when evading the Fireball attack

DEVELOPER COMMENT: Since Burning has updated, Singe received a slight buff assuming players were hit by his Fireball. However, even though players could dodge the impact, it would still set players on fire which meant it became much more punishing. We fixed that error.

 

Harrow

Adjusted add spawns for SP and MP

DEVELOPER COMMENT: There was a large variance in adds during this fight in both SP and MP. We adjusted this slightly to make it more consistent across all scenarios.

 

The Unclean One

Removed Weakspot on head and replaced it with armor

Reduced overall health to compensate for removal of head Weakspot

Added Alternate Kill. GOOD LUCK!

DEVELOPER COMMENT: The Unclean One has learned to protect his face but he has yet to find a way to cover his cheeks. Oh, and he now has his alternate kill… if you can figure it out… and survive it. SLAM!

 

Ixillis

Wisps will now break on Flicker Cloak instead of waiting until it breaks

DEVELOPER COMMENT: Small bug fix that caused a bit of frustration!

 

Ravager

Fixed a bug that would grant both kill variant rewards

DEVELOPER COMMENT: This one is straightforward. Depending on how this Boss was killed, sometimes it would reward both rewards.

 

 

Dreamer/Nightmare

Reduced width of Dreamer Ranged Slam Attack

Fixed an issue with both Dreamer Spin Attacks that caused it to do inconsistent damage

Nightmare now summons all players in co-op to the Nightmare Realm

Reduced the health buff in co-op per additional player from 0.85 to 0.6

Removed “Resist” text when shooting non-Weakspots while under effects of the Nightmare Buff

Fixed an issue with adds not spawning in Dreamer phase

Fixed an issue with MODS not being usable during the fight

Added Lumenite to quest reward table

DEVELOPER COMMENT: The Dreamer fight has gone through a few updates since we launched. We wanted to ensure that the multiplayer experience was more interactive, so we decided to have Nightmare summon all co-op players into his Nightmare Realm. Since all players can now get the damage buff at the same time (but must earn their own stacks individually) we have adjusted the total amount of damage required to break the Dreamer out of the Nightmare shell. We also fixed a few annoying bugs, including MODS not being usable some of the time and adjusted both Dreamer Spin Attacks so that they deal more consistent damage (instead of double damage sometimes).

 

[ Player ]

 

Melee Update

Increased base Melee Damage by 50%

DEVELOPER COMMENT: Due to lots of community feedback and even more internal testing, we decided to increase melee damage across the board. This makes melee much more effective as a “free” sidearm while still requiring risk by being in close. Along with this change, we’ve adjusted many melee items such as damage boosts, activation requirements, effect durations, etc.

 

Armor, Status Resistance, Damage Resistance Update

Adjusted Armor Values, Status Resistance Values, and Damage Resistances

DEVELOPER COMMENT: With the melee update and the new difficulty, we determined that we were granting far too much total resistance across the board. Since we originally balanced Nightmare difficulty against the players having certain number of specific Traits, the incoming damage spiked. To add to the problem, some armors also granted considerable boosts to Status Resistances and, when combined with Traits like Mother’s Blessing, Guardian’s Blessing, and Keeper’s Blessing, the overall damage discrepancy between the “haves” and “have not” armors became too great.

To address this, we made some changes across the board that should help smooth out the differences between Light, Medium, Heavy, and Ultra Heavy armors. This should allow players much more freedom to use the armors they enjoy as well enable better mix/matching. These changes also come with difficulty tuning balances reduced incoming dmg, etc) to offset the reduction to resistances.

 

Mod Power Buildup

Mod Damage no longer generates Mod Power

DEVELOPER COMMENT: Since Mod Damage used to generate Mod Power, there were many cases where the player turned into a “magic turret” that constantly spit out Mods over and over due to the constant refill. We removed this functionality but also adjusted (reduced in many cases) the Power Requirement for many mods to compensate

 

Vaulting

Fixed issue where player could not vault out of roll (would just roll again)

DEVELOPER COMMENT: One of the most frustrating issues with vaulting happened when the player rolled towards a vaultable object but could not cancel into a vault at the end. This resulted in the player rolling over and over. We fixed this. PARKOUR!!!

 

Dragon Heart

Adjusted Dragon Heart activation time 2f earlier

Fixed a bug preventing Dragon Hearts from being used during recovery frames of Evades

DEVELOPER COMMENT: The frame change was meant to help better sync the actual activation with the animation. Players also couldn’t cast Dragon Hearts during the recovery of Evades unless they canceled into Move or Aim. We fixed this so Dragon Hearts are more responsive post-Evade.

 

Consumables

Fixed a bug preventing Consumables from being used during recovery frames of Evades

DEVELOPER COMMENT: Like with Dragon Hearts, players could not cast Consumables during the recovery of Evades. We fixed this one too!

 

Friendly Fire Damage

Increased Friendly Fire Damage on Hard from 25% to 50%

Increased Friendly Fire Damage on Nightmare from 25% to 75%

Set Friendly Fire Damage on Apocalypse to 100%

DEVELOPER COMMENT: To better facilitate cooperation and team awareness on more challenging difficulties, we increased the friendly fire damage. On Hard, accidents and wild sprays are noticeable but very manageable. However, on Nightmare and Apocalypse, you run the risk of downing your own teammate if you are not careful and coordinated. Keep in mind that Friendly Fire Damage is still reduced by armor and damage reduction effects. These changes coincide with the increased reward update.

 

Advanced Stats: General

Adjusted advanced stats so they can properly show negative effects as well

DEVELOPER COMMENT: Basically, we fixed an issue that prevented the proper updating of stats that were receiving negative effects. They should be a bit more accurate.

 

Advanced Stats: Mod Power

Added Mod Power to advanced stats

DEVELOPER COMMENT: Since we have more Mod Power Damage bonuses, we figured that players would like to see how much of a bonus they were receiving.

 

Area of Effect(s)

Fixed an issue causing some AOE falloff damage to be incorrect (both player and enemies)

DEVELOPER COMMENT: The core blast radiuses weren’t functioning as we intended. AOE blasts were intended to have a core blast radius where max damage is dealt and then fall off (ramp down) outside of this range. We adjusted these curves to work as intended.

 

Damage Types

Properly split damage types among Ranged, Melee, and Mod behind the scenes

DEVELOPER COMMENT: Some gear items were using DamageMod to increase all damage. In order to better accommodate buffs, we split them into 3 separate categories so that these items gave specific buffs (listed in their text) so there would be no confusion. There should be no impact on the user experience, but we listed it here for completeness.

 

Mod Damage Types

Changed Mods to deal either Mod or Elemental Damage

Removed “Ranged” and “Melee” damage type from certain Mods

DEVELOPER COMMENT: Some damage sources were marked as both ranged damage or melee damage which ended up massively increasing damage when both a ranged + mod damage increase was applied, or melee + mod damage was applied. However, before this patch, there were no cases of this being exploited. In the current patch, because we have more “Increases Mod Damage” options, we noticed the issue and had to fix it before it got out of hand.

 

Burning / Bleeding Effects

All weapons and mods that add Burning / Bleeding can stack 3x total

Changed visualization of status effects on enemies (colors, stack value, time remaining)

DEVELOPER COMMENT: Our DOT effects weren’t as clear as we wanted it to be considering some weapons could stack them and others could not. We changed it so that now all weapons and mods that apply a specific DOT apply the same effect which can stack 3x. This means that an enemy can have a maximum of 3 stacks from any source. For example: 1 stack with Charge Attack from Smolder, 1 stack from a proc on Hotshot, and 1 stack from exploding a Pod on Earth. We also implemented the visible stack count and a draining timer effect on each status effect!

 

Ping System

Reduced the co-op indicator duration (next to health bar) from 30s to 10s

Increased the Default Ping Duration from 3s to 7s

DEVELOPER COMMENT: We found that 30s was far too long for the help indicator icon next to the player health bar. Often players would see a ping indicator that was 20 seconds old so it wasn’t as helpful… so we reduced it. We also realized the 3s default was too short, so we increased it!

 

[ Weapons ]

 

General

Adjusted aim speed scalar and zoom-in time for scoped weapons to ensure similar behavior

Adjusted Aiming Side Switch Delay from 0.2s to 0.1s

DEVELOPER COMMENT: The zoom-in behavior between different scoped weapons was inconsistent so we made a few minor adjustments to get them closer together. We also reduced the side-switch delay after aiming to make it feel more responsive while still limiting accidental switches.

 

Melee Critical Chance

Adjusted the base critical chance for different weapon types (Sword/Spear 10%, Scythe 15%)

DEVELOPER COMMENT: To give a bit more personality to each weapon type, we adjusted the base critical rate for Swords, Spears, and Scythes. Hammers and Axes remain the same.

 

Repeater Pistol

Adjusted fire rate from 6.5 to 7.0

DEVELOPER COMMENT: We adjusted the fire rate to make repeated shots feel a more responsive. When fired back to back to back, it is a very slight DPS increase and doesn’t feel like it “hangs”.

 

Magnum Revolver

Reduced post-fire Spread from 6.0 to 4.0

Increased Recoil Recovery from 0.4s to 0.2s

Increased damage from 63 to 65

Increased reload speed by 25%

Reduced Firing Sound Radius from 50m to 45m

DEVELOPER COMMENT: The Revolver has always been a powerful handgun, but it suffered from being a bit over-tuned with recoil and responsiveness (originally to give it that super punchy KICK). We reduced the post-firing spread and increased the spread recovery so that it&#39;s easier to line up your next target. We also gave it a considerable reload speed increase along with a miniscule damage increase.

 

Submachine Gun

Added minor amount of Weapon Sway after a 1s delay

DEVELOPER COMMENT: This is just for consistency across all weapons.

 

Hunting Pistol

Increased Weakspot modifier from +110% to +120%

Reduced Firing Sound Radius from 40m to 35m

DEVELOPER COMMENT: Minor adjustments to the sound profile and the Weakspot Modifier. Nothing to write home about as this is already a fan favorite… we just wanted to polish it up a tiny bit more.

 

Hunting Rifle

Increased fire rate from 1.8 to 1.9

Increased Weakspot modifier from +105% to +110%

Reduced Firing Sound Radius from 40m to 35m

DEVELOPER COMMENT: The Hunting Rifle has always been our gold standard in regard to balance. The fire rate change is to reduce the lag feeling when firing shots back to back at base fire-rate speed. The Weakspot Modifier was increased slightly, and the sound profile was reduced by a small amount. Overall, it is the same weapon with an extra bit of polish.

 

Shotgun

Increased reload speed by 10%

Increased fire-rate by 10%

Adjusted female fire animation to no longer distort while aiming up/down

DEVELOPER COMMENT: Slight DPS increase on an already beast of a weapon. The huge range penalty of the Shotgun often got in the way of players using this at higher levels. We kept the penalty but made the weapon a bit more responsive for in-close play.

 

Coachgun

Reloads both shells in one motion

Decreased reload speed by 5% (overall still faster due to single reload)

Reduced Firing Sound Radius from 40m to 35m

Reload end sound no longer plays twice.

DEVELOPER COMMENT: Since the Coachgun only has 2 shots then must reload, we wanted to smooth out the experience so that it was still desirable at any level of play. The main purpose of this change was to ensure both shells are reloaded when starting the reload and then evading (instead of cutting 1 shell off). This is a quality of life change but also a very slight buff even with the slightly slower reload time.

 

Assault Rifle

Increased fire rate from 7.0 to 7.3

DEVELOPER COMMENT: This is simply a fine-tuning balance change meant to bring up the overall DPS of the AR about 3-5 total. Otherwise, we feel this weapon is in a great spot.

 

Chicago Typewriter

Reduced Stationary Initial Spread from 3.4 to 3.2

Reduced Moving Initial Spread from 3.5 to 3.4

Reduced Stationary Min Spread (after firing) from 0.8 to 0.65 (reticle gets tighter at max firing)

Reduced Moving Min Spread (after firing) from 0.85 to 0.8 (reticle gets tighter at max firing)

Reduced fire rate from 9.2 to 8.8

Increased reload speed by 13%

Increased Firing Sound Radius from 35m to 40m

DEVELOPER COMMENT: After our last patch, we made the Typewriter much more useful in close. We found the reload speed was a tad slow while the sustain DPS (all rounds) was slightly too high. We adjusted both which results in slightly lower burst DPS but higher overall DPS due to the faster reload.

 

Sniper Rifle

Increased Weakspot modifier from +115% to +120%

No-Scope Accuracy is now pin-point accurate

Changed No-Scope reticle to better represent the shot type

Reduced Bullet magnetism in no-scope by 20%

Reduced Scope magnification from 5x to 4x

Decreased the post-firing delay before reloading

Increased Firing Sound from 20m to 45m

Removed an extra reload sound playing on Reload Start

DEVELOPER COMMENT: We felt the Sniper Rifle was a bit unruly to use out of scope mode and also zoomed a tad too far in many other cases. We&#39;ve now made it incredibly useful in both modes but reduced the bullet magnetism (which exists on both PC and Console) when not scoped. We&#39;ve also made it a bit more responsive post-fire but increased the sound profile to avoid the extreme long-range exploiting of enemies.

 

Crossbow

Adjusted post-firing lag before reloading (more responsive)

Increased fire rate slightly

Reduced reload speed by 15% to compensate for reduced post-firing lag and increased fire-rate

Increased Weakspot modifier from +100% to +110%

Reduced Ideal Range from 30m to 18m

Adjusted Primary Falloff Range to from 50 to 42m

Increased Secondary Falloff Range from 60m to 70m

Increased projectile size from 3cm to 4.5cm to make it slightly easier to hit targets

Reduced Firing Sound Radius from 40m to 15m (firing won&#39;t alert unaware enemies > 15m if you miss)

Killing unaware enemies in 1-shot from beyond 15m won&#39;t alert others if they are > 3.5m away

DEVELOPER COMMENT: To better give the Crossbow a more unique theme, we&#39;ve adjusted it so that it can be used in a stealthy matter. It no longer alerts enemies outside of 15m when fired unless you hit an enemy and they do not die. However, if you 1-shot an enemy, it will not alert any friends unless there was one within 3.5m range. With this change, we adjusted the Ideal and Falloff ranges to compensate for the updated functionality (basically to keep it fair).

 

Ricochet Rifle

Removed projectile lifespan and instead added 4 total bounces (5 possible targets)

After all total bounces have occurred, projectile will immediately despawn

Reduced initial damage from 100 to 80 (but can hit for over 200 total)

Reduced capacity from 28 to 22

Increased Weakspot modifier from +100% to +120%

2nd bounce scales to 50% of base damage.

All remaining bounces scale to 85% of previous damage (i.e. 80, 40, 34, 29, 23 = 206)

After initial bounce (including geometry), will smart-pick another target within 10m

Capped vertical bounce range to 10 degrees when there is no bounce target within 10m

After initial enemy bounce, projectile slows slightly (so you can enjoy the ricochets!)

Reduced base Critical Chance from 20% to 5% to compensate for 4 "guaranteed" bounces

Changed reticle to better represent the shot type

Reduced Firing Sound Radius from 30m to 25m

DEVELOPER COMMENT: The Ricochet Rifle has always been a fun concept but was never fully realized. We changed the behavior to be more interesting and to better represent the original idea. Basically, it ricochets like it should and it smart picks targets within a range, however, players are still incentivized to aim the first shot for the sweet Weakspot Modifier.

 

Beam Rifle

Increased Weapon Capacity from 30 to 50

Increased Total Capacity from 180 to 200

Increased base damage from 13 to 20

Reduced fire rate from 5 to 4 (to compensate for base damage increase)

Reduced Ramp Up Increment from 0.4 to 0.3

Reduced Ideal Range from 20m to 15m

Adjusted Primary Falloff Range to match original values (40m)

DEVELOPER COMMENT: With a low capacity, the Beam Rifle’s slow reload time ended up being less effective on trash mobs. We wanted to ensure it was still useful against these types of enemies, so we increased the base damage as well as increased the total weapon capacity. This has the effect of killing weaker enemies more quickly and not needing to reload quite as often. The total DPS when sustained also goes up so the Beam Rifle remains effective against bosses.

 

Spitfire

Increased fire-rate from 8.5 to 9.3

Increased weapon capacity from 24 to 26

Increased total capacity from 144 to 156

Reduced Horizontal and Vertical Recoil

Reduced initial Reticle Size

Reduced spread per shot

Reduced reload speed by 13%

Added minor amount of Weapon Sway after a 1s delay

Flamethrower (MOD)

Reduced power requirement from 30 to 24

Increased total charges from 25 to 50

Reduced Firing Sound Radius from 30m to 10m

DEVELOPER COMMENT: The Spitfire has always been another fan-favorite but usually lost out to the SMG in overall versatility. To combat this, we increased the fire rate, slightly increased the weapon capacity, and increased total capacity. We also made it much more stable when firing (easier to control) and but slightly slower to reload. For the Flamethrower Mod, we reduced the mod power build-up to only require 2 shots instead of 3 and doubled the total amount of charges it can hold. We also made it much less likely to alert other enemies in the area (until they are on fire and screaming for help!).

 

Sporebloom

Increased reload speed by 15%

Increased impact scalar from 1.0 to 1.1

Reduced impact level against players by 1 (less staggering teammates)

Spore Shot (MOD)

Increased Power Requirement from 450 to 500

Reduced Max Charges from 3 to 2

Reduced projectile damage from 100 to 25

Reduced AOE damage from 50 to 25

Increased DOT from 8 to 12

DOT AOE slows all non-boss and non-worldboss enemies

DEVELOPER COMMENT: One of the hardest hitting weapons in the game, the Sporebloom suffers from having to reload after every shot. While the sustain DPS has always been relatively solid, needing to reload between every shot makes it hard to use effectively outside of certain fights. We adjusted the reload speed and increased the impact scalar to give it a bit more kick more often. We lowered the raw AOE burst of the Spore Shot but boosted the DOT damage. This separates the mod functionality from Explosive Shot. In addition, the Spore Shot mod now slows all non-boss enemies which makes more likely to eat all (or most) of the DOT damage (and plenty of full Sporebloom shots!).

 

Defiler

Increased ideal range from 12.5m to 13m

Reduced Spread from 1.5 to 1.35

Reduced Firing Sound Radius from 40m to 35m

Radioactive Volley (MOD)

Reduced Power Requirement from 300 to 250

Reduced Charges from 5 to 3

DEVELOPER COMMENT: With 5 shots, Radioactive Volley burst was the highest DPS in the game. We wanted to keep the low power requirement and multiple shot gameplay but reduce just saving up 5 charges to dump into a boss all at once. To achieve this, we reduced the total charge count by 2 but also lowered the power requirement slightly. Overall, it still does incredible damage.

 

Particle Accelerator

Reduced base damage from 80 to 70

Reduced base reload speed by 15%

Reduced Scope magnification from 4x to 3.5x

Gravity Core (MOD)

Adjusted Gravity Core Explosion to add damage per target beyond 1, then divide total num targets

(Deals 500 base. Adds 300 per additional target. 2 enemies take 400 each, 3 take 367, 4 take 350, etc)

Reduced Firing Sound Radius from 40m to 35m

DEVELOPER COMMENT: From the last major patch, the Particle Accelerator ended up being THE weapon in many cases. This was due to having excellent damage and an extremely powerful mod. We&#39;ve adjusted the base damage a bit while maintaining all other features of the primary fire. The base reload speed was also reduced slightly. For the Gravity Core mod, we&#39;ve adjusted the behavior so that it can still destroy groups of scrub enemies but will be less-likely to 1-shot entire bosses like Riphide.

 

Ruin

Adjusted reticle scale to 1.0 from 2.0 (bug fix)

Reduced reload speed by 5%

Reduced Firing Sound Radius from 40m to 35m

Undying (MOD)

Added cooldown of 5 minutes upon revive (resets upon true death or touching a World Stone)

Added cooldown icon to show remaining duration until it becomes active again

DEVELOPER COMMENT: With such great DPS going out at higher levels we noticed that it was incredibly easy to constantly recharge it every time you were raised from the dead, resulting in extremely easy no-death scenarios. The cooldown was added to prevent this. We fixed a persistent issue with the double-scale reticle. We also slowed down the reload speed by a tiny amount to slightly adjust the sustain DPS. This results in a very minor sustain DPS reduction (which has zero effect on the burst DPS).

 

Curse of the Jungle God

Increased fire rate from 3.5 to 4.0

Reduced damage from 28 to 25

Reduced reload speed by 13%

Reduced Firing Sound Radius from 40m to 20m

Increased Tracer Speed from 16000 to 28000 to better match the hitscan

Fixed incorrect scope magnification text from 2x to 2.3x (no functionality change)

Tentacle Shot (MOD)

Increased base damage of Tentacle from 60 to 75

Reduced Firing Sound Radius from 40m to 10m

DEVELOPER COMMENT: We wanted to up the total burst DPS of Curse by a small amount, so we increased the fire rate and slightly lowered the damage per bullet. We also wanted to keep the sustain DPS where it was, so we lowered the reload speed by a small amount. Overall, the weapon does more burst and the same sustain DPS. For the Tentacle Shot mod, we reduced the sound profile so that firing it won&#39;t alert other enemies outside of 10m.

 

Eye of the Storm

Increased Weakspot modifier from +105% to +110%

Increased Tracer Speed from 12000 to 24000 to better match the hit scan

Reduced Firing Sound Radius from 40m to 30m

Static Field Shot (MOD)

Increased base projectile damage from 40 to 65

Increased explosion damage from 100 to 165

Increased dual explosion damage from 200 to 325

Fixed a bug that prevented proper damage scaling based on Weapon Level

Reduced Firing Sound Radius from 40m to 20m

DEVELOPER COMMENT: A minor buff to the Weakspot modifier on primary fire while also making a couple of quality of life changes. Increased the base damage of Static Field Shot as well. Fixed the damage scaling on Static Field Shot so it gains the proper damage bonus.

 

Hive Cannon

Added ability to trigger “on kill” proc effects with the AOE (like Jewel of the Black Sun)

Reduced Firing Sound Radius from 40m to 20m

Hive Shot (MOD)

Reduced Power Requirement from 600 to 500

Reduced Base Damage Potential (1 charge) from 356 to 330 (including impact damage)

Reduced the DOT time from 22.5 seconds to 12 seconds (300 over 12s instead of 326 over 22.5s)

Reduced Firing Sound Radius from 40m to 15m

Adjusted the projectile collision to better match the VFX

DEVELOPER COMMENT: Hive Cannon was not triggering “on kill” effects with AOE such as Jewel of the Black Sun so we fixed it! We also wanted to make the DOT a bit more deadly so we sped up the damage dealing capacity while slightly lowering the total amount of damage it can do. We also made it require less buildup so you can fire it more frequently.

 

Devastator

Reduced Ideal Range from 2500 to 2000

Increased Falloff Range to compensate for Ideal Range adjustment

Reduced Firing Sound Radius from 40m to 17.5m

Skewer (MOD)

Reduced Total Charges from 5 to 2

Increased Power Requirement from 750 to 1000

Instantly applies 3 charges of Bleed (up from 1)

Added Ghost Reticle (red dot) when an obstacle is in the way of projectile path

Reduced Firing Sound Radius from 40m to 25m

Reduced duration before projectile dissolve from 10s to 5s

DEVELOPER COMMENT: With the changes to stacking Bleeds, we wanted the Devastator to excel at applying them. Skewer now applies all 3 stacks at once. We reduced the total charges to 2 since you no longer need to shoot 5 times to get 5 bleeds. Super fun!

 

Repulsor

Reduced Reticle draw size to better match actual spread value (was previously too large)

Reduced Initial Spread from 6.5 to 6.0

Reduced Firing Spread increment from 0.75 to 0.65

Increased Initial Spread Decay from 1.5 to 2.0 (shrinks faster on initial aim)

Increased Firing Spread Decay from 1.2 to 1.3 (shrinks faster post-fire)

Reduced Firing Sound Radius from 40m to 35m

Banishing Shot (MOD)

Reduced Firing Sound Radius from 40m to 5m

Removed initial damage on Banish projectile (was 10) to allow non-aggro banishes

DEVELOPER COMMENT: For a final boss weapon, the Repulsor had some great benefits but the spread felt a little too large. We noticed a bug with the draw scale (size) of the reticle which was larger than the real spread. This was fixed, and in addition, we adjusted some of the spread and decay values to make the Repulsor a bit more impactful. For Banish, we also removed the initial 10 damage. This is so that players can banish enemies without aggroing them before they become banished. You can now banish unaware enemies and they remain unaware unless they see you once they come out of their Banish.

 

Guardian Axe

Changed effect to “Generates 2x Mod Power per hit” (was previously 300% pre-melee buff)

DEVELOPER COMMENT: With the melee damage update, the Guardian Axe effect needed to be adjusted accordingly. It now grants double the amount of Mod Power per swing.

 

Worldbreaker

Fixed an issue that caused basic attacks to proc Force Burst w/ Trait: Catalyst

DEVELOPER COMMENT: While the base proc chance for Worldbreaker was set to 0, having Catalyst would increase this above 0 and cause basic attacks to proc Force Burst. This ended up making the basic strikes very cumbersome as players would often knock their foes away unintentionally.

 

Lost Harpoon

No longer triggers Power Strike when destroying breakables

DEVELOPER COMMENT: Clearly a bug! FIXED!

 

Smolder

Reduced base damage slightly (after universal 50% melee increase)

Changed so that each proc applies 1 stack of new updated universal Burning effect (stacks 3x)

DEVELOPER COMMENT: Since we changed how Burning worked, we adjusted the base damage to compensate for the fact that Smolder can now apply up to 3 stacks. It now does much more damage overall when it applies Burning stacks on the enemy.

 

Riven

Reduced Lifesteal value to balance with game-wide Melee Damage increase

DEVELOPER COMMENT: Since we updated Melee damage, the percent based Lifesteal values had to be reduced across the board. We also reduced them just enough so face-tanking with Juggernaut wasn’t as easy on higher difficulties (but it’s still possible, especially with new builds!). This change was also made to Leech Ember and Twisted Single Perk.

 

[ Mods ]

 

Hunter’s Mark

Reduced Power Requirement from 1000 to 500

Reduced duration from 60s to 30s

Changed buff icon

DEVELOPER COMMENT: In order to make Hunter’s Mark a bit more active and a bit more frequent, we halved the Power Requirement and the duration. It still has the same uptime if you manage it, but it’s less of a “set it and forget it” sort of mod. Use it in bursts… use it more frequently!

 

Hotshot

Reduced Power Requirement from 750 to 500

Reduced damage buff from 20% to 15%

Reduced duration from 30s to 15s

Added buff icon when active

DEVELOPER COMMENT: We wanted Hotshot to be a bit more interactive, so we reduced the Power Requirement used to activate. We also reduced the damage buff by 5% and halved the duration. This makes it more frequent (1000 Power for 30s total instead of 1500) but lowers the damage slightly.

 

Wildfire Shot

Increased Power Requirement from 350 to 400

Reduced Impact Damage from 40 to 25

Single Charge instantly applies 3 stacks of Burning

Reduced Charges from 5 to 2 (deals 6 total stacks instead of 5)

DEVELOPER COMMENT: With the update to how Burning works, we wanted Wildfire Shot to excel at applying the Burning effect. A single charge now instantly applies 3 Burning stacks. Casting it again will refresh those stacks but will not exceed the cap of 3. Since 1 charge now equals 3 stacks of Burning, the total damage potential increased (from 1 charge 100 damage, to 1 charge 300 damage). We slightly increased the Power Requirement and reduced the Impact Damage to compensate.

 

Explosive Shot

Increased AOE damage from 170 to 240

Reduced Impact Damage from 130 to 25

Increased Power Requirement from 400 to 650

Reduced Charges from 5 to 3

Updated the radius text to accurately represent 4m range (was showing 3.5m - bugfix)

DEVELOPER COMMENT: Explosive Shot was a tad too easy to store up all 5 charges then just unleash on a boss and decimate their health. We wanted the Mod to be a bit more interactive, so we reduced the number of charges, increased the total damage per charge, and reduced the penalty for missing a direct hit with actual projectile.

 

Mantle of Thorns

Increased min/max Melee Damage Reduction from 15/25 to 20/35

DEVELOPER COMMENT: Since Mantle only defends against Melee Damage, we increased the defensive value a bit to help any close-range builds. Keep an eye out for ranged!

 

Flicker Cloak

Increased Power Requirement from 1250 to 1500

Reduced max shield percentage 150% to 100%

Reduced Duration from 60s to 10s

Ignores basic impacts (but not damage) for 0.35s on startup

DEVELOPER COMMENT: Flicker Cloak ended up being much stronger than we anticipated. The original design was meant to be a reactionary lifeline – ideally, shield up and then escape to heal, or to revive an ally (both while ignoring interruptions). With the massive timer length, it ended up being less interactive and an easy/permanent damage shield that more than doubled the player’s health. We reduced the max value from 150% to 100% (still 2x), increased the power requirement, and reduced the duration. We also made it uninterruptible by basic impacts so if you have health, you can always cast it.

 

Swarm

Reduced duration from 20s to 15s

Increased Power Requirement from 500 to 750

Ignores basic impacts (but not damage) for 0.35s on startup

Fixed a bug that set the target reacquisition to 15 instead of 20m

Fixed a bug that allowed Swarm to attack (for 0 damage) through boss doors

Fixed a bug that caused mismatched casting speeds between Male and Female animations

DEVELOPER COMMENT: Swarm has always been a beast that defied many of the traditional laws that helped us balance other Mods. It doesn’t require line of sight to retarget and can go through walls. We left this behavior but reduced the duration and increased the power requirement so that it could maintain its identity without stomping almost every other Mod.

 

Breath of the Desert

Reduced base damage per projectile from 30 to 25

Increased AOE damage from 20 to 25

Reduced Power Requirement from 750 to 550

Ignores basic impacts (but not damage) for 0.35s on startup

Fixed a bug that caused mismatched casting speeds between Male and Female animations

DEVELOPER COMMENT: Breath of the Desert has been a staple Mod in every major high-end build because of how much damage it could put out in a short amount of time. We reduced the total damage per cast but also reduced the Power Requirement so you could use it a bit more frequently. It’s still a strong Mod, but this brings it a bit more in-line with other options.

 

Blink Token

Made more responsive (starts and recovers much faster)

Ignores basic impacts (but not damage) for 0.35s on startup

Reduced the impact level on allies by 1

DEVELOPER COMMENT: Blink Token was a fun mod but suffered from a bit of lag. We adjusted it so that it starts up and recovers much faster so that players can act sooner after arriving. It also will only flinch allies instead of impacting them to make it more useful in a crowd.

 

Iron Sentinel

Increased target acquisition time slightly

Will now properly receive the Elder Armor: Believer damage buff

DEVELOPER COMMENT: Originally there was no target acquisition time for Iron Sentinel which made fights with multiple low health adds mostly trivial. With our adjustment to adds across the board, we&#39;ve implemented a slight target acquisition time so the turret cannot instantly pop between two targets. We also fixed a bug that prevented Elder Armor: Believer set bonus from working with the turrets.

 

Stormcaller

Increased start-up and wind-down speed (starts and ends faster)

Enabled moving momentum on activation and deactivation (no longer roots you on start/end)

Moved up transition windows on ending state (move, aim, dodge, melee much faster)

Increased frequency of ranged lightning bolt strikes from 1 to 1.3 per sec

Increased size of AOE Damage Aura from 250 to 300

Increased frequency of AOE Damage Aura pulses from 3 per sec to 4 per sec

Decreased the stagger damage from the AOE from 4x to 2x due to increased frequency

Enabled manual cancel of Stormcaller by recasting it (consumes all remaining power)

Increased movement speed from 450 to 650

New status effects can no longer be applied to caster while Stormcaller is active

Added text to represent the 50% damage reduction while active

Added a fall damage and instakill damage check so players cannot avoid fall or “fail” death types

Changed buff icons while active

DEVELOPER COMMENT: Stormcaller has always been a power fantasy that we never quite nailed. We made significant changes to really give you the feeling that you are the Stormcaller. Increased movement, increased damage, increased AOE pulse and bolt frequency. We enabled activating it while moving so you no longer rooted yourself in place. Stormcaller can also be cancelled any time you no longer wish to be a god of lighting! Unsure why you would prefer that… but, OK!

 

Veil of the Black Tear

Increased Blowback (Activation) Damage from 10 to 150

Increased minimum duration from 4s to 5s

DEVELOPER COMMENT: A very small buff to increase the effectiveness of the Mod at lower weapon levels. This doesn’t change the maximum duration.

 

Beckon

Increased projectile speed from 1500 to 1800

Added target leading so Skulls can hit moving targets

DEVELOPER COMMENT: A small buff to make hitting moving targets easier.

 

Corrosive Aura

Increased Blowback (Activation) Damage from 10 to 150

Reduced Range from 10m to 4.5m

Adjusted VFX to match range of Aura

Reduced Damage Values from 20/40 to 15/30

DEVELOPER COMMENT: Corrosive Aura was giving such a dramatic damage increase at max weapon level that it outshined almost every other damage increasing Mod except when considering the convenience of the Song of Swords range. We reduced the range to promote being closer to enemies, which is better suited for melee, but ensured it still increased damage more than Song of Swords.

 

Song of Swords

Buff now applies to Summons

Increased Blowback (Activation) Damage from 10 to 150

Reduced Damage Values from 15/30 to 10/20

Increased range from 20m to 25m

Changed buff icon

DEVELOPER COMMENT: Song of Swords was giving too great a benefit for how long it was lasting so we reduced the damage buff but increased the range. While still powerful, it shouldn’t always be 100% perfect option for any damage scenario… but it fits a lot of them!

 

Howler’s Immunity

Updated text to reference all allies instead of all heroes (since it applies to Summons)

DEVELOPER COMMENT. Nothing to see here!

 

Rattleweed/Banish

Updated text to clarify they don’t affect “powerful enemies”

DEVELOPER COMMENT: We wanted to ensure that players understood why the taunting and banish effects don’t apply to “powerful enemies” (bosses).

 

[ Armors ]

 

General

Updated all damage boosts from armor to be applied as multiplicative

Increased armor values for most armors (lighter armors received a larger increase)

Readjusted resistance values (plus/minus) to not be as extreme up or down

DEVELOPER COMMENT: Some armors were granting their damage boosts as multiplicative and others were granting boosts as additive. Since wearing full sets of armor is the largest commitment, we wanted to ensure that the behavior was consistent among all damage boosting armor sets. We also adjusted the armor values to ensure lighter armors were still viable options on higher difficulties, as well as toning down the extremes of positive and negative resistances.

 

Adventurer

Added Adventurer Goggles! (4 Armor, 2 Weight)

Increased Chest/Leg total Armor from 20 to 27

Reduced Chest/Leg total Weight from 14 to 12

Treasure Hunter Single Perk: Increased Scrap Boost from 10% to 20%

DEVELOPER COMMENT: We love the Adventurer set and wanted it to be more useful at multiple levels, even if just for the Single Perk.

 

Bandit

Fixed a bug that allowed multi-proc on certain substances/characters

Increased total Armor from 28 to 35

Increased total Weight from 15 to 17

DEVELOPER COMMENT: Very minor tweaks. Just a tad more armor!

 

Akari

Opportunist Single Perk: Removed 15% Crit (which required Perfect Dodge)

Opportunity Single Perk: Added Slight Evade Window increase (2f)

Opportunist Set Bonus: Increased 1-PC from 5% to 7.5%

Opportunist Set Bonus: Increased 2-PC from 10% to 15%

Opportunist Set Bonus: Increased 2-PC from 20% to 30%

Opportunist Set Bonus: Increased duration from 7s to 10s

Increased total Armor from 36 to 38

Reduced total Weight from 24 to 20

DEVELOPER COMMENT: Akari started falling behind due to always requiring a perfect dodge, even to get the single perk active. We instead decided on a static buff of iFrames to Evade Window which is more thematically cohesive with the avoidance gameplay Akari excels at. Adding 2 iFrames makes it much easier to perfect dodge and to avoid things in general. All of this coincides with a minor buff to the 1- and 2-Piece Set Bonus and a substantial increase to the 3-piece! We also reduced the Weight by a small amount to make pieces more enticing for mix/matching.

 

Elder

Believer Single Perk: Removed 50% ally heal on Dragon Hearts (moved to Mender&#39;s Charm)

Believer Single Perk: Added 25% chance to not consume Dragon Heart (from Mender&#39;s Charm)

Believer Set Bonus: Increased buff duration from 10s to 20s

Believer Set Bonus: Increased buff range from 30m to 40m

Believer Set Bonus: Properly applies to Mod: Iron Sentinel

Replaced placeholder icon with the appropriate Believer skill icon

Increased total Armor from 32 to 41

DEVELOPER COMMENT: The Elder Armor often ended up being the "Multiplayer Only" Armor Set. In single player, you needed to play a Summoner to get the maximum benefit out of it, and even then, it didn&#39;t work quite as well as we had hoped. We&#39;ve changed it so the perk can benefit the wearer in more scenarios for both SP and MP. Players can still boost ally damage and now have a chance to not consume their Dragon Heart (Heal OR Revive), which previously required the armor and the Mender&#39;s Charm. Also fixed a bug that prevented Iron Sentinel from receiving the damage boost.

 

Hunter

Sharpshooter Single Perk: Removed static 15% Weakspot Damage

Sharpshooter Single Perk: Added a flat Ideal Range boost for all weapons (2m)

Sharpshooter Set Bonus: Changed Set Bonus to an always-active Weakspot Damage Boost (up to 50%)

Increased total Armor from 34 to 42

DEVELOPER COMMENT: As another of the starting archetypes, we found that players would often be slightly inside the ideal range for the damage boost and end up not getting much benefit from the armor at all. We&#39;ve changed it so that Hunter Armor gives a slight flat range boost to all weapons (good for hitting longer distances) and moved the Weakspot Damage Boost to the set bonus. This makes the gameplay theme of the Hunter more cohesive.

 

Ex-Cultist

Increased total Armor from 35 to 43

DEVELOPER COMMENT: Besides the general adjustments to resistances that all armor received, the Ex-Cultist Armor didn’t need many tweaks. It received a slight armor buff.

 

Drifter

Wanderer Single Perk: Removed 50% Standing Aim Movement Speed

Wanderer Single Perk: Added 15% Stamina Regen Speed

Wanderer Set Bonus: Increased values from 10/20/35% to 15/25/40% stamina cost reduction

Increased total Armor from 47 to 52

Increased total Weight from 31 to 32

DEVELOPER COMMENT: Adjustments to make the Drifter set more thematic around Stamina consumption. Minor changes but they have a big impact, especially when mix/matching.

 

Slayer

Assassin Set Bonus: Reduced Damage Bonus from 10/15/35% to 7.5/10/30%

Increased total Armor from 48 to 53

Increased total Weight from 32 to 34

DEVELOPER COMMENT: Slayer is one of the two most popular and powerful sets in the game (along with Void). The effect is super fun and provides an excellent damage boost, however, because the damage is so easy to access, we felt the 35% multiplicative boost was just a bit on the high side. We reduced this a small amount to bring it closer to the other armors and made a few other adjustments to Armor, Weight. It also received some small adjustments to resistances like other armors.

 

Osseous

Bloodlust Set Bonus: Increased 1-PC from 7.5% to 10%

Bloodlust Set Bonus: Increased 2-PC from 15% to 20%

Bloodlust: Fixed bug of increasing all incoming DMG to target (includes all other players)

Increased total Armor from 51 to 56

DEVELOPER COMMENT: We liked where Osseous was at 3-PC bonus, but the lower level values were lacking. There was also a big jump between 2-PC and 3-PC. Since Osseous requires constant damage on the same target to get its bonus, you often don&#39;t do any bonus damage against low level targets. By increasing the 1-PC and 2-PC we ensure that players get a little bit more damage on larger targets (like Specials, Elites, and Bosses).

 

Scrapper

Challenger Single Perk: Removed 20% Stagger Boost

Challenger Single Perk: Added 15% incoming damage reduction against enemies within 5m

Challenger Set Bonus: Increased 3-piece damage boost from 25% to 35%

Increased total Armor from 52 to 57

DEVELOPER COMMENT: The Scrapper armor is one of the starting archetype options, so we wanted the gameplay focus to be a bit more obvious. We removed the Stagger Boost and replaced with higher defense against close enemies. Since the Scrapper relies on risky gameplay to get the maximum benefit, we increased the 3-piece benefit to make the risk worth it and comparable to other armors.

 

Twisted

Regrowth Single Perk: Reduced Lifesteal value from 3% to 2.5%

Regrowth Set Bonus: Increased 1-PC from 0.28 to 0.304 HP per sec

Regrowth Set Bonus: Increased 2-PC from 0.333 to 0.375 HP per sec

Regrowth Set Bonus: Increased 3-PC from 0.417 to 0.56 HP per sec

Increased total Armor from 63 to 67

DEVELOPER COMMENT: Like the Riven adjustment, the reduction of Lifesteal coincides with the game-wise Melee buff. This change was also made to Leech Ember and Twisted Single Perk. We also increased the base regen value to give this armor a much-needed kick!

 

Radiant

Momentum Set Bonus: Increased buff duration from 2.0s to 2.5s

Increased total Armor from 60 to 69

DEVELOPER COMMENT: This set didn’t need a lot of work. With the updates to all the other armors, Radiant was falling just a tad behind so we increased the buff duration to make it more reliable.

 

Void

Power Transfer Single Perk: Removed Slight Evade Window

Power Transfer Single Perk: Added 30% Standing Aim Movement Speed

Power Transfer Set Bonus: Increased stacks from 3 to 5

Power Transfer Set Bonus: Reduced from 2.5%, 5.0%, 10.0% (max 30%) to 1.5%, 3%, and 5% (max 25%)

Power Transfer Set Bonus: Changed icons for Damage and Defensive buff to be more clear

Power Transfer Set Bonus: Can no longer be triggered by DOTS

Increased total Armor from 69 to 70 (MASSIVE BUFF!!!)

DEVELOPER COMMENT: Void has quickly become the best-in-slot armor for almost every scenario. With both a 30% damage boost and 30% damage reduction, it just did too much too well. We reduced the values by 5% and increased the stack count to 5 so that the transfer switch takes a bit longer in both directions. When you aren&#39;t taking damage back to back, you stay in damage mode longer (originally at 30%, you&#39;d lose 10%, then 10%, then 10%, and so on - now you start at 25%, lose 5%, then another 5%, etc...). If you take repeated damage too quickly, you now stay in defensive mode a bit longer. We also removed the iFrame buff on Evade and replaced it with a Standing Aim Movement Speed increase. This is more thematically correct as you typically don&#39;t want to dodge with Void (HEAVY!). Additionally, we removed DOTS from activating Power Transfer as players were unable to control the drastic shift in offense to defense when affected with debuffs such as Burning or Bleeding.

 

Leto

Juggernaut Single Perk: Increased Damage Mod from 5% to 15%

DEVELOPER COMMENT: While Leto had some serious tanking potential, it often suffered from doing any real damage since it was giving so much up for stagger reduction. We increased the damage boost significantly and reduced the elemental and status resistances by a decent amount.

 

[ Item - Amulets ]

 

Gunslinger’s Charm

Increased Fire Rate from 10% to 15%

Reduced Reload Speed from 25% to 20%

DEVELOPER COMMENT: Reload speeds were getting a bit out of hand and the Fire Rate buff wasn’t giving comparable damage to other DPS necks so we made a couple of tweaks to fix both issues!

 

Butcher&#39;s Fetish

Changed activation from Melee Crit to Melee Charge Attack

Added 15% Crit Chance (lasts 10s)

DEVELOPER COMMENT: With the buffing of melee across the board, and the fact that players can now access the Butcher&#39;s Fetish buff anytime with a Melee Charge Attack, we changed the focus of the buff to be Crit Chance. This synergizes with both a Melee or close-range Firearm build.

 

Rock of Anguish

Reduced speed boost from 20% to 15%

Reduced reload speed boost from 50% to 25%

Increased duration from 5s to 10s

DEVELOPER COMMENT: Taking damage to gain a short-term effect didn&#39;t work out as smoothly as we hoped. We doubled the duration so players can take advantage of the buff for a longer period but reduced the movement speed boost by a small amount, and the reload speed boost by half.

 

Mender&#39;s Charm

Removed chance to not consume Dragon Heart (now on Elder Armor)

Dragon Hearts heal nearby allies for 50% effectiveness (old Elder Armor)

Increased self-healing effectiveness boost from 25% to 50%

DEVELOPER COMMENT: Mender&#39;s Charm has gone through a few interesting changes. We&#39;ve settled on a version that allows players to slot it as "the support" Amulet while still allowing it to benefit self-heals.

 

Cleansing Jewel

Ensured the effect still works when a Dragon Heart is used by an ally with Elder’s Armor

DEVELOPER COMMENT: Since we adjusted Elder Armor we wanted to ensure that players could still benefit from an ally wearing both Elder and Cleansing Jewel.

 

Ga]]></description>  
      <link>/en/games/remnant/news/detail/11417463-swamps-of-corsus-dlc-update-notes</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11417463</guid>  
      <pubDate>Mon, 27 Apr 20 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Survival Showdown - A Competitive Remnant Event]]></title>  
      <description><![CDATA[

Welcome to Remnant&#39;s Survival Showdown! We&#39;re pitting 16 top streamers in a head-to-head race to see who can survive the longest in the new rogue-like Survival Mode. Placed into 6 teams, each will battle against otherworldly forces of the post-apocalypse to defeat as many bosses as they can within 4 hours. The team with the most boss kill points at the end of the event will be awarded with exclusive Remnant-themed hardware to give away to their Twitch audience.

Tune in on Tuesday, April 28th at 10:00am PDT to cheer for your favorite streamers!

Check out these awesome prizes provided by our partners Origin PC and HyperX:



In the new Survival Mode, players will start their journey with just a pistol and some scrap. Those brave enough to take on this intense permadeath challenge will travel randomly through corrupted World Stones to different biomes seeking epic new rewards, all the while fighting to survive against insanely difficult bosses and enemies. Players that delve into the expanded Swamps of Corsus biome will find new story content, such as quests and events, a vast arsenal of powerful gear to collect – including weapons, armor, mods, and traits –along with plenty of tough enemies to take down.



 ]]></description>  
      <link>/en/games/remnant/news/detail/11418423-survival-showdown-a-competitive-remnant-event</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11418423</guid>  
      <pubDate>Fri, 24 Apr 20 09:58:24 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Return to the Swamps of Corsus]]></title>  
      <description><![CDATA[

Return to the Swamps of Corsus, where the warring clans that inhabit this land have been drawn under a single banner: The Iskal. The Iskal’s promise is simple: “Be Freed of Worry and Pain!” This assurance of enlightenment and unity has drawn together all of the inhabitants of the sweltering swamplands.  The foretelling of peace and harmony has come to pass, as indicated in the teachings of the Iskal. All are one within the Iskal. There are no more wars, no more power struggles, no more hunger, only harmony, only enlightenment, only Iskal.



“Life is hard, but need not face it alone. The Iskal is an enlightened collective, sharing heart, mind, and purpose. Together, there is no burden we cannot bear.”

Unaware of the looming threat the Root poses to worlds without a Guardian, the Iskal has thrived unimpeded. Cessnya, the queen of the Iskal, has unified almost the entire population, save for a single inhabitant who hides away in a sacred burial site.  The Iskal cannot traverse these hollowed grounds, leaving the sole survivor just out of reach of the Iskal’s “Enlightenment”.



Cessnya once again requires your help. She requests your cunning, not your strength, in order to convince the outlier to embrace the Iskal. Will you help Cessnya get what she desires or will you deny her this and put an end to the Iskal? Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Follow us on Twitch to catch the Corsus 2.0 preview livestream this Thursday, April 23rd. Be sure to join the conversation with devs and find teammates on our official Discord server.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11414993-return-to-the-swamps-of-corsus</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11414993</guid>  
      <pubDate>Tue, 21 Apr 20 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[What Is Survival Mode?]]></title>  
      <description><![CDATA[

Yesterday we announced the new Swamps of Corsus DLC for Remnant: From the Ashes! The new content is coming to PC (Steam) on April 28, 2020, and Xbox One and PlayStation®4 at a later date. One of the main features of this DLC is Survival Mode, so today we&#39;re taking a deep dive to reveal all of the functions and systems of the upcoming game mode. 

 

Survival Mode

Survival Mode is a brand-new way to experience Remnant: From the Ashes. The goal is simple; how far can you go? Featuring a streamlined progression system, Survival Mode puts the emphasis on player skill, build creativity, and smart decision making. Boss knowledge is a must, but time management and exploration are also essential to Survival.



In Survival Mode, players start with nothing but a Repeater Pistol, a few consumables, and a handful of scrap. They are then thrust into a completely randomized and endless experience that only ends upon death. How far can you go? How long can you survive?!

Survival Mode is accessed through the Ward 13 World Crystal. Upon arriving in the Labyrinth, players will be stripped of all their worldly possessions.


	(Note: This is only for Survival Mode – your main character progress will not be affected)


 

In the main room of the Labyrinth is a corrupted World Stone that looks familiar but shines with an eerie glow (something is afoot!). Players will notice suspicious obelisks vendors which sell random items to help them on their journey, however, these come with a price. Players can choose to spend their meager starting scrap to purchase any available gear or consumables or save it for the next time they come across the vendor with the hopes that more desirable choices will become available.

Upon activating the World Stone, players are whisked away to a random biome. Players journey through the biome while searching for the entrance to the biome’s dungeon and then fight their way through the dungeon to battle the biome’s boss. Along the way, they gain EXP from kills to increase their player level which automatically increases their damage, health, and stamina. Players must explore for resources, loot (guns, armor, trinkets, mods), and even stackable modifiers (Survivor Traits) which alter many gameplay elements and can stack to impressive levels.



However, this journey is not as simple as it sounds. Along the way, players will be fighting against the clock… a clock which gradually increases the difficulty… a clock which cannot be stopped (except when resting in the Labyrinth). The longer players take to explore and get stronger, the harder the game becomes. As they defeat bosses, the clock is advanced, and the game becomes harder still! It is a true test of time… a true test of survival!

After defeating a boss, players head back to the Labyrinth with more resources. They can visit the vendors to see what new wares are available. Wise players will try to find synergies between looted and purchased items to give them the greatest chance at surviving. Once the purchase phase is done, players again travel through the corrupted World Stone to face another random biome.



Throughout a run, players will never fight the same boss/world boss twice unless they have already defeated every single boss available. Between runs, players will never fight them in the exact same order. The only constant is the fact that players will always fight 2 bosses, then 1 world boss, and then the cycle repeats. Defeating bosses in a run will allow the player to start their next run with additional scrap – the first boss is always worth the most.

Upon death, the stats screen will show players how well they performed. This is a great way to see how different players compare against each other.

Any progress throughout a single survival run is not saved. If the player dies, they die… and the sequence must be started anew. They lose all looted items, all collected Survivor Traits, and all resources, as well. The good news is that along their journey, players will collect Glowing Fragments. These can drop from elites but are guarantee from bosses. Glowing Fragments are account bound (meaning they do not reset between runs) and can be used to purchase unique Armor Skins in Ward 13 for any of the armor sets in the game! The more bosses a player defeats in a run, the larger their Glowing Fragment bonus will be at the end.



Oh, and there may even be a few very special account bound rewards for certain feats achieved in Survival Mode! Like our Hardcore rewards, these items will carry over to any non-Survival Mode character you have or create in the future (including Hardcore Mode characters)!


	(Note: As a bonus, Glowing Fragments can also be gained in Campaign and Adventure Mode on Hard, Nightmare, and the new Apocalyptic difficulty but in lesser quantities).


The goal of Survival Mode is really that simple; utilize your knowledge, skill, and decision making to see how far you can go! Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Follow us on Twitch to catch the Survival Mode preview livestream this Thursday, April 16th. Be sure to join the conversation with devs and find teammates on our official Discord server.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11409723-what-is-survival-mode%3F</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11409723</guid>  
      <pubDate>Wed, 15 Apr 20 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Announcing: Swamps of Corsus]]></title>  
      <description><![CDATA[

Today we&#39;re incredibly excited to officially announce the Swamps of Corsus DLC for Remnant: From the Ashes! Players will fight for their lives in an upgraded Swamps of Corsus and experience a new rogue-like game mode with Survival Mode. This new premium DLC, Swamps of Corsus, will launch for $9.99 on PC (Steam) April 28, and on Xbox One and PlayStation®4 at a later date. A bundle containing the Remnant: From the Ashes base game and the new DLC will be available on Steam for $44.99 starting April 28, and will launch on consoles later. Swamps of Corsus will deliver an upgraded version of the primordial world of Corsus with a swarm of new content, including powerful weapons and mods, challenging dungeons, epic bosses, new enemies, and more. In addition, the DLC will unveil a new rogue-like game mode called “Survival Mode” that will have players start from nothing and fighting for survival to acquire unique armor and over 50 new armor skins. Add Swamps of Corsus to your Steam Wishlist so you&#39;ll be ready to play on day 1!

In the new Survival Mode, players will start their journey with just a pistol and some scrap. Those brave enough to take on this intense permadeath challenge will travel randomly through corrupted World Stones to different biomes seeking epic new rewards, all the while fighting to survive against insanely difficult bosses and enemies. Players that delve into the expanded Swamps of Corsus biome will find new story content, such as quests and events, a vast arsenal of powerful gear to collect – including weapons, armor, mods, and traits –along with plenty of tough enemies to take down.



 ]]></description>  
      <link>/en/games/remnant/news/detail/11409063-announcing%3A-swamps-of-corsus</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11409063</guid>  
      <pubDate>Tue, 14 Apr 20 05:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Nominate REMNANT: FROM THE ASHES for the Steam Awards!]]></title>  
      <description><![CDATA[

Greetings, World Walkers!

The 2019 Steam Awards are upon us and it&#39;s time to cast your vote. Since launching in August, we&#39;ve heard of your journeys through the worlds of Remnant and watched as bonds between survivors were formed. Tackling these otherworldly challenges is no easy feat but, with a little help from your allies, even the most fearsome foe will fall when you have friends by your side.

That&#39;s why we&#39;re recommending the "Better with Friends" category for this year&#39;s Steam Awards. You can nominate Remnant: From the Ashes for any category, but we think it&#39;s more fun to adventure together!

 

Visit our Steam page and vote today.

 

Let your voice be heard, and thanks for playing Remnant: From the Ashes!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11314613-nominate-remnant%3A-from-the-ashes-for-the-steam-awards%21</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11314613</guid>  
      <pubDate>Tue, 26 Nov 19 11:00:14 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant Joins Xbox Game Pass]]></title>  
      <description><![CDATA[

Starting TODAY, Remnant: From the Ashes is available on Xbox Game Pass!

Immerse yourself in a deep library of more than 100 high-quality games. Join the fun in new games or catch up on a recent hit. With Xbox Game Pass, you always have something new to play - like Remnant: From the Ashes!

Find Remnant on the Microsoft Store and start playing today!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11303843-remnant-joins-xbox-game-pass</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11303843</guid>  
      <pubDate>Thu, 14 Nov 19 12:55:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[HOTFIX: 219976]]></title>  
      <description><![CDATA[

A hotfix for the Hardcore Update has been pushed that fixes some bugs and adds a few new quality of life features to Remnant!

Build: 219976


QUALITY OF LIFE


	Comms Wheel: Added a user setting to allow wheel to be a Toggle or a Hold
	Fog of War: Shared among all players as they uncover a zone together
	Matchmaking: General matchmaking improvements
	Matchmaking: Added AFK check (after 30 minutes of inactivity, set session to Private)



BUGS


	General: Fixed a few attach points that caused certain primitives and items to stick to characters
	Emotes: Fixed an issue with Emotes persistence across multiplayer games
	Art: Fixed a few collision issues


 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements! Join the devs and other players on our official Discord server!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11300003-hotfix%3A-219976</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11300003</guid>  
      <pubDate>Thu, 07 Nov 19 14:00:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[HARDCORE UPDATE: 218787]]></title>  
      <description><![CDATA[

A new update is available now for Remnant: From the Ashes! This update includes a new game mode, communication wheel, quality of life improvements, and more. Read up on the changes!

Build Number: 218787


NEW CONTENT


	New Mode: Added Hardcore Mode (permadeath) option
	New Feature: Added Communications / Ping / Emote System
	New Rewards: Added 6 new account-bound items (rewards for Hardcore Mode achievements)
	New Rewards: Added Emotes (3 base emotes, additional Emotes as gameplay rewards)


DEVELOPER COMMENT: To give players a new way to play, we added a Hardcore Mode (permadeath) option. This requires the creation of a new character and allows you to play the game on Story or Adventure Mode on any difficulty with the caveat of permadeath (die once, GG!). In multiplayer, the team does not die until everyone is knocked down. This means that even if only one person is alive, they can revive the entire team at a World Stone. We also added a few rewards for beating biomes (and the game) on Hardcore. GOOD LUCK!

Additionally, we created a new Communications system. This is the initial implementation and will only get better over time. The goal is to allow players to more-easily communicate with each-other when the tried-and-true "crouch a lot" method just won&#39;t do. You can now request either Ammo Type, point in a direction, request help, request a return to a World Stone, Request Rest at Stone or Return to Town, and play emotes! Don&#39;t forget to play the game to unlock more hidden emotes!!!

We look forward to your feedback so we can continue to make this feature even better. 


QUALITY OF LIFE


	Settings: Added the ability to hide helmet (Gameplay > Show Helmet)
	Settings: Added the ability to hide Tutorial Prompts (Gameplay > Tutorial Prompts)
	Character Creation: Added ability to skip tutorial
	Gameplay: Changed Scope option to Double Tap + Hold RMB/L2 (to facilitate Comms wheel)
	General: Added the ability to support account-bound items (including the new Hardcore and Emote rewards)
	General: Added another character slot
	General: Many tooltip descriptions have been updated for clarity and accuracy


DEVELOPER COMMENT: One of the most-requested features was “Hide Helmet”... so now you can! We also added the ability to disable tutorial prompts which is extremely helpful when making new characters or playing the new Hardcore Mode. In addition, you can completely skip the tutorial sequence.

Additionally, to best support the new communications wheel, we adjusted how Scoping works. This allows players on console to have a dedicated ping button which can be used while aiming. We found it to be a fair trade-off. Players on PC can re-bind the original scope functionality on a button should they so desire.


MATCHMAKING


	General: Added public session browse
	PS4: Fixed matchmaking for Power Level 20 players
	PS4: Fixed "Session is Full" error



WEAPONS


	General: Removed minimum crit range on all weapons


DEVELOPER COMMENT: We&#39;ve decided to revert this change until we have a better solution for players using weapons intended for long range at closer ranges.


ARMOR


	General: Many armor values adjusted (generally no greater than 1-2% up or down)
	General: Increased the speed and recovery of Light, Medium, and Heavy Rolls
	Elder: Increased healing effectiveness of Dragonheart vs NPCS by 100%
	Elder: Increased Believer buff significantly (from 20% max to 35% max)
	Osseous: Increased damage ramp-up speed
	Osseous: Increased damage ramp-down delay (damage remains higher for longer)
	Osseous: Decreased damage ramp-down speed
	Void: Reduced Power Transfer time from 10s to 5s (regain damage buff faster)
	Leto: Increased the overall resistances of Leto&#39;s for all elements and status


DEVELOPER COMMENT: We feel that most of the armors are in a good spot for different playstyles but we wanted to ensure that the focus of each primary damage-related armor is enhanced. While the effectiveness of Radiant has served as our baseline (and remains so) we&#39;ve made a few tweaks to Elder, Osseous, and Void to give them a stronger unique identity.


MODS


	Seed Caller: Increased base damage from 20 to 50
	Seed Caller: Reduced power cost from 500 to 400
	Beckon: Increased base damage from 15 to 40
	Beckon: Reduced power cost from 500 to 350
	Iron Sentinel: Increased base damage from 4 to 5
	Iron Sentinel: Increased power cost from 600 to 750
	Tentacle Shot: Removed soft-collision (to reduce blocking issues)
	Tentacle Shot: Increased power cost from 350 to 400


DEVELOPER COMMENT: As promised, we&#39;ve increased the overall effectiveness of the summoning playstyle. In addition to significant buff to Elder armor (from 20% to 35% max damage), we&#39;ve also increased the base damage of 3 of the 4 core summons. We also removed the soft-collision on Tentacle Shot which allows enemies to get closer to them and take more hits overall.


ITEMS / TRAITS


	General: Adjusted many Trait & Item values to better coincide with heavier reliance on items/armors
	General: Fixed an issue with Shadow Walker Trait not activating properly


DEVELOPER COMMENT: Since our Trait system allows players to have all of the bonuses at end-game with no tradeoffs/choices, we are gradually reducing the massive gains from Traits and shifting more of the benefits towards items. The goal is to bring back more choice in your loadouts and allow Traits to be smaller boosts


MISC


	Gave the Wasteland Goodboy a nice bath. He immediately proceeded to roll around in the dirt, and is just as happy as ever.


 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements! Join the devs and other players on our official Discord server!]]></description>  
      <link>/en/games/remnant/news/detail/11280623-hardcore-update%3A-218787</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11280623</guid>  
      <pubDate>Thu, 31 Oct 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Announcing - Content Roadmap & Hardcore Update]]></title>  
      <description><![CDATA[

Greetings, World Walkers! It’s been a while since we’ve given you any major information about the state of Remnant, so today we’re serving up a hefty helping of news to round out the month. First, Perfect World Entertainment is happy to announce that Remnant: From the Ashes has surpassed 1 million units sold since launch! This is a huge milestone for us and we couldn’t have done it without you! In celebration, and to show good tidings for the future, we’re also sharing a first look at our content roadmap and some details on our next big update. Continue onward!


Content Roadmap


Remnant: From the Ashes launched in August as a full-featured title. Over the past couple months we added Leto’s Lab and Adventure Mode, along with numerous bug fixes and quality of life improvements, but we aren’t stopping there! We’ve been providing free content to expand on the full release - to give our current fans more of what you already love and to show new players that we are still working actively to improve the game. We see how much you enjoy Remnant and share our enthusiasm for the game, so we’re thrilled to stake our commitment to continue development on more features and additions for the future. Here’s a preview of some of the things we’re working on:



Your hunger for more Remnant has inspired us to continue development on bigger and better features, but these things take time. Our team is going heads down to refocus our efforts on creating larger content updates. This roadmap, and our plans for the future, are still very much a work in progress. We’ll continue to improve the featured content with more details and teasers as they become further developed. We’re excited to have you along for this journey and we can’t wait to show what we have in store for you next year!


Hardcore Update


If you thought your first playthrough of Remnant was too easy, boy do we have a treat for you. Introducing, Hardcore Mode - A new game mode set to release on Halloween Day, where death is truly the end. It’s going to take everything you’ve got to make it out of this one alive.

When creating a new character you will have the option to make them a Hardcore character - the true test of skill in Remnant. Hardcore characters will only be playable until their first death, after which they are permanently lost. One mistake could mean curtains for your entire party. To maintain a level playing field, Hardcore characters can only play online with other Hardcore characters and will not be able to random matchmake. Feel free to manually invite your friends or other stalwart World Walkers.

Those who are brave enough to face the most dangerous challenges will also receive the greatest rewards. Defeating a Hardcore World Boss will drop new rings with powerful effects. These items will be available to ALL of the characters on your account (old and new, Standard and Hardcore) after you’ve obtained them. This means future Hardcore characters will begin their journey with greater potential. Time to git gud, kid.



Hardcore Mode is a major new feature, but only a small slice compared to the larger list of additions and quality of life improvements! Thanks to your feedback, we’re implementing some of the most frequently requested systems with this update. Some of these include a Comms wheel with pings and emotes, the ability to hide helmets, disable tutorial prompts toggle, and more balance changes. We won’t spoil all of them now, so stay tuned for the full list of notes available shortly before the update goes live tomorrow October 31st. Those folks in screenshots above sure look excited for this one!

Remnant: From the Ashes is available now on Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Follow us on Twitch to catch the update preview livestream. Be sure to join the conversation with devs and find teammates on our official Discord server.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11287213-announcing-content-roadmap-%26-hardcore-update</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11287213</guid>  
      <pubDate>Wed, 30 Oct 19 05:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Pumpkin Carve-Along]]></title>  
      <description><![CDATA[

Follow along and carve yourself a Remnant-themed pumpkin for Halloween!

Download the stencils for all three patterns:

World Stone | Root Howler | Can You Survive

 ]]></description>  
      <link>/en/games/remnant/news/detail/11281903-pumpkin-carve-along</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11281903</guid>  
      <pubDate>Tue, 22 Oct 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[LETO'S LAB UPDATE: 216106]]></title>  
      <description><![CDATA[

A new update is available now for Remnant: From the Ashes! This update brings with it the all-new dungeon, Leto&#39;s Lab. Read up on the changes that came with it.

Build Number: 216106


GENERAL


	Welcome to Leto&#39;s Lab!


DEVELOPER COMMENT: This all-new dungeon can be found dynamically in Ruined Earth within both the main campaign and Adventure Mode itself. Explore this hidden laboratory and discover the dark secrets of Dr. Leto Apostolakis experiments. Take a trip through Leto&#39;s Lab and see if you can brave the horrors lurking within.


	Many collision fixes and tweaks
	Dozens of updates and fixes for performance in Rhom
	LOD fixes for performance
	Dozens of animation updates
	Removed many unused audio files for optimization
	Removed duplicate foliage


DEVELOPER COMMENT: This time around, we made many changes behind the scenes to help improve performance across the game.


BUG FIXES


	Fix for Soul Anchor disappearing from inventory
	Fixed an UNREAL issue with VOIP causing crashes
	Bleed effects no longer appear when shooting into clouds/mist
	Enabled listen option when starting a game in offline mode and then switching to online
	Fixed emitter for certain mud effects
	Removed a key association for certain backtrack doors
	Fixed a handful of typos
	Fixed an issue causing certain values to be shown incorrectly
	Added a fix for proper trait/achievement persistence
	Fixed a rare case where the Wailing Wood would lose its weak spot
	Added a fix for scenarios that caused infinite zone loads


DEVELOPER COMMENT: More bug fixes! Not much to say other than that we are always working on fixing as many bugs as we can between patches. Sometimes they are big, sometimes they are small, but they add up!


QUALITY OF LIFE


	Added a check and notification to warn players of improper data and the option to reset it when detected
	Added limited level classes to avoid getting overleveled gear in Adventure Mode and other people&#39;s games
	Simulacrums can now drop in Adventure Mode
	Dead Zone minimum can now be set to 0 for consoles


DEVELOPER COMMENT: There have been cases of player data (on PC) being corrupted online by "players of questionable intent". We&#39;ve implemented the start of a system to help fix issues where data is affected and allowed people to avoid being stuck with altered data. We also fixed an oversight where Simulacrum wasn&#39;t dropping in Adventure Mode, reduced the minimum dead zone setting on console to 0, and also adjusted how pre-leveled gear drops and affects lower level players.


ITEMS

DEVELOPER COMMENT: In the interest of making more items viable, we&#39;ve made a few small changes to a handful of them. These aren&#39;t meant to be gigantic changes that totally change how things work, but more of a nudge in the right direction. We have larger changes for items coming in a future patch!


	Gravity Stone: Lowered the number of enemies in proximity requirement from 3 to 2
	Gravity Stone: Increased the range from 8m to 10m
	Gravity Stone: Reduced the damage increase from 25% to 20% to compensate for easier access to buff
	Rock of Anguish: Reduced movement speed buff from 25% to 20%
	Sagestone: Increased EXP bonus from 15% to 25%
	Scavenger&#39;s Bauble: Increased scrap boost from 25% to 35%



ARMOR


	Leto: Added Leto&#39;s Armor
	Leto: Added belly flop AOE damage (equivalent to a Hammer swing)
	Leto: Added unique / slower backdash


DEVELOPER COMMENT: Explore the mysteries of Leto&#39;s Lab to discover Leto&#39;s Armor, the heaviest armor set in the game. The oft-requested belly flop is now a reality (complete with AOE damage on landing).


	Drifter: Increased the 1-pc Aim Walk Speed Buff from 25% to 50%


DEVELOPER COMMENT: We wanted to make sure players felt the impact of the AIM speed buff... so we buffed it!


MODS​


	Flicker Cloak: Adjusted duration so that it did not last indefinitely (until broken)
	Flicker Cloak: Adjusted total damage absorption amount
	Flicker Cloak: Adjusted mod power buildup requirement
	Flicker Cloak: Added text to explain that it prevents caster from being staggered


DEVELOPER COMMENT: This wasn&#39;t officially out yet, but some players had access by nefarious means. We&#39;ve made adjustments to the "beta" Flicker Cloak to get it ready for release!

 

CONSUMABLES

DEVELOPER COMMENT: Just like with the small item tweaks, we made a couple of changes to Adrenaline and Frenzy Dust to make them a bit more appealing. For Frenzy Dust, we also wanted to better represent how it worked (and how it was meant to work). Players need to stand in the dust when it is cast to get the buff (how it has always been) and it goes away much quicker to represent that it isn&#39;t a constant aura that you can jump in and out of.


	Adrenaline: Increased movement speed up from 10% to 15%
	Adrenaline: Added 25% Aim Walk Speed Boost
	Adrenaline: Duration increased from 30s to 45s
	Frenzy Dust: Shortened the duration of the mist from 10s to 2s to make it more clear that it is a 1x buff and not an aura
	Frenzy Dust: Fixed the buff to refresh when using another Frenzy Dust



MISC


	Brought the Wasteland Goodboy some treats from Earth. He enjoyed them... quite a bit.


DEVELOPER COMMENT: Perhaps too much even...

 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements! Join the devs and other players on our official Discord server!]]></description>  
      <link>/en/games/remnant/news/detail/11258973-leto%27s-lab-update%3A-216106</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11258973</guid>  
      <pubDate>Thu, 19 Sep 19 10:29:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introducing - Leto's Lab]]></title>  
      <description><![CDATA[

Introducing - Leto’s Lab! A new dungeon available for FREE in Remnant: From the Ashes, releasing this Thursday, September 19th.

The Leto’s Lab dungeon can be found dynamically spawned in Earth through the main campaign and Adventure Mode. Players will be challenged by a unique puzzle as you attempt to escape the lab and uncover the dark secrets of Dr. Leto Apostolakis’ experiments. Fight your way through new Splitter enemies and defeat the Riphide boss to receive a Displacement Crystal. Turn it in to McCabe at Ward 13 to craft your very own Flicker Cloak Mod.

Try and locate the secret Leto’s armor set hidden somewhere in the lab. It’ll take a sharp eye, steady aim, and a little luck to make it out alive!

 



Leto’s Lab takes you on a quest through Research Station Alpha. The lab was established to research the mysterious red crystals, with the initial goal of using them as a source of infinite energy. The head researcher, Leto Apostolakis, theorized the crystals could be used for something else - to bridge space-time for near instantaneous travel. He was the one to unlock the World Stone on Ward 16 allowing mankind to take their first fledgling trips to other worlds. Leto’s experiments quickly diverged from their initial goal as he started using the World Stones to fuel a series of dubious experiments. The lab continued operating for months after the Root invaded, but was ultimately forced to evacuate when one of Leto’s experiments went awry.

Remnant: From the Ashes is available now on Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and find teammates on our official Discord server.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11256813-introducing-leto%27s-lab</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11256813</guid>  
      <pubDate>Wed, 18 Sep 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[ADVENTURE MODE UPDATE: 215646]]></title>  
      <description><![CDATA[

We&#39;re preparing an update to Remnant: From the Ashes that will go live on all platforms later today! Read up on the changes now to get ahead of the curve.

Build Number: 215646


KNOWN ISSUES


	If a host has no mic connected and a client tries to speak, the game will crash. This is an issue in the latest UNREAL EDITOR build and will be fixed in the next update.
	Soul Anchor does not appear in the inventory after being collected.



GENERAL


	Added Adventure Mode!


DEVELOPER COMMENT: Introducing Adventure Mode - A new game mode that allows players to re-roll individual worlds. You and your party can embark on an adventure through dynamically generated Earth, Rhom, and Yaesha, beginning at a single World Stone and ending once you’ve defeated their World Boss. Dungeon locations, points of interest, enemy spawns, and more may be different than what you’ve come to expect from the main campaign. Activated from the World Stone in Ward 13, simply choose “World Settings” and select the “Adventure Mode” option to pick the world you would like to roll. This will not replace your campaign progress and can be re-rolled freely without affecting your story. Any items found or traits gained along the way will be kept by your character. More content, including Corsus, will be added in the future!


	Dozens of system optimizations and stability fixes
	Lots of art tweaks, lighting passes, collision fixes


DEVELOPER COMMENT: While this is the smallest section, it received the most amount of focus. We are always working on additional optimization and stability measures. For this update, we’ve done numerous passes on each area covering memory footprint, stability, lighting, collision, and a host of other fixes to help smooth out the gameplay experience.


BUG FIXES


	Fixed an issue with the Repulsor Banish description damage modifier showing the wrong info
	Adjusted interactive volumes on doors to prevent characters warping to the other side
	Players can no longer fight Ravager if they&#39;ve already solved the Bell Puzzle
	Fixed a problem preventing status updates from showing on the Advanced Stats tab
	Minions can no longer trigger melee effects
	Blink Token can no longer avoid scripted "instakill" damage
	Fixed a soft lock if certain mods were used at the end of a melee attack
	"Untouchable" achievement is now unlockable in multiplayer
	Fixed an issue preventing simplified Chinese from showing up properly
	Told Ace she REALLY needs to stick around in Ward 13 (hopefully she listens this time)
	Empty weapons should begin auto reloading after using a Mod
	Switching weapons right before activating a mod will no longer activate the new weapon mod


DEVELOPER COMMENT: In addition to optimizations, many smaller bugs have been addressed. 


QUALITY OF LIFE


	Stamina no longer depletes when navigating through Ward 13
	Changed DELETE CHARACTER button to a HOLD
	Added additional analog dead-zone settings for Gamepad (can be set all the way to 0)
	Reduced the time it takes for input to become active and to deactivate
	Added inverse X option for aiming
	Added a VOIP volume setting for PC
	Added ability to disable subtitles in audio menu
	Additional matchmaking optimizations
	Dragon Hearts can be used at full health (for use with Elder set)


DEVELOPER COMMENT: Two of the biggest requests have been to make it harder to delete your character and giving more control over the controller dead-zone. We’ve addressed both and are working down the (huge) list of additional QOL features! A few additional fixes snuck into this update and we look forward to addressing more and more requests over time.


ENEMIES


	General: Reduced Nightmare Mode enemy health scaling from 300% to 250%
	Wasteland Contaminator: Properly flagged as "elite" to allow Lumenite drops
	Nightmare: Fix to allow clearing array for selecting players if a player is knocked down
	Nightmare: Reduced Nightmare Boss base health from 2 million to 1.5 million
	Nightmare: Adjusted damage modifier in Nightmare Mode based on amount of players


DEVELOPER COMMENT: General feedback has been that Nightmare Mode is a bit bullet spongey. We reduced the total amount of HP boost to help with this, but we know that with updated armors it will be less of an issue. We are working hard to update values across the board which work with new armors and item updates while still maintaining the challenge. Look for this to be worked on over the next few updates as we lay the groundwork for even harder difficulties (with rewards!).


WEAPONS


	Hunting Rifle: Increased magazine size from 9 to 10
	Hunting Rifle: Increased total capacity from 45 to 50
	Hunting Rifle: Increased base crit chance from 5% to 10%
	Hunting Rifle: Added 5% weakspot bonus


DEVELOPER COMMENT: Hunting Rifle is in a good spot, but we wanted to give it just a little bit more love and home in closer to its intended identity.


	Hunting Pistol: Increased base crit chance from 10% to 15%
	Hunting Pistol: Added minimum crit range 5m


DEVELOPER COMMENT: Hunting Pistol is meant to be a very strong mid to long-range option, so we increased its critical chance while limiting the minimum crit range to 5m or farther. This allows even bigger hits at range and allows accuracy up close without becoming a single shot “shotgun”.


	Revolver: Increased impact scalar by 10%


DEVELOPER COMMENT: The identity of the Revolver is massive staggering hits. It now has a bit more kick, but we are also monitoring the damage output and overall effectiveness of the weapon.


	Sniper Rifle: Base crit increased from 10% to 20%
	Sniper Rifle: Increased ammo reserves from 25 to 27
	Sniper Rifle: Increased reload speed by 10%
	Sniper Rifle: Increased unscoped Sway by from 0.5 to 0.75
	Sniper Rifle: Reduced unscoped Sway delay by 90%
	Sniper Rifle: Reduced unscoped Sway blend-in time from 2.0 to 0.75
	Sniper Rifle: Drastically reduced scoped Sway
	Sniper Rifle: Decreased initial unscoped reticle size by 50%
	Sniper Rifle: Increased minimum unscoped reticle size from 1.0 to 1.5
	Sniper Rifle: Increased minimum unscoped reticle size while moving from 1.5 to 1.75
	Sniper Rifle: Increased post-firing unscoped reticle decay speed
	Sniper Rifle: Added minimum crit range of 12.5m


DEVELOPER COMMENT: Sniper Rifle has also gone through many changes. We want to home in on the longer range and reduce the effectiveness up close. Pre-release we had a very inaccurate non-scoped reticle, but we knew it didn’t feel right, so we tightened it up. However, much like other long-range guns, it became another close-range shotgun which prevented us from buffing any of the stats without drastically reducing close range accuracy. We’ve made tons of buffs to the long-range functionality and doubled the crit chance while limiting the close-range effectiveness.


	Chicago Typewriter: Increased damage from 10 to 11
	Chicago Typewriter: Reduced initial reticle size
	Chicago Typewriter: Increased the per-shot reticle increment (shrinks faster)
	Chicago Typewriter: Reduced the minimum reticle size (gets more accurate)
	Chicago Typewriter: Reduced the decay speed (shrinks slower when not shooting but still in AIM)


DEVELOPER COMMENT: All around buffs for the classiest of weapons. With the recent Assault Rifle buffs to accuracy / handling, the Typewriter was left behind. We’ve upped the damage, handling, and overall effectiveness to ensure its rightful place in your arsenal.


	Particle Accelerator: Increased base crit chance from 10% to 15%
	Particle Accelerator: Increased damage from 75 to 80
	Particle Accelerator: Increased fire rate from 1.4 to 1.45
	Particle Accelerator: Reduced post-shot decay delay from 1.4 to 1.3
	Particle Accelerator: Increased post-shot decay speed from 1.15 to 1.2
	Particle Accelerator: Reduced initial reticle size by 40%
	Particle Accelerator: Drastically reduced scoped Sway
	Particle Accelerator: Added minimum crit range of 7.5m
	Particle Accelerator Alt-Fire (Gravity Core): Now sucks more (many enemies can no longer run out of it)


DEVELOPER COMMENT: Along with the Sniper Rifle buffs; we didn’t forget about the Particle Accelerator. It received many similar changes making it very effective at mid to long range. Additionally, we increased the suck-factor of the Gravity Core to reduce the chances of more agile enemies escaping.


	Devastator: Reduced initial spread to better match reticle
	Devastator: Decreased post-shot delay time before auto-reloading by 50%
	Devastator: Base crit chance increased from 5% to 10%
	Devastator: No longer has 5x chance to proc Bandit Armor on a single target
	Devastator: Each unique target hit has a chance to proc Bandit Armor
	Devastator: Added minimum crit range of 5m


DEVELOPER COMMENT: We talked about the Devastator / Bandit interaction in a previous update and we finally addressed it. Instead of removing the infinite-shot scenario completely, we changed it to require multiple targets, so it isn’t the go-to boss weapon, but the multi-proc gameplay still exists. We also gave the Devastator a few buffs on handling and mid-range effectiveness.


	Defiler: Increased ideal range from 10m to 12.5m
	Defiler: Reduced reticle size from 2.0 to 1.5
	Defiler Alt-Fire (Radioactive Volley): Power Requirement reduced from 350 to 300


DEVELOPER COMMENT: While having one of the most potent alt-fires in the game, the primary fire of the Defiler still fell behind many other sidearms. We’ve tightened up the spread and increased the effective range while also making the alt-fire power up slightly quicker. 


	Eye of the Storm: Increased base crit chance from 5% to 10%
	Eye of the Storm: Added 5% weakspot bonus


DEVELOPER COMMENT: Since its little brother (the Hunting Rifle) got some love, we couldn’t leave Eye of the Storm out in the cold. A couple small damage increases to go along with the buffs from last update.


	Hive Cannon: Added 20 impact damage to projectile (which benefits from weakspot modifiers)
	Hive Cannon: Increased primary shot projectile size from 2 to 5 (better matches the VFX)
	Hive Cannon: Fixed description showing actual AOE range of primary fire


DEVELOPER COMMENT: The Hive Cannon couldn’t hit weakspots with its initial blast, so we fixed it! We also updated the size of the primary fire projectile. It should be much easier to hit targets!


	Curse of the Jungle God Alt-Fire (Tentacle Shot): Added lifeleech on Tentacle hits


DEVELOPER COMMENT: Since we removed the interaction of minions and leech ember (and minions interacting with specific rings in general), we decided to make the Tentacle lifeleech an actual intended mechanic. We added an innate lifeleech to tentacle strikes in a more official capacity.


	Sporebloom: Increased damage from 160 to 200
	Sporebloom: Increased pellet count from 7 to 12 (less dmg loss on a single pellet miss)
	Sporebloom: Increased reticle size for better spread coverage
	Sporebloom: Increased ideal range from 800 to 1000
	Sporebloom: Reduced reload speed
	Sporebloom: Spore Shot projectile damage increased from 50 to 100


DEVELOPER COMMENT: This is my bloomstick.


	Worldbreaker: AOE Blast now affects breakable objects


DEVELOPER COMMENT: It made no sense that the “Worldbreaker” couldn’t break world objects. This was a drastic oversight and we are all ashamed. Now we are not!


ITEMS


	Ring of the Admiral (NEW): 300% bonus incoming damage, +15% Ranged & Melee damage


DEVELOPER COMMENT: Added a new ring for those that like to make things more challenging. While this is a best-in-slot ring for damage, it’s also a worst-in-slot (by a longshot) for defense. It’s a great choice for making Normal and Hard “faster” experiences because you chew through enemies, but it’s also solid in Nightmare because most things already one-shot you! Give it a try!

The Ring of the Admiral can be purchased at Reggie for 2 (TWO!) scrap at the start of the game.


	Cleansing Jewel: When used with Elder Armor, cleansing applies to all allies
	Ring of Evasion: Added +1 iFrame (+4 total) & 10% Evade Speed
	Leech Ember: Slightly reduced Leech amount
	Soul Anchor: Added +5% dmg per summon (wearer)
	Soul Anchor: Duration from 40% to 50%
	Soul Anchor: Removed additional charge bonus


DEVELOPER COMMENT: These trinket changes were to help support the armor rework. We have many additional item updates coming soon!


ARMOR

DEVELOPER COMMENT: We’ve been listening to the community regarding the desire for more build variety at all levels of play. We wanted to bring up all armors instead of reducing the effectiveness of the current “best” (Radiant!). This is our initial pass to help separate each armor and give them unique playstyles while also encouraging mix and matching. Each armor set now has an additional 1-piece flat bonus that does not scale. Armor Values have also been increased. We will be actively monitoring the builds and tune numbers up or down in the next update to bring them even closer together.


	Adventure (Bonus): Increases the amount of scrap picked up by 10%
	Adventure: Total Armor value increased from 10 to 20
	Hunter (Sharpshooter): Reduced range requirement from 15m to 10m
	Hunter (Bonus): Weakspot damage is increased by 15%
	Hunter: Total Armor value increased from 19 to 35
	Ex-Cultist (Bonus): Mod Power is slowly generated over time
	Ex-Cultist: Total Armor value increased from 20 to 36
	Scrapper (Bonus): All stagger damage within Challenger range is increased by 20%
	Scrapper: Total Armor value increased from 36 to 60
	Bandit (Bonus): Ammo acquired on pick-up is increased by 25%
	Bandit: Total Armor value increased from 11 to 28
	Elder (Believer): Dragonhearts increases ally damage by 20% for 10 seconds (includes Minions)
	Elder (Bonus): Dragonheart heal allies for 50% (includes Minions)
	Elder (Bonus): Dragonheart heal now works on Liz/Liz and Root Mother (at reduced rate)
	Elder (Misc): Increased Range on Armor Skill/Bonus from 15 to 30m
	Elder: Total Armor value increased from 13 to 32
	Akari (Opportunist): Perfect Dodge increases Move, Firing, Melee, Reload, Evade Speed by 20% for 7s
	Akari (Bonus): Perfect Dodge increases ALL Crit Chance by 15% for 7s
	Akari: Total Armor value increased from 21 to 37
	Drifter (Bonus): Movement Speed while in Standing Aim is increased by 25%
	Drifter: Total Armor value increased from 28 to 45
	Slayer (Assassin): Assassin Armor Skill changed to multiplicative instead of additive (stronger)
	Slayer (Bonus): Reload Speed is increased by 10%
	Slayer: Total Armor value increased from 29 to 43
	Twisted (Bonus): Melee Hits steal health from enemies (original Leech Ember values)
	Twisted: Total Weight value increased from 33 to 55 (50 with Twisted Mask)
	Twisted: Total Armor value increased from 30 to 74 (62 with Twisted Mask)
	Osseous (Bloodlust): Ranged/Melee hits against same target increases damage to that target
	Osseous (Bonus): Fire Rate & Melee Speed increased by 5%
	Osseous: Total Armor value increased from 35 to 47
	Radiant (Bonus): Reduced recoil by 10%
	Radiant: Total Armor value increased from 51 to 62
	Void (Power Transfer - NEW): Gain a damage stack every 10s (3 max).
	Void (Power Transfer – NEW): Taking damage removes a damage stack and adds defensive stack (3 max).
	Void (Bonus): Slightly increases iFrames on evades (+2)
	Void: Total Armor value increased from 70 to 120
	Bomber Hat: Total Armor value increased from 2 to 10



MODS


	Summons (Seed Caller, Beckon, Iron Sentinel, Tentacle Shot): Reduced to 2 charges per mod


DEVELOPER COMMENT: To better facilitate summoner build, balance, and performance, we reduced all summon mod charges to 2 (each summon by the caster counts towards increased damage for them only while wearing Soul Anchor). This also helps with summons blocking the paths of enemies. In our next update, we will be looking at powering up the effectiveness and identity of the individual summons.


	Explosive Shot: Projectile damage increased from 60 to 130
	Explosive Shot: AOE damage increased from 120 to 170
	Explosive Shot: Increased range from 3.5m to 4.0m
	Explosive Shot: Increased minimum dropoff damage from 65% to 80%


DEVELOPER COMMENT: In our ongoing endeavor to increase the effectiveness of each mod, we powered up Explosive Shot for those that really love AOE damage. Enjoy!


	Swarm: Fixed bug where projectile lifetime was limited to 12s
	Swarm: Fixed projectile duration to 20s (and not 12 or 25)


DEVELOPER COMMENT: In the last update, we realized a bug (no pun intended) in the behavior of Swarm AFTER we submitted the update but before we finalized the update notes. We originally intended to increase the time and we mistakenly thought 25s would rectify the issue. We’ve since fixed the issue that forced Swarm to remain at 12s and capped it at 20.


	Mender&#39;s Aura: Nor works on Liz/Liz and Root Mother (at a reduced rate)


DEVELOPER COMMENT: This is more of a Quality of Life change, but you can now heal NPCs in combat at a reduced rate by using Mender’s Aura.


	Iron Sentinel: Will no longer target enemies that it cannot see


DEVELOPER COMMENT: If a turret loses line-of-sight on enemies and has no target, it will stop firing.


MISC


	Wasteland Goodboy has been buffed from Goodboy to Very Goodboy


DEVELOPER COMMENT: I mean, he is a very goodboy.

 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements! Join the devs and other players on our official Discord server!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11253473-adventure-mode-update%3A-215646</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11253473</guid>  
      <pubDate>Wed, 11 Sep 19 10:30:14 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Free Content Updates - September 2019]]></title>  
      <description><![CDATA[Adventure Mode



Release Date: September 12, 2019

Introducing Adventure Mode - A new game mode that allows players to re-roll individual worlds. You and your party can embark on an adventure through dynamically generated Earth, Rhom, and Yaesha, beginning at a single World Stone and ending once you’ve defeated their World Boss. Dungeon locations, points of interest, enemy spawns, and more may be different than what you’ve come to expect from the main campaign.

Activated from the World Stone in Ward 13, simply choose “World Settings” and select the “Adventure Mode” option to pick the world you would like to roll. This will not replace your campaign progress and can be re-rolled freely without affecting your story. Any items found or traits gained along the way will be kept by your character.

More content, including Corsus, will be added in the future!


Leto’s Lab



Release Date: September 19, 2019

Leto’s Lab takes you on a quest through Research Station Alpha. The lab was established to research the mysterious red crystals, with the initial goal of using them as a source of infinite energy. The head researcher, Leto Apostolakis, theorized the crystals could be used for something else - to bridge space-time for near instantaneous travel. He was the one to unlock the World Stone on Ward 16 allowing mankind to take their first fledgling trips to other worlds. Leto’s experiments quickly diverged from their initial goal as he started using the World Stones to fuel a series of dubious experiments. The lab continued operating for months after the Root invaded, but was ultimately forced to evacuate when one of Leto’s experiments went awry.  

The Leto’s Lab dungeon can be found dynamically spawned in Earth. It is unique among the other dungeons in Remnant as it reveals more backstory about the world and mixes in light puzzles with intense combat - including a new boss fight. It’ll take a sharp eye, steady aim, and a little luck to make it out alive!

Remnant: From the Ashes is available now on Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and find teammates on our official Discord server.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11250443-free-content-updates-september-2019</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11250443</guid>  
      <pubDate>Mon, 09 Sep 19 07:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[UPDATE: PC-214857 | PS4-214808 | XBOX-214779]]></title>  
      <description><![CDATA[

We&#39;ve pushed an update to the PC, PS4, and Xbox versions of Remnant: From the Ashes!

Build Numbers: PC-214857 | PS4-214808 | XBOX-214779

 

QUALITY OF LIFE


	Coop Scaling now caps at +3 levels of Host
	Enabled VOIP toggle on PC/CONSOLES
	Enabled Push-to-Talk option on PC by default (players must bind a key) 
	Adjustments to help fill empty matchmaking sessions
	Added FOV slider for PC
	Adjusted right analog deadzone for PS4 controller (reduced by half)


DEVELOPER COMMENT: While we work on additional coop adjustments, we wanted to better ensure that higher level players and lower level players could work together without drastically penalizing the lower level players. We&#39;ve changed it so that if a lower level player hosts the game, the game will never be more than 3 levels above them even if their teammates are much higher. This will prevent the coop scaling from getting too high and thus overly penalizing someone just starting out.

DEVELOPER COMMENT: We&#39;ve also made a handful of other adjustments for general quality of life. Players can now access VOIP, bind a push-to-talk button, and disable it completely if they so choose.

 

BUG FIXES


	Increased performance across Corsus
	Increased memory stability across extended play experiences (less crashes)
	Fixed traits not unlocking on client (Revivalist, Exploiter, Scavenger, Sleight of Hand, Suspicion, Will to Live)
	Fixed trapdoor that Ace kept falling through in Ward 13
	Fixed client being able to reroll hosts campaign
	Fixed an issue with Lost Gantry not properly handling restarts
	Fixed issue with certain bosses respawning post "Quest Complete"
	Fixed issue with clients loading into final boss room and being stuck at World Shard
	Fixed FOV on Archetype screen for Ultrawide Monitors/resolutions
	Added FOV lock when changing resolutions to maintain proper proportions/alignment (menus/reticles)
	Fixed user settings not saving when exiting out of main menu/application too fast
	Added support to unlock certain achievements that should have been attained
	Corrected values being shown for Scrap-based achievements/trophies
	Fixed bug with Undying King "Death Warmed Over" achievement/trophy
	Many general collision fixes/updates
	Added backup profile when joining game as client


DEVELOPER COMMENT: In general, we are prioritizing performance, stability, and crashes. We&#39;ve also fixed several bugs that have halted progression, side-dungeon completion, and affected achievement/trait unlocks.

 

GENERAL BALANCE


	Radiant Tomb total spawns and intensity reduced


DEVELOPER COMMENT: The most notoriously difficulty encounter in the game, Radiant Tomb has been re-tuned to be fairer to the player and reducing the need for a very specific loadout.

 

WEAPON BALANCE


	Repeater Pistol: Reduced max spread
	Repeater Pistol: Reduced spread per shot
	Repeater Pistol: Increased decay speed (faster reticle contraction)


DEVELOPER COMMENT: The Repeater Pistol ended up falling off a bit due to its accuracy. We improved the overall handling without making any damage changes.


	Hunting Pistol: Added +2 ammo to reserve
	Hunting Pistol: Reduced initial spread
	Hunting Pistol: Increased decay speed
	Hunting Pistol: Reduced penalty for moving
	Hunting Pistol: Increased reload speed by 10% (faster)


DEVELOPER COMMENT: While an incredibly powerful weapon, the Hunting Pistol suffered from a smaller ammo reserve (less total damage) and had an abnormally high moving penalty for being a single-shot weapon (which is already somewhat of a penalty). The Hunting Pistol is now much more accurate - both stationary and moving - and reloads faster between shots.


	Hunting Rifle: Reduced spread penalty for moving
	Hunting Rifle: Increased initial aim decay speed and post-shot decay speed
	Hunting Rifle: Reduced spread per shot


DEVELOPER COMMENT: The Hunting Rifle has always been considered the baseline for all other weapon balancing. However, even with pin-point accuracy while stationary, the initial spread was too great which prevented quick reaction shots. Additionally, the per-shot spread was a tad too high making it much harder to quickly pick off targets than desired.


	Coachgun: Increased ideal range from 800 to 900
	Coachgun: Added +4 shells to reserves


DEVELOPER COMMENT: To further separate the Coachgun from the Shotgun, we&#39;ve increased the ideal range. The tighter focus, reduced drop-off, and incredible burst combined with the longer range makes the benefits of the Coachgun a bit more obvious. Additionally, we added +4 shells to the reserve ammo pool to bring the total damage in line with other longguns.


	Assault Rifle: Added +4 bullets to reserves
	Assault Rifle: Reduced initial spread
	Assault Rifle: Reduced auto-fire spread curve
	Assault Rifle: Increased decay speed


DEVELOPER COMMENT: The Assault Rifle, while highly damaging, has always suffered from too much weapon spread too quickly. We&#39;ve lessened the spread curve and the maximum amount of spread to bring it closer to our vision of an Assault Rifle. It also gained +4 ammo in the clip.


	Crossbow: Changed reticle behavior
	Crossbow: Changed reticle graphic


DEVELOPER COMMENT: The Crossbow suffered from using the projectile reticle so we changed it to use a normal static reticle. While we still have many adjustments planned, we felt this was a solid interim solution.


	Eye of the Storm: Increased initial decay
	Eye of the Storm: Reduced initial spread
	Eye of the Storm: Reduced spread per shot
	Eye of the Storm: Added 1 extra ammo per clip (+3 total)


DEVELOPER COMMENT: With the Hunting Rifle adjustments, we wanted to also update the Eye of the Storm (which is basically a lightning Hunting Rifle). It received similar handling adjustments as well as gained additional ammo.


	Beam Rifle: Reduced initial damage from 16 to 14 (max ramp-up is still the same)
	Beam Rifle: Reduced reload speed by 20%


DEVELOPER COMMENT: Widely considered the most powerful weapon in the game, we wanted to bring the Beam Rifle closer to the other longguns. The initial damage was reduced by 2 requiring slightly longer DPS time to reach maximum potential. We also significantly increased the time it takes to reload so that maintaining the beam for as long as possible is the best way to maximize its potential. While it still does similar (slightly more) total DPS than the Assault Rifle, the AR always deals a constant / reliable amount of damage whereas the Beam requires a longer commitment but has a higher top-end.


	Hive Cannon: Added +2 hive grenades per clip (5 shots total)
	Hive Cannon: Reduced reload speed by 10%
	Hive Cannon: Hive Shot Mod DOT damage increased from 80 to 150
	Hive Cannon: Hive Shot Mod power requirement increased from 350 to 600
	Hive Cannon: Hive Shot Mod charges reduced from 5 to 3


DEVELOPER COMMENT: The Hive Cannon is just a fun weapon. We wanted to make it more fun. We reduced the total number of Hive Shot charges and gave them to the primary shot (less reloading). We also increased the reload, while also dramatically buffing the damage of the Hive Shot DOT. As a trade-off, we increased the mod buildup requirement.


	Particle Accelerator: Adjusted reticle size to better represent accuracy


DEVELOPER COMMENT: While we have a handful of changes in the works, we wanted to first adjust the accuracy of the reticle to better represent where the shots will land. Many more tweaks to PA coming soon!


	Defiler: Reduced initial spread
	Defiler: Increased Radioactive Volley fire rate from 1.1 to 1.2s


DEVELOPER COMMENT: The Defiler didn&#39;t really need much. We adjusted the initial spread by a small margin so players could better enjoy its secretly good range (for a Shotgun). We also removed a tiny bit of lag on firing Radioactive Volley back to back.


	Curse of the Jungle God: Increased fire rate from 3.0 to 3.5
	Curse of the Jungle God: Reduced damage from 32 to 28
	Curse of the Jungle God: Decreased reload speed by 5%


DEVELOPER COMMENT: The Curse of the Jungle God felt a little too slow for our tastes, so we sped up the fire rate and made minor adjustments to both damage and reload speed. Overall, it is a more efficient weapon.


	Devastator: Changed reticle behavior
	Devastator: Changed reticle graphic


DEVELOPER COMMENT: Like the Crossbow, the Devastator had major issues with the projectile reticle so we changed it to use a normal static reticle. There are many adjustments planning (we see you BANDIT ARMOR USERS)... but for now, this should feel much better.


	Repulsor: Reduced initial spread by 40%
	Repulsor: Increased Spread Decay (faster post-shot)
	Repulsor: Increased post-banish debuff duration by 25%
	Repulsor: Reduced banish time from 8 to 4 (less waiting - quality of life)
	Repulsor: Reduced friendly banish time from 4 to 2
	Repulsor: Reduced Banish Charges from 8 to 5


DEVELOPER COMMENT: For the final boss weapon, this felt a tad underwhelming. The goal of the Repulsor was to be a well-rounded tool that can fit on any team. By reducing the initial spread and increasing the post-shot decay speed, we&#39;ve made it more reliable as a primary option. Additionally, we increased the debuff to 4 seconds so that players can easily unload all 5 shells into a post-banished enemy. The Banish time was reduced to reduce the waiting and halved against friendlies, because every team has "that guy" on it. To adjust for the upped effectiveness (as well as higher +20 scaling) we reduced the total Banish charges from 8 to 5.

 

ARMOR BALANCE


	Hunter Sharpshooter: Now increases ALL ranged DMG at 15m+


DEVELOPER COMMENT: We&#39;ve removed the Weakspot requirement because not every enemy has a Weakspot and because it already has a pretty strict range requirement. We will monitor the change and adjust both range and damage value accordingly.


	Ex-Cultist Blood Pact: No longer requires Critical hits for mod power generation
	Ex-Cultist Blood Pact: Reduced max generation from 50% to 40% to compensate for no crits


DEVELOPER COMMENT: Like Hunter armor, we removed the additional requirement to gain the Ex-Cultist armor bonus. In conjunction with the reduced Spirit value, the Ex-Cultist armor should be more appealing end-game as a mod-generation option.


	Scrapper Challenger: Damage increased from 15% to 25%
	Scrapper Challenger: Range increased from 2.5m to 5m


DEVELOPER COMMENT: The range requirement has been made more forgiving and the damage bonus has been increased significantly. We will monitor the change and see if players find the Scrapper armor more appealing as a close-range set.


	Akari Opportunist: Changed perfect dodge to grant 100% MELEE crit chance
	Akari Opportunity: Added Melee Speed buff on perfect dodge
	Akari Opportunist: Removed Melee damage buff on perfect dodge


DEVELOPER COMMENT: We fixed a bug that was granting players ALL crit chance when perfect dodging. We also removed the raw melee damage buff and replaced it with melee speed to better facilitate an in-close melee style. Most notably, any perfect dodge (even with only one piece) will grant 100% crit chance (which is still a 50% minimum damage increase).


	Elder Believer: Changed to allow Dragon Hearts to heal allies
	Elder Believer: Range increased to 15m


DEVELOPER COMMENT: We&#39;ve changed how this set works. The original benefit (chance to not use a Dragon Heart) was not as appealing as we had hoped (especially for a full armor set). We swapped the effect with the Mender&#39;s Charm so that Dragon Hearts now heal teammates. This makes the Elder Armor an excellent support option.


	Twisted Armor: Health regen increased


DEVELOPER COMMENT: Players asked for it, we obliged. Enjoy having lots of health.

 

TRAIT BALANCE


	Catalyst buff maximum reverted from 15% to 20%


DEVELOPER COMMENT: Since we have removed the interaction between Catalyst and Devouring Loop, Catalyst has been reverted to its pre-nerf state.


	Rapid Strikes attack speed buff reduced from 20% to 15% (to allow Akari Armor Buff)


DEVELOPER COMMENT: To better allow the Akari Armor buff to be meaningful, we reduced the Rapid Strikes bonus.


	Spirit max reduced from 50% to 30% (to allow Ex-Cultist Armor Buff)


DEVELOPER COMMENT: To better entice/reward players using the Ex-Cultist armor for mod generation, we reduced the overall bonus of Spirit. This should make Ex-Cultist the goto set for mod generation.

 

TRINKET BALANCE


	Devouring Loop: No longer affected by Catalyst Trait


DEVELOPER COMMENT: The Devouring Loop was never meant to work with the Catalyst Trait as it is not a status effect but we thought it would be a cool/fun idea. Spoiler alert: We all make mistakes.


	Cleansing Jewel: Removed healing effect, added 50% status buildup resistance
	Mender&#39;s Charm: Gained old Elder Armor Skill (heal allies)
	Mender&#39;s Charm: Gained 25% additional self-healing (from Cleansing Jewel)


DEVELOPER COMMENT: With the recent shift of Elder Armor bonus and Mender&#39;s Charm, we wanted to give each of these items a proper focus. Cleaning Jewel is now focused around status buildup and cleansing, while Mender&#39;s Charm is all about healing.


	Soul Anchor: Adds +1 max simultaneous summoned abilities


DEVELOPER COMMENT: Due to the change in how summons work, we wanted to allow players the opportunity to still have more summons than the base game would allow so we added functionality to the Soul Anchor. This does not add additional charges, but it does allow you to have more than the "max" out at any one time.

 

CONSUMABLE BALANCE


	Adrenaline: Melee speed buff reduced from 15% to 10%


DEVELOPER COMMENT: To better allow the Akari Armor buff to be meaningful, we reduced the Adrenaline buff so that melee speeds didn&#39;t get out of hand.

 

MOD BALANCE


	General: Mods now properly scale with Weapon Level
	General: Certain Mods also scale effect based on other factors (player health, triage, etc)
	General: Limited amount of maximum "same type" summons (dupes will kill older summons)
	General: Added "max allowed simultaneous" summon value to summon description


DEVELOPER COMMENT: We&#39;ve converted all Mods to properly scale with weapon level. Typically they start lower than their original base but scale higher - thus, you get a bigger benefit out of slotting them in higher-leveled weapons. We&#39;ve also made a change to how summons work so that there is a cap on simultaneous instances. If the max is reached and a new summon is activated, it will destroy the oldest. The max simultaneous can be increased with Soul Anchor.


	Iron Sentinel: Properly targets/shoots Ghasts and Root Frog


DEVELOPER COMMENT: Basically, just a bug fix.


	Rattle Weed: Power requirement increased from 750 to 1000
	Rattle Weed: Reduced initial aggro generation pulse
	Rattle Weed: Enemies can now be pulled off Rattle Weed if they take enough damage
	Rattle Weed: Enabled constant "pulsing" aggro generation to pull enemies spawned after cast
	Rattle Weed: Casting a 2nd Rattle Weed while first is out will remove the 1st
	Rattle Weed: When expired/killed, drops aggro immediately (originally was still active for 5s)
	Rattle Weed: Now affected by Soul Anchor for +1 max simultaneous summons


DEVELOPER COMMENT: Rattle Weed has always been "too good" in a game that has a lot of enemies that you are expected to deal with. We didn&#39;t want to change the core concept of the mod, but we did want to reduce how overpowered it was. We increased the buildup so it takes just a bit longer to fill. We reduced the initial aggro "pulse" by a significant amount so it didn&#39;t lock enemies on it until death (this allows you to pull enemies off now with damage). We also added a constant "pulse" that will pull newly spawned enemies towards it assuming you do not already have too much aggro. Additionally, when a second Rattle Weed is summoned, the first one is immediately killed. Previously, it would stick around for 5s and hold aggro which made it even more effective than it should have been. Players can still summon 2 Rattle Weed if they use Soul Anchor.


	Veil of the Black Tear: Now unbreakable while active - duration scales with weapon level


DEVELOPER COMMENT: No longer breakable while active, Veil of the Black Tear should now do the job we all thought it should be doing from the beginning.


	Swarm: Increased duration from 20s to 25s
	Swarm: Reduced charges to 1


DEVELOPER COMMENT: We wanted to make Swarm a sort of "buddy" that followed you around and attacked anything dangerous. However, there is a bug (no pun intended) in this patch that keeps the duration to 12s. It&#39;s known and will be fixed in the next patch. However, look forward to double duration in the future. Putting this note here because we know players will see that it says 25s and is still only lasting half that duration.


	Breath of the Desert: Charges increased from 2 to 3


DEVELOPER COMMENT: Reverted the reduction of charges. We want players to feel more like a caster with Breath of the Desert. With 3 charges, we may eventually need to adjust the damage. For now, rest assured that we will never again change the total charges of Breath of the Desert (unless we do).

 

ENEMIES


	Shade/Shatter: Improved behavior across the board
	Undying King: Beam Rifle will properly stagger certain phases
	Undying King: No longer changes target mid attack
	Canker: Wave can no longer be killed via explosions
	Ixillis: Fixed issue with exploiting part of fight through wall
	Ixillis: Changed scream hit-reaction so as to no longer push players off bridge
	The Unclean One: Caskets no longer spawn enemies after the fight
	Kin-Caller: No longer slows game when killed during summon


DEVELOPER COMMENT: General behavior and bug feedback. The goal is to clean up the rough edges and make the fights less exploitable and more consistent!


	Nightmare: Breakout requirement reduced by 30% (was 10% of 1mil base, now 3.5% of 2mil base)
	Nightmare: Breakout phase timer variance (15-30s) removed - now 30s flat
	Nightmare: Vulnerable phase increased from 5s to 7s
	Nightmare: No longer faces away when broken out
	Nightmare: No longer changes target after starting an attack
	Nightmare: Health doubled (... we&#39;re serious.)
	Nightmare: Should no longer be fightable immediately after being defeated


DEVELOPER COMMENT: Some players found the Nightmare breakout phase to be tedious so we reduced the breakout threshold and increased the total health (by double). This is so that players can more consistently get to the "fun" part of the fight which is seeing massive numbers. We also reduced the variance of the breakout phase (for consistency) and increased the total amount of DPS time when broken. Also... some bug fixes.

 

MISC


	Used the Control Rod to play fetch with Wasteland Goodboy


DEVELOPER COMMENT: The Wasteland Goodboy has been an extremely good boy since launch day and we felt it only right that he got some quality play time. We&#39;ve been working on setting up a play date with Earth Goodboy but have yet to find him.

 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11243803-update%3A-pc-214857-%7C-ps4-214808-%7C-xbox-214779</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11243803</guid>  
      <pubDate>Wed, 28 Aug 19 13:43:26 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[UPDATE: PC / PS4 / Xbox - 214415]]></title>  
      <description><![CDATA[

We&#39;ve pushed an update to the PC, PS4, and Xbox versions of Remnant: From the Ashes!

Build# 214415

 

WEAPONS


	Increased Scar of the Jungle God bleed speed (same damage but faster).


 

ITEMS


	Vengeance Idol buffed to 50% DMG below 25% health.
	Gaelnic Charm buffed from 50% to 300% mod generation on DMG taken.


 

MODS


	Reduced Breath of the Desert Charges (3 to 2).
	Increased Breath of the Desert buildup requirement (500 to 750).
	Gravity Core DMG reduced (750 to 500).
	Gravity Core AOE DMG significantly reduced against friendlies.
	Gravity Core pull significantly reduced against friendlies.
	Gravity Core projectile time significantly increased.
	Gravity Core buildup requirement reduced (2000 to 1500).
	Tentacle Shot no longer hits friendlies.
	Increased Hunter&#39;s Mark buildup (750 to 1000).
	Certain mods should now properly target more enemies.


 

ARMORS


	Removed the duration for Slayer Armor buff post reload.
	Set bonuses properly update on client without needing to reequip.


 

TRAITS


	Reduced Catalyst buff (20% to 15%).


 

ENEMIES


	Adjusted all Vyr Annointed weakspots (head) to be the correct size.
	Ixillis fix for secondary particle not showing up for non-host (client).
	Adjusted method for gaining additional ammo during Ixillis.
	Non-hitscan weapons (projectiles) can now deal weakspot DMG to Ixillis.
	Shade/Shatter will should no longer get pushed out of their dome.
	Projectiles used against Shade/Shatter dome will now DMG the dome.
	Shade no longer sticks in dome anim when Shatter is killed on startup.
	Fix for The Harrow alternate kill method.
	Nightmare no longer takes the same teammate every time.
	Nightmare Portals will no longer wait to appear.
	Certain Mods now properly attack Claviger&#39;s chest.


 

QUALITY OF LIFE


	Ace decided to sell higher quantities of Irons (less min/max variance).
	Many keybinding fixes.


 

BUG FIXES


	Fix for inconsistent reviving where it would often cancel (YESSSS!)
	Spectators should now see proper death/grapple/interaction animations.
	Fix for dying after obtaining Mysterious Coin / Tarnished Ring.
	Fix for saves without progression keys (Howling Key, Guardian Heart, etc).
	Fuse box fixes!
	Added persistence component to bell handler.
	Bosses dying to DOT should no longer break the game.
	Fixes for enemies grappling Rattle Weed.
	Many additional trophy/achievement fixes.
	Hair color should no longer change color when equipping Hunter Shroud.
	Force Burst should no longer cause banished enemies to suspend in air.
	Ent scream longer instakills players using Mantle of Thorns (...lol).
	Added minion tag to Monolith spawns.
	Collision adjusted on Monlith tile to prevent players from falling through.
	Added save bool for Lost Gantry to prevent lock-out if player exits on death.
	Fix for certain elemental MOD damage types being considered Melee DMG.
	Totems in Shroud dungeon should now always properly summon Shroud.
	General art/collision fixes in many zones.


 

TECH


	Set max players on unreal to 3.
	Matchmaking optimizations.


 

ANIMAL CARE


	Told the Wasteland Goodboy that he&#39;s a goodboy.


 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/.

Follow our Twitter and Facebook pages for official announcements!

 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11239243-update%3A-pc-%2F-ps4-%2F-xbox-214415</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11239243</guid>  
      <pubDate>Thu, 22 Aug 19 11:52:34 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[UPDATE: PC - 214293]]></title>  
      <description><![CDATA[

We&#39;ve pushed an update to the PC version of Remnant: From the Ashes! Read on to see what&#39;s changed:

Build# 214293

 

BALANCE


	Mender&#39;s Charm range increased from 3m to 10m.
	Jewel of the Black Sun buffed.
	Spitfire alt fire (Flamethrower) fire-rate increased (MORE DMG!).
	Particle Accelerator alt fire (Gravity Core) buildup requirement increased.
	Particle Accelerator alt fire (Gravity Core) damage dramatically increased.
	Ruin alt fire (Undying) HP regeneration now scales with the Triage Trait (starts at 50%, max Triage to 100%).
	Ruin alt fire (Undying) buildup requirement increased.
	Ruin revive damage reduction reduced from 25% to 10%.
	Breath of the Desert damage reduced slightly and has a few additional cast-time frames.
	Stormcaller now reduces incoming damage by 50% and increases movement to near-sprint speed.
	Seed Caller (THE BOYS!) health increased from 80 to 150.
	Iron Sentinel damage and duration increased.
	Veil of the Black Tear base HP doubled.


 

ENEMIES


	Swamp Swarm Host (Big Fat Guy) HP reduced & corrosion range reduced to better enable "no-hit" runs.
	Fixed The Ent&#39;s lack of aggression in alternate combat mode.


 

BUG FIXES


	Razorstone damage increase properly set to 100% (was accidentally set to 200% instead of 100%).
	When talking to Ravager, the fog wall will now disappear.
	Root Rot Mist (pink) no longer prevents you from aiming.
	Dying with the Undying Mod no longer removes the Curse of the Citadel debuff.
	Clients wearing the Ring of Evasion will not longer have infinite iFrames.
	Irradiated debuff now properly reduces any amount of stamina by half (instead of a flat 50).
	Fix for Sniper Rifle getting locked into scope mode.
	Dying on Root Horror no longer causes issues with other boss rewards showing up prematurely.
	Many fixes for Swarm/Breath of the Desert style mods allowing fire-rate exploits.
	Breath of the Desert no longer targets beams.
	Fix for end-game cinematic.
	Fix for getting knocked out of fuse-box interaction, causing door to remain permanently locked.
	Removed loot from breakables on Claviger.


 

Miscellaneous


	Implemented solution to prevent profiles from being corrupted.
	Properly cleared tactical points properly on end-play (causing some issues with bosses).
	Gave the goodboy in Rhom a few additional snacks.
	Achievements fixed (for PC).


 

Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.

For all technical issues and bugs, please contact: https://support.arcgames.com/

Follow our Twitter and Facebook pages for official announcements!

 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11237603-update%3A-pc-214293</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11237603</guid>  
      <pubDate>Tue, 20 Aug 19 15:29:29 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant: From the Ashes Is Available Now]]></title>  
      <description><![CDATA[

 

Fight the Root of all evil.

Remnant: From the Ashes is available now on Steam, Sony PlayStation®4, Xbox One, and Arc.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11236813-remnant%3A-from-the-ashes-is-available-now</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11236813</guid>  
      <pubDate>Tue, 20 Aug 19 03:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Global Launch Times]]></title>  
      <description><![CDATA[

 

Remnant: From the Ashes LAUNCH!Countdown
(function(d, s, id) { var js, pjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) return; js = d.createElement(s); js.id = id; js.src = "//www.tickcounter.com/static/js/loader.js"; pjs.parentNode.insertBefore(js, pjs); }(document, "script", "tickcounter-sdk"));

 

 

 


	
		
			
			Platform
			
			
			UTC
			
			
			San Francisco (PDT)
			
			
			Amsterdam (CEST/UTC+2)
			
		
		
			
			PC (Steam and Arc)
			
			
			August 20, 04:00 am
			
			
			August 19, 09:00 pm
			
			
			August 20, 06:00 am
			
		
		
			
			Xbox One
			
			
			August 20, 04:00 am
			
			
			August 19, 09:00 pm
			
			
			August 20, 06:00 am
			
		
		
			
			PlayStation NA (SIEA)
			
			
			August 20, 04:00 am
			
			
			August 19, 09:00 pm
			
			
			August 20, 06:00 am
			
		
		
			
			PlayStation EU (SIEE) – Rolling
			
			
			August 20, 00:00 midnight
			
			
			August 19, 15:00 pm (based on Amsterdam release time)
			
			
			August 20, 00:00 midnight
			
		
	


 

 


	Please note the rolling start times for Sony PlayStation EU. These are based on region and not a global time. IE - New Zealand PlayStation players will unlock the game as early as August 19, 05:00am Pacific/14:00 pm Amsterdam time. 


 

Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. See you in Ward 13, Survivors!

 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11236163-global-launch-times</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11236163</guid>  
      <pubDate>Mon, 19 Aug 19 04:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[New Remnant Wallpapers Available!]]></title>  
      <description><![CDATA[ 

3840x2160 (16:9) || 1920x1080 (16:9) || 1024x768 (4:3)

 

 

3840x2160 (16:9) || 1920x1080 (16:9) || 1024x768 (4:3)

 



3840x2160 (16:9) || 1920x1080 (16:9) || 1024x768 (4:3)

 



3840x2160 (16:9) || 1920x1080 (16:9) || 1024x768 (4:3)

 



3840x2160 (16:9) || 1920x1080 (16:9) || 1024x768 (4:3)

 ]]></description>  
      <link>/en/games/remnant/news/detail/11234493-new-remnant-wallpapers-available%21</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11234493</guid>  
      <pubDate>Sat, 17 Aug 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Known Issues - VIP Preview Weekend]]></title>  
      <description><![CDATA[

These are the known issues you may experience in the VIP Preview Weekend build of Remnant: From the Ashes. Our team is aware of these issues and working to resolve them in a future update. Thank you for your patience and understanding.

For technical issues, please contact official Arc support.

 

Known Issues


	​Defeating Claviger, Harrow, or Ixillis in multiplayer while the host is dead may not drop a key item.
	Consuming multiple Elixir of Enlightenments does not stack the duration.
	Staying in one area for an extended period (+2 hours) without zoning can cause slowdown in some cases on Xbox One.
	Unlocking one achievement erroneously unlocks multiple achievements.


 

"Profile does not exist" & "Profile is corrupt"

Disable Cloud Saving


	Open Steam and navigate to your Steam Library
	Right-click on Remnant: From the shes and select Properties
	Select the Updates tab to uncheck the Enable Steam Cloud Synchronization option
	Click Close


Delete any local saves, which can be found by browsing to the following windows explorer path:


	%LOCALAPPDATA%\Remnant\Saved
	Delete the SaveGames folder


Without re-enabling Cloud Saving, launch the game and complete the tutorial

Re-enable Cloud Saving, then when prompted to resolve the Steam Cloud Save conflict, make sure to choose the local files


	https://support.steampowered.com/kb_article.php?ref=6736-QEIG-8941#conflicts


 

Keep an eye on this post! We&#39;ll update it with any other issues as we make new developments.]]></description>  
      <link>/en/games/remnant/news/detail/11234533-known-issues-vip-preview-weekend</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11234533</guid>  
      <pubDate>Thu, 15 Aug 19 18:05:38 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[VIP Preview Weekend Details!]]></title>  
      <description><![CDATA[

Pre-order Remnant: From the Ashes on Steam, Xbox One, and Arc to guarantee early access to the game in our VIP Preview Weekend before the official release on August 20, 2019!


VIP Preview Weekend Countdown Timer



 

When does VIP Preview Weekend begin?
-VIP Preview Weekend begins August 16, 2019 @ 12am (midnight) EDT!

Which platforms are included in the VIP Preview Weekend?
-VIP Preview Weekend will be available on Steam, Xbox One, and Arc!

When does pre-load for VIP Preview Weekend begin?
-Pre-load for VIP Preview Weekend is available now!

When does VIP Preview Weekend end?
-VIP Preview Weekend ends on August 20, immediately before the game officially launches!
*Note - There may be a game update during this time that will require download and installation.

Will my progress carry over to the official launch on August 20?
-Yes, any progress made during VIP Preview Weekend will carry over to launch!

What other bonuses are included with the pre-order?
-Along with VIP Preview Weekend access, you’ll receive three armor skins (one for each starting Archetype) and a Survivor Pack full of crafting materials and other consumables for pre-ordering!

What content will be available in the VIP Preview Weekend?
-The entire game will be unlocked and available for play during the VIP Preview Weekend!

Where can I pre-order?
-You can pre-order Remnant: From the Ashes right here!


Remnant: From the Ashes releases on August 20, 2019 for Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and find teammates on our official Discord server.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11227733-vip-preview-weekend-details%21</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11227733</guid>  
      <pubDate>Thu, 15 Aug 19 10:30:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[PlayStation®4 Pre-Orders]]></title>  
      <description><![CDATA[

 

Over the past few days we’ve noticed a number of concerns about the pre-order availability of Remnant: From the Ashes on PlayStation®4. Sadly, due to unforeseen circumstances we will no longer be able to deliver the ‘VIP Preview Weekend’ for PlayStation®4 players. Players with pre-orders will still receive the other bonuses when the game launches on August 20.

Sony will be directly contacting players with existing pre-orders on PlayStation®4. Players eager to play Remnant on PlayStation®4 can do so on August 20 when the game officially launches on all platforms. Purchases will be available through the PlayStation®Store when the game goes live in your region.

We have appreciated your patience while we gathered the most up-to-date information on this issue, and sincerely apologize to all players affected by this. We look forward to seeing you all in Ward 13 on August 20!]]></description>  
      <link>/en/games/remnant/news/detail/11233383-playstation%C2%AE4-pre-orders</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11233383</guid>  
      <pubDate>Wed, 14 Aug 19 12:37:52 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant 101 - Get Good or Die Trying]]></title>  
      <description><![CDATA[

The many worlds of Remnant: From the Ashes are harsh and unforgiving. As one of the final living remnants of a beaten down humanity struggling for survival, you will die. A lot. In order to stand up for mankind and overcome the otherworldly creatures that threaten the future of the human race, you’ll need to git gud.

 

Offensive Maneuvers

You know what they say: The best offense is a good offense. Bringing the hurt to your adversaries is as simple as a pull of a trigger. Swap between your Long Gun for powerful, longer-range attacks or your Hand Gun for quicker, closer range damage. If you find yourself in a bind or if your ammo reserves are running low, a strong swing of your Melee weapon may be the only thing that keeps you in the land of the living.



 

Every Move You Make

While making your way through the hazardous worlds of Remnant, know that each step may be your last. Your every movement must be deliberate. Despite their ferocity, enemies will telegraph their attacks, giving survivors with a well-honed dodge instinct a chance to avoid almost anything thrown their way. Dodging and sprinting both consume stamina, so timing these actions is crucial. Well-timed dodges may be the difference between life and death.



 

A Little Help From Your Friends

Though going it alone is a more than viable strategy, one of the most valuable assets a survivor has is their friends. If you need support in your struggle for survival, recruit up to two friends and head out together. Although outside assistance may prove invaluable, be forewarned: the game’s difficulty does scale based on party size. Survivors looking to team up can host a public game, invite their friends, or let the game matchmake you with other players. Remember, all loot drops in Remnant are instanced, so whatever is picked up by one player will be gained by the whole team. Except for ammo. Hoard that for yourself.



 

Progress Makes Perfect

In Remnant: From the Ashes true growth comes mostly in the form of gear. As you explore the game’s varied worlds, you will discover new weapons, armor and accessories. Your weapons and armor can be upgraded to make you more powerful. Epic Boss Weapons and supernatural Weapon Mods can also be crafted from materials you pick up along the way. Beyond these tools of the trade, survivors will unlock various passive Traits to augment their arsenal. Completing quests and killing enemies will help you level up giving you points to allocate towards the Traits of your choice.



 

No Two Journeys the Same

From the moment players set foot into the devastated streets of Ruined Earth, up to the final showdown with humanity’s otherworldly oppressors, each survivor’s playthrough will be uniquely their own. Creating a character, re-rolling a world, or joining another survivor’s game dynamically constructs an adventure from a large pool of possible permutations. This dynamic generation means loot, enemy spawns, map layouts, bosses and secrets are unique to each experience.

Discover the hidden mysteries of Remnant: From the Ashes on August 20. Stay up to date on Twitter and Facebook. Join Discord to chat with the devs



 ]]></description>  
      <link>/en/games/remnant/news/detail/11230283-remnant-101-get-good-or-die-trying</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11230283</guid>  
      <pubDate>Wed, 14 Aug 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introducing: Corsus]]></title>  
      <description><![CDATA[

Corsus is a primordial world; an ice-planet criss-crossed by a network of geothermal fissures. Over thousands of years, the heat and magma welling up from the planet’s core has melted large tracts of ice, creating a network of sweltering jungles that is now home to a staggering array of flora and fauna. The Iskal, a strange race of intelligent genetically-mutated bipeds, dominate the landscape. They have created a loose society of co-existing clans whose primitive technology is centered around harnessing the geothermal energy from the planet’s core. The Iskal live harmoniously with one another and war between clans is almost non-existent.



Iskal DNA is a terrifying combination of mammalian and insectoid genes uniquely adapted to the harsh environment they call home. No one knows how the Iskal evolved in this fashion and whether they are an autonomous species or one governed by a hive mind similar to many Earth insects. What is known, however, is that they are a hearty and vicious race whose world has not yet been tainted by the presence of Root.



In the quest to find Commander Ford, Survivors will journey to Corsus and uncover the mystery surrounding the unforgiving world of the Iskal…

Remnant: From the Ashes releases on August 20, 2019. Pre-orders are available now for Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11225873-introducing%3A-corsus</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11225873</guid>  
      <pubDate>Tue, 06 Aug 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Multiplayer in REMNANT]]></title>  
      <description><![CDATA[

REMNANT: From the Ashes launches in just under three weeks! Wrapping up our major feature blogs, we’re covering one of the most frequently discussed topics: Multiplayer. This time we reveal the details of how loot, progression, friendly-fire, and other multiplayer systems function. Be sure to get caught up on the previous feature deep-dives for Moving, Attacking, & Dying, Upgrading, Crafting, & Firearm Mods, and Dynamic Generation & The World Stones. Continue onward to find out more about how multiplayer works in REMNANT!

Ben (Tragic) Cureton, a Principal Designer at Gunfire Games, is back with the specifics!

 

TEAM UP

Playing with others is simple! REMNANT is designed around drop-in / drop-out multiplayer for seamless co-op. If you’d like to host, you can invite friends to join your current game through the Friends List or create a game that only friends can find. If you’d prefer others to host, you can connect to friends through REMNANT’s game lobby, or join a random game through REMNANT’s matchmaking system.

While the host is in Ward 13, joining players will spawn in the comfort of the Ward 13 barracks. Be sure to upgrade your gear and purchase consumables before departing with your crew. When the host is out adventuring in the world, joining players will first enter the game as a spectator. Activating a checkpoint will spawn all waiting players, full of health and resources, ready to aid in the journey.



 

PROGRESSION

Your character is an extension of yourself. All of the time spent slaying bosses and crafting awesome weapons becomes a part of your character identity. That’s why your entire character carries over from your singleplayer game to anyone’s multiplayer session. This includes your Archetype, weapons, armor, traits, and resources. Feel free to farm on your own while waiting for your friends.

By the same token, any item picked up (or any resources expended) during a multiplayer session carries over when you return to your own world.Campaign progression is saved to the host. If you are the host of a multiplayer session then your campaign is used and progress is saved to your game. If you are joining a friend’s multiplayer session, then their campaign is used and your combined progress will be saved to their game.



 

STRENGTH IN NUMBERS

Adding extra players will make REMNANT too easy, right? Not necessarily. The game automatically scales the strength and frequency of enemies as players join or leave the group. This ensures that the overall balance of the game remains consistent whether it’s played solo or in a party. A team of three survivors, working together, can bring a tremendous amount of firepower to the table, so we’ve worked hard to create a system to match that potential with increasingly challenging creature combinations. Some of the most difficult and gratifying fights in REMNANT are found in multiplayer. To offset that greater challenge, the quantity of rewards and the likelihood of finding rare or coveted items are increased as more survivors are involved.

The environments of the post-apocalypse are treacherous, so teamwork is critical to overcoming many of the game’s biggest challenges. REMNANT’s combat is meant to be deliberate and deadly. We want players to watch their surroundings, their teammates, and their enemies. Thus, we’ve implemented limited friendly-fire. Only ranged weapons deal friendly-fire and at reduced damage (25%) to other players. Melee weapons DO NOT deal friendly-fire, so don’t be afraid to swing away even if your buddies are standing shoulder-to-shoulder with you!



 

LOCK & LOAD

All loot picked up by a player in REMNANT is distributed equally among all players in the party. If someone takes the time to search every nook and cranny of a dungeon and collects a Sniper Rifle, for example, every other member of the team also receives the weapon regardless of where they are on the map. The same holds true for armor, rings, trinkets, and resources. There were long, impassioned discussions on the merits and flaws of shared or instanced loot, but in the end the team at Gunfire Games as a whole decided that this treatment of loot was the best approach for encouraging teamwork and rewarding players for taking calculated risks that might benefit the group.

One of our primary goals is to make so many unique tools (armors, trinkets, weapons, mods, traits) that players are only limited by their willingness to experiment. There’s a huge number of possible combinations for synergies in multiplayer, and trying them all is highly encouraged! They can be anything from the traditional trinity roles (Tank, DPS, Support), to crazy stacking combos (“buff the glass cannon”, “crits for days”), to ludicrous defense (“team triple heals”, “make Greg unkillable”). Each time you get a new tool, we hope it makes players consider what application it has for you or your team, or at least inspires potential future builds and combinations for everyone to work towards.



Remnant: From the Ashes releases on August 20, 2019. Pre-orders are available now for Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11217943-multiplayer-in-remnant</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11217943</guid>  
      <pubDate>Wed, 31 Jul 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Dynamic Generation & The World Stones in REMNANT]]></title>  
      <description><![CDATA[

We’re less than a month away from launch, so it’s time for another deep dive into more game-defining systems for REMNANT: From the Ashes! Previously we’ve covered how Moving, Attacking, & Dying work and what to expect from Upgrading, Crafting, & Firearms. This time we&#39;re sharing details about a couple broader, global features that will influence a major part of your play experience: dynamic generation and the World Stones.



Mike Maza, a Principal Designer at Gunfire Games, is back with more developer insight. Read on for the full details!


Dynamic Generation


From the first time you step foot onto the devastated streets of a post-apocalyptic Earth, all the way through your journey to otherworldly realms, every player will have an adventure entirely unique to them. Not only are the maps dynamically generated from a collection of unique tiles, but the quests, events, encounters, enemies, and even the loot found throughout the environments will change each time you roll a new world. You can explore dungeons unique to the worlds you create. You might encounter an event or participate in a challenging quest not found in your friend’s game. You may even encounter and defeat bosses and World Bosses that you or your buddies have never seen.



The point is, the moment you create a campaign, the entirety of your adventure is constructed for you from a large pool of possibilities. Restarting your campaign, re-rolling a world, or joining another players’ world will be entirely different than the last. Each player will experience completely different games as they work their way through REMNANT’s rich storyline. Though rest assured, the overarching plot of the campaign remain the same; eliminate the Root. Because of this, we encourage players to re-roll worlds and run through the campaign multiple times to experience all of the different permutations possible… and collect some of the most powerful items the game has to offer.




The World Stones


That big, red, glowing crystal is more than just a fashionable holiday ornament. World Stones serve as beacons of hope during your adventures through the dangerous worlds of REMNANT. Resting at a re-awakened World Stone will instantly regain all of your lost health, restock your ammunition stores, and replenish your Dragon Hearts. But be warned - Resting also repopulates all basic enemies into the world. Bask in its radiant glory and take a reprieve from the horrors of the post-apocalypse… if only for a moment.



Another invaluable characteristic is the ability to fast-travel to other World Stones you’ve discovered during your journey. They can transport you to key locations including your home base at Ward 13, major points of interest, and even entirely new realms. Boss fight too tough? Teleport back to base to upgrade your gear! Think you missed a dungeon? Port back to the zone for further exploration! You will always rest before traveling to another World Stone, so you’ll be fit and ready for battle when you arrive.

Aside from the large World Stones you will also discover smaller World Shards. While shards possess the checkpoint and regenerative abilities of their larger counterparts, they won’t allow you to travel between worlds. They are limited to teleporting out of a dungeon or directly to Ward 13 and back. When you come across a World Shard there will likely be a fight ahead, so be sure to rest up and prepare for battle!



Finally, when you inevitably find yourself defeated at the hands of an otherworldly monster, feel free from fear as death is merely a setback for the travelers of the World Stones. Dying in REMNANT will simply return you to the last checkpoint (World Stone or World Shard) you crossed, full of life and ammunition to get that salty runback against the jerk that stands between you and glorious loot.

Remnant: From the Ashes releases on August 20, 2019. Pre-orders are available now for Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11210543-dynamic-generation-%26-the-world-stones-in-remnant</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11210543</guid>  
      <pubDate>Tue, 23 Jul 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Rhom Lurker, Strider, Anointed, & Ghast]]></title>  
      <description><![CDATA[

When it became clear that the Root could not be defeated with conventional weapons, the Nui – an enigmatic Basha named Ezlan – was forced into a tragic choice… sacrifice his civilization or see his world fall to the invaders. The choice was clear… the Nui ordered the Basha to activate a doomsday device that decimated the Root and sealed the fate of the their civilization for centuries to come.

 

Lurker

 

The Undying’s halls are crowded with the distinctive clacking and clattering sound of Lurkers. They assault natives only when provoked, but they will kill intruders with impunity. They are fast, unpredictable, and not to be underestimated in large groups.

 

"Fast and agile, Lurkers are often found in large hunting packs. They can quickly overwhelm their victims with a flurry of claw attacks. Lurkers aren’t very tough but they more than make up that shortcoming by sheer numbers."

 

 

Strider

 

It’s pointless to apply Earth’s scientific bias to the creatures of the wasteland. The Acari have somehow evolved to support armored carapaces, biomechanical weapons and preternatural senses augmented by arcane technology. Without a doubt, this helps them survive the treacherous wastes but exactly how was this evolution spurred on? How did nature—if that word has any meaning here—create this kind of abomination and to what end? The Strider is one such mystery – a terrifying biological platform for some of the most devastating weapons in the Wasteland.

 

"This slow, tough beast is equipped with a powerful machinegun mounted atop its back. The Strider’s “head” (which is actually a cluster of sensor modules) is the creature’s weak spot."

 

 

Anointed

 

The one they call “The Undying King” surrounds himself with a loyal cadre of these soldiers. As much flesh as machine these autonomous constructs patrol the halls of the Citadel or form the vanguard of raiding parties that scour the Wasteland. Immensely strong and tough and armed with powerful staves that fire bolts of energy; they are a force to reckon with and some of the most feared shock troops in Rhom.

 

“The Anointed are incredibly resilient but they are fairly slow. They can use their weapons to deliver a devastating melee attack and have been known to charge their victims from time to time. However, they prefer to shoot bolts of energy from their staves, resorting to melee only when hard pressed.”

 

 

Ghast

 

Underneath the Citadel and prowling the recesses of the Buried City lives a noxious version of the Lurkers – a vile beast called the Ghast. These Ghasts, as the Undying call them, exude lethal doses of radiation and often explode in a gout of radioactive gore when killed. Ghasts are quick, relentless and just as savage toward intruders as their cousins, making them especially dangerous foes. They are a terrifying sight to behold when found in great numbers.

 

“Although slower than their quicker cousins, the Lurkers. Ghasts will still rush their victims from time to time. They project a radioactive aura that DoTs nearby victims. The Ghasts will also explode when killed dealing a massive amount of radiation damage in a large radius.”

 ]]></description>  
      <link>/en/games/remnant/news/detail/11209753-rhom-lurker%2C-strider%2C-anointed%2C-%26-ghast</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11209753</guid>  
      <pubDate>Thu, 18 Jul 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Preview Event in Berlin]]></title>  
      <description><![CDATA[Last Thursday, we made our way to Berlin, Germany for an exclusive preview event for Remnant: From the Ashes. The industrial and underground culture of the city gave us an amazing venue to host our guests. Here’s what went down at the “Alte Münze”!

 

 

Journalists and influencers from all over Europe had been invited, amongst whom: Sacriel, Sarazar, Master Snakou, Maghla, TonTon and HeyarTV. The amazing Tingilya Cosplay and her cool Ex-Cultist costume were a real eye-catcher and provided lots of photo opportunities. As for the game itself, twelve gaming stations, including two streaming machines, were set up in a dark and apocalyptic setting.

 

Our guests took their first steps solo on the ruined Earth, as you may have seen us do in our livestreams on Twitch. But the event presented some exclusive content as well: For the first time ever the wasteland of Rhom was discovered in co-op play! It was definitely challenging, but we spotted some nice team play and feedback after the play sessions was very positive!

 

And how to best end a day of gaming? With an evening of drinks and barbecue, of course! Once our guests had tried their hands at Remnant: From the Ashes’ exclusive gameplay experience, we gathered to share some good food, talk about the game and gather everyone’s from the day.

 

It was a great experience for us and we hope everyone enjoyed Remnant: From the Ashes and the event itself as much as we did. Thanks to all the attendees and anyone who was involved on this special day. A huge thank you also goes out to AOC and Lioncast who provided us with awesome gaming equipment that made this event a smooth experience for everyone involved!

 

Your Perfect World team.]]></description>  
      <link>/en/games/remnant/news/detail/11209153-preview-event-in-berlin</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11209153</guid>  
      <pubDate>Tue, 16 Jul 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Prime Day: Flight Team Cap]]></title>  
      <description><![CDATA[

To celebrate Prime Day, Twitch Prime members can pre-order Remnant: From the Ashes and receive the Flight Team Cap, an exclusive teamwork bonus trait DLC available only with this promotion!

Tune in to Twitch Sells Out: A Prime Day Event on July 16th @ 7:20pm PT and join Gunfire Games’ own David Adams (President & Co-Founder) to talk about Remnant and this awesome exclusive Flight Team Cap!

 



The Flight Team Cap increases the range of the Teamwork Trait. Teamwork is an automatic Trait awarded for joining a multiplayer game that increases mod power buildup rate, experience gain rate, and reduces damage taken when standing near teammates.

Prime Day 2019 will kick off on July 15th @ 12am PT | 3am ET | 9pm CEST and run for exactly 48 hours, ending on July 17th @ midnight PT.


Pre-Order Remnant: From the Ashes:
https://www.amazon.com/dp/B07V6HCJ59

Check out the Twitch Sells Out: A Prime Day Event livestream on July 16th @ 7:20pm PT:
Watch Now!


Remnant: From the Ashes releases on August 20, 2019. Be sure to follow us on Twitter and Facebook for updates about the event, game info, videos, and more. Join our official Discord server to chat with the developers and other fans like you.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11207403-prime-day%3A-flight-team-cap</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11207403</guid>  
      <pubDate>Mon, 15 Jul 19 10:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Gameplay Preview Event]]></title>  
      <description><![CDATA[

Watch live streamers play Remnant: From the Ashes during our gameplay preview event this Thursday!

 

We’ve invited over a dozen top broadcasters to livestream and share their impressions of Remnant - testing their skills against the otherworldly horrors of the post-apocalypse. Our Survivors will face off against the Root-infested Earth solo before teaming up to tackle the wastelands of Rhom in co-op. Whether you’re a newcomer to the game or have been following us closely, there will be plenty of never-before-seen encounters you won’t want to miss!

 

The event begins on July 11th @ 11:00am PDT | 2:00pm EDT | 7:00pm GMT!

 

Catch all the action live on the Twitch directory for Remnant: From the Ashes. We’ll be hosting streams all day from the official RemnantGame channel.

 

Or, tune in directly to your favorite live streamers below:
 


	
		
			Archonaut
			BurkeBlack
			Caliverse
		
		
			
			
			
		
		
			 
			 
			 
		
		
			Diction
			Faux
			Fextralife
		
		
			
			
			
		
		
			 
			 
			 
		
		
			JaredFPS
			ProfessorBroman
			RemnantGame
		
		
			
			
			
		
		
			 
			 
			 
		
		
			Swag_Dracula
			Tangent
			Teawrex
		
		
			
			
			
		
		
			 
			 
			 
		
		
			TheNo1Alex
			TigerWriter
			 
		
		
			
			
			 
		
	


 

Special thanks to our friends at Alienware and Razer for providing the hardware at this event!

 





 

 

 

Remnant: From the Ashes releases on August 20, 2019. Pre-orders are available now for Steam, Xbox One, Playstation©4, and Arc. Be sure to follow us on Twitter and Facebook for updates about the event, game info, videos, and more. Join our official Discord server to chat with the developers and other fans like you.
   ]]></description>  
      <link>/en/games/remnant/news/detail/11201703-gameplay-preview-event</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11201703</guid>  
      <pubDate>Tue, 09 Jul 19 10:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Rhom Hound, Berzerker, Shaman, & Impaler]]></title>  
      <description><![CDATA[

The mutated Buri tribesmen inhabit the irradiated deserts of Rhom. The tribesmen have grown to revere the Akari and to despise Ezlan and the Basha priesthood.

 

Hound

 

“Hound” is a misnomer, but it’s what the Buri call them. But for basic form, what I like to call Stinkhounds, are biologically unlike any creature on Earth. They are fast and vicious predators of the wasteland deserts. Their stench provides a good warning sign that a pack is approaching, but only if you’re lucky enough to be downwind.

 

"Wasteland Hounds are fast, vicious predators most often found in packs wandering the open desert or the bowels of the Buried City. They sometimes accompany Buri as guards and companions, often charging their prey as the Buri closes in. Their preferred method of attack is to jump and bite their targets."

 

 

Berzerker

 

Near as I can tell, Buri Berzerkers are insane. They ignore all attempts at communication, attacking on sight instead. The massive bone scythes on their arms appear to have been surgically attached—a disfiguration they perform on themselves as part of some brutal ritual. I heard that it was an honor to disfigure themselves in that way, if the Buri are to be believed. They evaded the question when I asked how Berzerkers were able to attach the second scythe...

 

"Berzerkers are some of the strongest and toughest Buri warriors you will find. Their scythe-like arms deal tremendous damage at close range."

 

 

Shaman

 

The Buri have a strict caste system, defining roles and responsibilities with their tribes. One caste—the Shaman— have embedded radioactive crystals in their faces, either as a sign of power or as a means of protecting the tribe. The Shaman are dangerous and unpredictable, able to irradiate others with a glance, even causing them to explode on death. I have been unable to find their source of crystals or witnessed the ritual where they are embedded into flesh.

 

“Shaman are often found patrolling the desert wastes alone or in pairs with either Slingers or Berzerkers. They can emit a powerful beam of radioactive energy from the crystals embedded in their skulls.”

 

 

Impaler

 

At first, I thought Impalers (one of the many different types of Buri found in the Wasteland) were human, but their physiology is greatly mangled, and their intelligence is generally closer to that of neanderthals. Their ancestors might have been human once, but that suggests there has been contact before between Earth and the other worlds. I’d rather assume the Impalers were always this way. Otherwise we have always been wrong… about everything.

 

“Impalers can hurl their massive spears a great distance. The attack is so powerful that it will surely stagger you when it hits. Luckily, the spear flies through the air relatively slowly, so it’s easy to perform a well-timed dodge to evade it… that is, as long as you’re aware it’s coming.”

 ]]></description>  
      <link>/en/games/remnant/news/detail/11193663-rhom-hound%2C-berzerker%2C-shaman%2C-%26-impaler</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11193663</guid>  
      <pubDate>Fri, 05 Jul 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introducing: Ward 13 & The Labyrinth]]></title>  
      <description><![CDATA[

Ward 13


Many believe Ward 13 was built as a safeguard against a final World War that never came. Others believe that it was a research facility where new weapons were being developed. Neither could be further from the truth. A few unfortunate souls know the real reason Ward 13 was built – to house and study the World Stones. A number of Wards were built across the planet and a small shard of the original World Stone was sent to each one for further study. This lead to the discovery of the portals to other worlds… and the attention of the Root. During the invasion, the Wards became a haven for a few select people. The facility’s thick walls kept them safe even as the rest of the world fell to the invaders. As time passed, some Wards survived while others were lost. The few desperate survivors of Ward 13 are all that remains of a once-larger community.
Ward 13 is the players’ base of operations – their home. The place where they can restock supplies, upgrade gear, and find craftsmen that can create new weapons to take on the Root. It is also a place where they can converse with other survivors and gain tidbits of lore and wisdom that can help them along the way. Savvy players will return to the Ward from time to time and use the resources they’ve found to gear up and improve their odds of survival.

 



The Labyrinth


In the endless dimension between worlds sits an impossible tower, the gateway to the Labyrinth – the physical connection between planes of existence. Heroes that have been granted access to the Labyrinth by its Keeper can journey to other worlds, even those whose link through the World Stones have been severed temporarily. The Labyrinth itself is an endless abyss filled with strange floating islands connected by a network of suspended stairs and walkways. Watch your step…

 ]]></description>  
      <link>/en/games/remnant/news/detail/11194313-introducing%3A-ward-13-%26-the-labyrinth</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11194313</guid>  
      <pubDate>Tue, 02 Jul 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Introducing: Rhom]]></title>  
      <description><![CDATA[

Take a glimpse into the world of Rhom - an irradiated desert left devastated in the wake of a Root invasion. We’ve shown Earth and Yaesha in previous blogs, so read on for our first look at Rhom!

 

Rhom - A Dying World


The empire of the Basha was fighting for its very existence against the Root a millennia before the invaders ever set foot on Earth. Theirs was a long, bitter struggle – a pyrrhic victory that drove the Root from the world but also shattered their once-great civilization.

The war with the Root united the planet’s collection of warring nation-states and galvanized them under the rule of their spiritual leader – The Nui – against the implacable new enemy. They brought fearsome weapons to bear against the invading force and, for a time, victory appeared to be within reach. However, the Basha had never encountered an enemy as relentless, brutal and legion as the Root – the war of attrition favored the invaders and, after centuries of warfare, the Basha began to lose ground. When it became clear that the Root could not be defeated with conventional weapons, the Nui – an enigmatic Basha named Ezlan – was forced into a tragic choice… sacrifice his civilization or see his world fall to the invaders. The choice was clear… the Nui ordered the Basha to activate a doomsday device that decimated the Root and sealed the fate of the their civilization for centuries to come.



 

The Basha Society (Past)


The Basha was a technologically advanced race divided into a collection of warring nation-states. The states were governed by a mysterious priesthood and shepherded by a spiritual leader called the Nui. The Basha believed the Nui was the only creature capable of directly communicating with the world’s Guardian. It was through the Nui that the Guardian was given voice. Each nation-state would send emissaries to the Nui to mediate disputes and pay homage to the Guardian. In time, the Nui forged an uneasy truce between the nation-states ushering in a golden age of peace and prosperity. That age was cut short when the Root invasion began.



 

The Basha Society (Present)


The once proud and powerful Basha priesthood has fragmented into small, secretive enclaves. The Nui, Ezlan, has locked himself away in the great Citadel, safe from the ravages of the hostile new world. A heretical group called the Akari, who believed that the apocalypse was brought about by the Nui, broke away from the Basha priesthood and was driven to the wasteland. To this day, they work in the shadows to overthrow the Nui and the priesthood. The Akari have also become the spiritual leaders of the mutated Buri tribesmen that inhabit the irradiated deserts of Rhom. Ezlan would regularly send squads of loyal and brutal constructs, called the Vyr, out into the wastes to find the heretics and cull the mutated Buri. In time, the tribesmen have grown to revere the Akari and to despise Ezlan and the Basha priesthood.



A rebellion is brewing. And in the shadows, the Root wait… for an opportunity to launch a second invasion.

Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans on our official Discord server. Pre-orders are available now on Steam, Xbox One, Playstation 4, and Arc. Until next time, Survivors!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11167853-introducing%3A-rhom</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11167853</guid>  
      <pubDate>Tue, 18 Jun 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[E3 Demo Showcase VOD]]></title>  
      <description><![CDATA[

Watch the E3 Remnant demo showcase - Featuring all three Archetypes and their different weapons, armor sets, and mods.]]></description>  
      <link>/en/games/remnant/news/detail/11186383-e3-demo-showcase-vod</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11186383</guid>  
      <pubDate>Fri, 14 Jun 19 12:04:17 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant @ E3 2019]]></title>  
      <description><![CDATA[

Remnant: From the Ashes will be at E3 2019! We’ve got a brand new demo featuring all three of our starting archetypes, a lush treetop village zone in Yaesha, and the challenging Totem Father boss fight. Play the demo at the Microsoft Theater or the Alienware booth during E3 week. See more info below:

 

 

Microsoft Theater @ LA Live

777 Chick Hearn Ct, Los Angeles, CA 90015

Sunday, June 9 - Thursday, June 13



 

 

Alienware Demo Stations:

LA Convention Center - South Hall, booth #2301

Tuesday, June 11 - Thursday, June 13



 

 

If you can’t make it to E3, we’ll also be hosting an official livestream late next week, so follow us on Twitch and sign up for our newsletter to be notified when we go live!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11178483-remnant-%40-e3-2019</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11178483</guid>  
      <pubDate>Thu, 06 Jun 19 09:14:04 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Pan Brute, Zephyr, Slink, & Storm Caller]]></title>  
      <description><![CDATA[

The Pan are an extremely territorial race with a holistic view of nature, but they are violently xenophobic when it comes to other sentient races. They view them as competitive species and they will defend their home against any invader.

 

Pan Brute

 

Size, strength, agility and power are revered traits in Pan society. No other creature in the Gul tribes embodies this mix of characteristics as effectively as the Pan Brute. Although, slightly smaller than the Impaler, the Brute is faster and far more agile than its lumbering cousin. It can close the distance to its target in a single bound and decimate it with a series of impossibly quick strikes using a monstrous flint battleaxe. Unlike the Brutes of other biomes, the Pan Brute flows seamlessly from one attack to another. You won’t find an easy opportunity to dodge or counterfire.

 

“My favorite aspect of the Pan Brute is the accuracy of its attacks. Normally fast, tank-like enemies with huge range make for difficult, potentially unfair, fights. It is key that the Pan Brute’s attacks are exactly what they appear to be. When it performs an axe chop diagonally across its chest, you can intuitively figure out it has a blind spot underneath and to the side of the swing. Yes, you can dodge roll instead of taking the higher-risk strategy. Just remember, if you rely too much on dodge rolls, you’ll soon be out of stamina. The pan never run out of stamina.”

 

 

Zephyr

 

The Zephyr is a subspecies of the Wrin, a winged race subjugated by the Pan long ago. Highly intelligent and loyal, the Wrin form the vanguard of the Pan army employed as the scouts, guards and assassins of the nobility. The Zephyr’s primary weapons are its Bolas, an entangling weapon made up of three incendiary weights connected by a thin filament. With a quick snap of its wrist, the Zephyr can ignite the Bolas and fling them with unerring accuracy at its intended target. Impact from the weapon can cause devastating burns and knock a victim to the ground.

 

“What I love about the Zephyr is how challenging it is to fight. It’s agile and the bolas inflict a good deal of damage from quite a distance away. The fact that they fly also forces you to scan the skies, leaving you vulnerable to enemies on the ground.”

 

 

Slink

 

The Slink is a distant relative of the Zephyr. Also a Wrin, the Slink is employed as the Pan army’s long-range defense. Its special attack takes the form of an electrical barrage – launching orbs of electrical energy from a great distance away. The creatures will attempt to maintain this range advantage so getting close will be challenging.

 

“A single Slink brings enough pressure to force any player into cover. Often found as part of an attacking group, the Slink excels at forcing players into compromising situations – focus on the ground enemies and risk a devastating blast from the Slink’s orbs or engage the Slink from range giving ground enemies time to close the distance…”

 

 

Pan Storm Caller

 

Members of the Pan Priesthood are not trained for frontline combat. They move slowly, and their melee attacks deal only moderate amounts of damage. But give them enough space and they will exhibit the devastating power that comes from a life devoted study to the study of arcane energy. The Storm caller is the most advanced of the Pan Priests. It can summon electric charges that travel along the ground and are difficult to evade – these charges can polarize the target enveloping it in a field of energy that explodes when hit with subsequent electrical attacks. The strongest Storm Callers can even summon thunderstorms to the battlefield. The air will grow thick with ominous clouds that project bolts of lightning at nearby enemies.

 

“In its most powerful form, the Storm Caller is a one Pan army. It’s possible that you’ll have to deal with all its offensive spells at once. Lightning charges run along the ground, electric blasts travel at chest height, while lightning bolts strike from the sky. Naturally, its storm clouds lower your visibility. When all these elements come together, you have a challenging and cinematically dramatic encounter. You may find yourself and your teammates standing on the edge of the tempest wondering who’s going to brave the storm and charge right into the eye of it all, were you know the Storm Caller will be watching.”

 ]]></description>  
      <link>/en/games/remnant/news/detail/11167863-pan-brute%2C-zephyr%2C-slink%2C-%26-storm-caller</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11167863</guid>  
      <pubDate>Wed, 29 May 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Upgrading, Crafting, & Firearm Mods in REMNANT]]></title>  
      <description><![CDATA[

Today we’re bringing you another deep dive into more core system mechanics for REMNANT: From the Ashes! Last time we talked about Moving, Attacking, & Dying and how those systems lay the groundwork for the flow of combat. Now that you know how to navigate the post-apocalypse (or die trying) let’s discuss the bones of how crafting and character progression works in REMNANT.

Due to the heavy replayability of REMNANT, the game difficulty scales to match your progress. Over time, enemy health and damage output rise to astronomical levels which can only be dealt with through the systems detailed below.

Ben "tragic" Cureton, Principal Designer at Gunfire, is here with more developer commentary on upgrading, crafting, and Firearm Mods!


Upgrading


While exploring the world in REMNANT, you will find and loot valuable scrap that can be spent at vendors in Ward 13 - your home base of operations. Scrap and other items you find on your adventures are useful for purchasing consumables, upgrading gear, crafting weapons, and more. Enemy threats you eliminate along the way will have a chance to drop scrap and sometimes they will even drop rare upgrade materials. The more difficult the enemy, the more valuable (and rare!) the resources.



When you’ve gathered enough resources, you can head back to Ward 13 and talk to the upgrade vendor. Upgrading weapons will increase the damage of the weapon, and upgrading armor will reduce the damage you take while wearing that armor. Not only will they trade you upgrade services for resources, they may also have new items available - so it’s important to check back once in a while!



If your weapons are too low level, damage against higher-level monsters will be drastically reduced. It’s imperative to keep your weapons up to par or encounters will become extremely hard to survive. In fact, you may get into situations where you constantly run out of ammo because you simply can’t do enough damage. Armor works similarly. If your armor level is too far below the enemy level, even the lowliest Root Hollow will shred your health before you can react.

The smallest threat becomes a danger if you fail to maintain your gear level. Don’t make that mistake!


Crafting


If your current weapons aren’t hitting the mark, or you just want to try something new, crafting will give you fresh alternatives. Functionally, crafting weapons is comparable to upgrading weapons; the only real difference is you are making something new from scratch. Collect enough materials and head back to Ward 13 to talk to the smith. If you bring super rare materials, the stuff only obtained through boss kills, the smith will be able to craft the most sought-after boss weapons. These weapons, both melee and firearms, come with special effects that may just turn the tides of the most challenging battles!




Firearm Mods


Not only will you find a variety of weapons to suit your playstyle, each firearm can be customized by slotting in special augment items called Mods. Mods can be attained in a few ways: some are purchased, some are found in the world, and some are crafted. In addition, each starting archetype comes with a Mod for free - Hunters start with Hunter&#39;s Mark, Ex-Cultists have Mender&#39;s Aura, and Scrappers get Hotshot - two of which you can see in the gif above! They provide a myriad of effects, from healing, to explosive shots, to even allowing you to see through walls or summoning a temporary monster to assist you.



Once slotted, Mod Power is built through dealing damage with the firearm it is attached to. Some Mods only have 1 charge while others can store multiple charges. Once powered up, the player can activate the Mod and unleash the special effect! You can swap Mods whenever you please, but doing so does reset your Mod Power. Finding a good combination of Mods to compliment your weapon and armor choices is key to making a well-rounded loadout.


Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11166993-upgrading%2C-crafting%2C-%26-firearm-mods-in-remnant</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11166993</guid>  
      <pubDate>Wed, 22 May 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Pan Spearman, Priest, & Kin Caller]]></title>  
      <description><![CDATA[

 

The Pan race have a strict culture made up of two castes: The Commoners, that form the bulk of the workforce, and the idle Nobility, of which the Pan Priests are preeminent. The common Pan live in elaborate treetop villages while most, if not all, of the nobility rule a region from ornate and massive ziggurats that dot the world. Discover more about the denizens of Yaesha below!

 

Pan Spearman (Left)

 

The Pan nobility surround themselves with the most adept and vicious fighters within their military ranks. Many of these Pan conscripts undergo an extreme regimen of physical and mental conditioning that breaks down their natural fears and turns them into devastating warriors. The Pan Spearman is the product of that training and one of the most aggressive enemies in the Pan biome. They are tall, powerful creatures that wield twin fighting spears. Fortunately, most of its spear attacks are geared towards precision strikes. Each of the creature’s attack cues are fairly easy to read but the speed of those attacks makes timing an effective dodge challenging. The damage they deal can be devastating when dealt in rapid succession.

 

 

“If it takes a group of Pan Swordsman to set up a dance of death, then it only takes one Spearman to do the same. Remnant is a shooter with more action elements than you may be used to. The dodge and melee attacks make close quarters combat unique, and enemies like the Pan Spearman are designed around this potential. Sometimes your best window for counter attack appears only after narrowly avoiding a vicious spear attack…”

 

 

Pan Priest (Center)

 

The Pan Priests belong to a sect of the Low Priesthood called the Ahanae (“The Radiant Ones”). This sect dabbles in arcane arts that seek to manipulate the volatile energy stored in the crystals found throughout Yaesha, the Pan world. The Priest is a simple enemy that can radically change the tempo of a fight. Although the creature can protect itself at close range using its large, ornate staff its preferred method is to buff nearby Pan with a powerful shock imbuement. Pan enhanced by this buff will cause additional shock damage to its target with each hit. The range of the priest’s ability is substantial and a single cast from its staff can buff every Pan within a given radius. When hard pressed, the Priest can launch balls of electricity at its enemies or strike them with its large, ornate staff.

 

 

“The Pan Priests will quickly become a serious problem when they are given free range to buff allies. They can buff allies from a great distance through walls, around corners, or from behind cover making them difficult to pin down. A single spell can buff any number of enemies simultaneously and they can maintain these buffs, replenishing them at will, if the Priest is left unattended. With these creatures on the battlefield, the tide of battle can shift drastically, making even the simplest encounter a challenging one.”

 

 

Pan Kin Caller (Right)

 

The Kin Caller are the captains of the Spearman cadre. The biggest, toughest and most intelligent of the warrior ranks. The Kin Caller prefers to remain behind the front line relying on its other Kin to close the gap and engage the intruders in melee. From its vantage point, the Kin Caller will hurl spears tipped with specially-designed bells which emit a piercing alarm that summons Pan reinforcements from deep inside the jungle. Players can destroy the bell or eliminate the Kin Caller to stop the wave of reinforcements. Although the creature prefers to distance himself from the fight, the Kin Caller is a full-fledged Spearman and capable of devastating melee attacks.

 

 

“The Kin Caller will quickly spiral a fight out of the hero’s control if it is left unchallenged. You will have to wade through wave after wave of enemy reinforcement to reach the Kin Caller but, once there, you still have to contend with one of the toughest, most deadly melee fighters in Yaesha.”

 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11156783-pan-spearman%2C-priest%2C-%26-kin-caller</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11156783</guid>  
      <pubDate>Wed, 15 May 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The World of Remnant: From the Ashes - Yaesha]]></title>  
      <description><![CDATA[

 

Yaesha is full of life – green, vibrant and wild. A stark contrast to the rusting husk of what&#39;s left of Earth.

How will your team adapt to this overgrown world?

Available August 20, 2019 on Xbox One, Sony PlayStation®4, Steam, and Arc.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11155833-the-world-of-remnant%3A-from-the-ashes-yaesha</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11155833</guid>  
      <pubDate>Mon, 06 May 19 11:16:13 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Pan Swordsman, Impaler, & Thunder Tusk]]></title>  
      <description><![CDATA[

Most of the Pan are accomplished warriors in their own right, deadly not only with sword and spear, but also with a staggering array of exotic ranged weapons. Male and female Pan are equally responsible for the defense of the tribe or the high caste. Discover more about the denizens of Yaesha below!

 

 

Pan Swordsman (left)

 

The Swordsman is the most basic and prolific Pan enemy – the nobility’s foot soldiers conscripted from the villages of the Commoner’s caste, the Gul. The creature is lightly armored and wields two wickedly sharp blades. Although the Swordsman is one of the smallest Pan, don’t let its small stature fool you. They are pound-for-pound some of the most lithe and reactive enemies in the entire game - able to nimbly dodge gunfire, close the distance through lightning-quick dashes, and level a flurry of vicious attacks once it engages the target in melee. If you miss a few shots or perform an ill-timed dodge, you may find yourself surrounded and quickly overwhelmed by a barrage of devastating sword strikes.



“One aspect that I love about the Pan Swordsman is that they are relatively easy to deal with when engaged from a distance, but once they close the gap into melee the encounter turns into a methodical dance of death. When they attack in groups, evading their strikes becomes an exercise of reaction and timing. Small steps in one direction or another can spell the difference between slipping behind the enemy for a counterattack or opening yourself up to a barrage of deadly blows. Just one Swordsman mixed in with any other enemy type will force a player to shift his/her strategy. Do you quickly try to stagger the Swordsman? It might evade. Are you leaving yourself open to attack? You may have to dodge roll. And rolling is precisely the opportunity the Swordsman is looking for…”

 

Pan Impaler (center)

 

The Gul tribes are forbidden from living within the protective walls of the Ziggurats. They have grown accustomed to the hardships of living in the open wilds and the rigors of such a life. Some Pan have grown to immense size and strength often enlisted to be either the builders or protectors of these tribal villages. The largest of the Pan often become Impalers. The Pan Impaler is a creature from the Brute class – the biggest, toughest, meanest enemies in the game. Even for a brute, the Impaler is particularly intimidating due to its immense size. The creature has a very straightforward approach to combat - it loads up its giant pepperbox launcher with four enormous spears then strafes its targets from a great distance. Each spear is the size of a small tree and has enough power to knock the player flat. When the target moves too far out of range, the creature will quickly bridge the distance by dashing forward. When pressed into melee, the creature will swing the spear-tipped pepperbox like a giant scythe.



“When the Impaler enters a fight, it can make a whole team of players take cover. It is not a hard target to hit, but it is a hard target to stop. It takes an immense amount of firepower to stagger the creature and each hit from its weapon can bring most heroes to their knees. It is your choice to leave it at a distance and fight behind cover. The Impaler’s gun may be its greatest asset, but it also has some unique weaknesses. Have fun figuring them out.”

 

Pan Thunder Tusk (right)

 

Members of the Low Priesthood (called the Vaunnt) have largely fallen out of favor with the Pan nobility. Many of these outcast Priest continue to revere the old ways and have become mendicants, catering to the needs of the common Pan. The Thunder Tusk is one such creature, a shaman of sorts – both healer and destroyer; both revered and feared by the Gul tribes. The Thunder Tusk is a strange looking Pan that lumbers around the battlefield carrying a large, misshapen sack on its back.  Don’t let its comical looks fool you. That bag on its back is brimming with gourds filled with a volatile liquid. The Thunder Tusk lobs these gourds at its enemies with uncanny accuracy and speed. On impact, the gourds will explode, showering the area in fire and shrapnel.



“The first trick to learning how to fight the Thunder Tusk is in realizing that evading the bomb throws buys other Pan time to close the distance to you. The creature is rarely found alone and, while you’re busy dodging gourds, his entourage is maneuvering to surround you. Once you are engaged in melee and escape has been cut off, the Thunder Tusk will deftly lob bombs into the ring… you won’t last long after that. So, don’t be afraid to retreat and regroup - separate the Thunder Tusk from the other Pan, then pick them off at your leisure.”

 

 ]]></description>  
      <link>/en/games/remnant/news/detail/11138703-pan-swordsman%2C-impaler%2C-%26-thunder-tusk</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11138703</guid>  
      <pubDate>Wed, 01 May 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Pre-orders for Remnant: From the Ashes are now available!]]></title>  
      <description><![CDATA[

 

We’re excited to announce that Remnant: From the Ashes pre-orders are now available and fully-loaded to give you a fighting chance! Can you survive an encounter against the terrifying Root dragon? It’s going to take everything you’ve got to make it out alive, but we’ll send you out geared to the teeth. Prepare for launch on August 20th by suiting up with the Doomsayer Ex-Cultist armor, Gladiator Scrapper armor, and Nightstalker Hunter armor, get early access to the game through our VIP Preview Weekend, and start your adventure with a pack full of essentials to help improve your chances of survival.

 

 



Pre-order now at: https://www.remnantgame.com/en/preorder

 

No matter which starting archetype you select, the pre-order exclusive armors will help you survive in style! Archetypes in Remnant only affect your starting weapon loadout, so you can choose your favorite pre-order armor and build your ideal character around it.

 

VIP Preview Weekend access guarantees your spot in an exclusive play session for Remnant before its official launch on August 20th. Stay tuned for dates and more specifics as we get closer to launch.

 

The pre-order Survivor Pack provides you with extra weapon crafting materials, medical supplies, and a temporary XP boost to give you an early edge against the Root. You’ll need every advantage you can get to survive the nightmarish creatures and harsh environments of the apocalypse.

 

Stay tuned for more details, videos, exclusive reveals, and more exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Check out the Remnant: From the Ashes pre-order page: https://www.remnantgame.com/en/preorder]]></description>  
      <link>/en/games/remnant/news/detail/11145123-pre-orders-for-remnant%3A-from-the-ashes-are-now-available%21</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11145123</guid>  
      <pubDate>Thu, 25 Apr 19 07:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Moving, Attacking, & Dying in REMNANT]]></title>  
      <description><![CDATA[

Today we’re excited to finally dive into some of the ground-level core system mechanics for REMNANT: From the Ashes. Over the past few months, we’ve shown some combat videos of amazing gameplay footage from our test builds, but until now we haven’t detailed how the game will actually control and feel when you get your hands on it on August 20, 2019. In this blog, we aim to remedy this by giving you a window into our designs on moving, attacking, and dying in REMNANT. The game is still a work in progress, so please understand that everything below is subject to change. Those of you who have played our demo at Gamescom, PAX West, TwitchCon, or GDC have given us a lot of great comments about the fluid, deliberate feel of combat, so we hope you appreciate this written preview.

We spoke with Mike Maza, Principe Designer at Gunfire Games, about these systems and here’s what he had to say!

 

Moving


Let’s begin with the most fundamental system of a 3rd-person shooter - movement. Successfully navigating the monster-laden worlds of REMNANT will be an essential part of your survival. Before we jump into the details, check out the image below for a look at our current control sheet (subject to change):



Click the image above to see a larger version. 

Avoiding enemy attacks is critical to achieving victory against the nightmarish creatures of REMNANT; thus we’ve included the ability to sprint. You can toggle between a jog and a full sprint by pressing down on the controller’s Left Thumbstick or Left-Shift on the keyboard to move at full speed. There will be plenty of moments where you’ll want to quickly move between cover, catch up with your friends, or escape from a pursuing foe.

Sprinting is not the only movement option in REMNANT. Each player has a few base ancillary movement tricks at their disposal. You can vault over low obstacles seamlessly from either a jog or a sprint simply by pressing the controller’s A-button or the keyboard’s Spacebar as you approach an obstacle. You will vault or roll over the object without losing momentum. Additionally, you can perform a powerslide by pressing the controller’s B-button or the keyboard’s LEFT-Ctrl key while sprinting. This is a useful tactic for sliding into cover – in fact, with careful timing you can break into a sprint, slide behind cover and then, in one seamless motion, roll over that obstacle and continue running!





Dodging is also simple in REMNANT – you can perform a dodge roll in the direction of movement by pressing the A-button on the controller or the Spacebar on keyboard. Pressing either the A-button or Spacebar without moving will cause you to perform a quick backstep; useful when your character is caught flat-footed enjoying the view and sniffing daisies. However, simply knowing how to dodge is only half the equation – the player has to become adept at reading an enemy’s attack cues… watch for those telltale signs that your foe is about to attack. Your dodge will change based on your equipment and encumbrance as well. Timing a perfect dodge is a critical defensive skill in REMNANT… mastering it is key to surviving a fight.



 

Attacking


There will be plenty of monsters for you and your friends to slay in REMNANT, so we wanted to touch on combat a bit before revealing more extensive details in the future. Swinging a melee weapon or firing a gun in REMNANT is a little different than you may be used to. Performing a melee attack is easy – simply press the controller’s Right Trigger or the Left Mouse button to swing your melee weapon. Guns, however, can only be fired while the character is in aim mode which is accomplished by holding down the controller’s Left Trigger button or the Right Mouse Button. Pressing the controller’s Right Trigger or the Left Mouse Button while in that mode will fire your weapon. The controls may take a short while to get used to but, once you get the hang of it, you’ll find that it’s effortless to switch between shooting and swinging!

Standing still or, better yet, crouching will be your most stable positions while shooting. Although your character will be limited to a deliberate walk while in Aim Mode, any movement will affect your weapon accuracy and shot spread. The reticule will change to reflect that - the spread growing wider as you move and change directions. Try to use restraint if you have a tendency to lean on the trigger. Remember, short, controlled bursts win fights… and conserves ammo to boot!





 

Dying


Death is inevitable in REMNANT. Expect to die (and die often at first) – it’s part of the charm and challenge of the game. Luckily death is not permanent thanks to the strange World Stones and World Shards found throughout the environment. You will respawn at the last checkpoint you interacted with along with replenished Dragon Hearts (healing item) and a full stock of ammunition. However, it’s not all peaches and cream… an all-new set of enemies in the zone will also respawn in completely different locations. Tread carefully… 

It’s also useful to talk about death in multiplayer. Working alongside a team of friends makes for a great time in REMNANT and helps take down some of the tougher bosses in the game. However, it’s imperative that you work to support each other in every fight. When one (or more) of you go down during a firefight, your teammates will have a limited time to revive you before you die. If you die, you won’t be able to respawn until at least one of your teammates reaches a World Stone or Shard checkpoint to initiate a resurrection. If your entire team dies you will ALL respawn back at the last checkpoint… and your enemies will repopulate!



We’ve covered a lot, but still only scratched the surface of what REMNANT: From the Ashes has to offer. Stay tuned for more details, videos, exclusive reveals, and more exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!

 ]]></description>  
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      <pubDate>Wed, 24 Apr 19 08:55:00 -0700</pubDate>
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    <item> 
      <title><![CDATA[Remnant Preview Roundup]]></title>  
      <description><![CDATA[

 

See what top media sites think of Remnant: From the Ashes in these previews!
 

IGN

REMNANT: FROM THE ASHES PREVIEW: 3 PLAYERS, INFINITE REPLAYABILITY

https://www.ign.com/articles/2019/04/09/remnant-from-the-ashes-preview-3-players-infinite-replayability

“I sat down to play it without knowing much about what I was in for, and I found a third-person action game that plays well, controls smoothly, and is fun as heck in co-op.”
 

PC Gamer

Remnant: From the Ashes is rethinking the way loot works in shooters

https://www.pcgamer.com/remnant-from-the-ashes-is-rethinking-the-way-loot-works-in-shooters/

“...I was happy that the mixed enemy compositions eventually meant that I couldn&#39;t exploit the same dodge roll in every situation, and had to make basic but fun considerations about when to just swap weapons, when to reload, and when to conserve ammo with a melee strike.”
 

GameSpot

Remnant: From The Ashes - Should You Play It?

https://www.gamespot.com/videos/remnant-from-the-ashes-should-you-play-it/2300-6449095/

“There is a ton of variety in this game.”

 

Shacknews

Remnant: From the Ashes hands-on preview: Guns a-blazing

https://www.shacknews.com/article/111126/remnant-from-the-ashes-hands-on-preview-guns-a-blazing

“...It left me wanting to go back for more.”

 

Mercury News

Preview: ‘Remnant: From the Ashes’ mixes two unlikely genres

https://www.mercurynews.com/2019/04/09/preview-remnant-from-the-ashes-mixes-two-unlikely-genres/

“Players shouldn’t expect to just waltz in a dungeon and grab what they want.“

 

PCWorld

Remnant: From the Ashes and the search for the infinitely replayable shooter

https://www.pcworld.com/article/3388063/remnant-from-the-ashes-and-the-search-for-the-infinitely-replayable-shooter.html

“Right now, Remnant feels cohesive, even beautiful at times.“]]></description>  
      <link>/en/games/remnant/news/detail/11137793-remnant-preview-roundup</link>
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      <pubDate>Fri, 12 Apr 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Release Date Announcement for Remnant: From the Ashes!]]></title>  
      <description><![CDATA[We’re excited to announce that Remnant: From the Ashes will release on:

August 20, 2019

On Xbox One, Sony PlayStation ©4, Steam, and Arc!

 

Watch our “Can You Survive?” trailer below for a glimpse at the deadly variety of enemies you will encounter in Remnant!

 



 

Stay up-to-date with the latest Remnant news on our social channels:

Twitter | Facebook | Discord | YouTube

 ]]></description>  
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      <pubDate>Tue, 09 Apr 19 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[The World of Remnant: From the Ashes - Ruined Earth]]></title>  
      <description><![CDATA[The world is in ruins. Only a remnant of mankind remains, hunted to near extinction by horrors from another world.

How will you face the challenges of a devastated city in Ruined Earth?

 



 

Sign up for updates, exclusive content, and more at http://www.RemnantGame.com.

Remnant: From the Ashes will be available on PC, Xbox One and PlayStation®4.

Like: https://www.facebook.com/RemnantGame
Follow: https://twitter.com/Remnant_Game
Watch: http://www.twitch.tv/RemnantGame

 ]]></description>  
      <link>/en/games/remnant/news/detail/11130303-the-world-of-remnant%3A-from-the-ashes-ruined-earth</link>
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      <pubDate>Thu, 04 Apr 19 09:00:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Remnant @ GDC]]></title>  
      <description><![CDATA[

Test your resolve against the Root in our pre-launch demo at GDC this week!

Remnant: From the Ashes will be featured at the Unreal Engine booth #327 courtesy of Epic Games. See if you can escape the dangers of a Root-infested subway, and endure through an encounter against the twisted Root Dragon that blocks your path to safety.



See you there, survivors!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11112783-remnant-%40-gdc</link>
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      <pubDate>Mon, 18 Mar 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Play Remnant: From the Ashes at SXSW!]]></title>  
      <description><![CDATA[

Remnant: From the Ashes is playable this weekend at SXSW!

Visit the Alienware event space to test your mettle against the Root in the pre-release demo of our upcoming survival action shooter. See if you can survive the dangers of a Root infested city and defeat the deadly dragon boss that waits for you at the end.

While you’re there, chat with Gunfire Games developers (makers of Remnant: From the Ashes and Darksiders III) to get some insider knowledge about the game, and be sure to check out the other awesome exhibits at the Alienware event space.

Dates:
March 15th - 17th

Location: 
The Sunset Room 
310 East 3rd Street 
Austin, TX 
(Adjacent to the convention center) 

We can’t wait to see you there!]]></description>  
      <link>/en/games/remnant/news/detail/11110233-play-remnant%3A-from-the-ashes-at-sxsw%21</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11110233</guid>  
      <pubDate>Wed, 13 Mar 19 08:55:00 -0700</pubDate>
    </item>
    <item> 
      <title><![CDATA[Tumbler - Creature Feature]]></title>  
      <description><![CDATA[

Ain’t nothing harder to pin down than a balled-up Tumbler. They roll around faster than any Root I’ve seen. Even if you could hit ‘em while they’re like that, it don’t hurt ‘em none. They just bowl right into you and tear out your throat. Any town seeing a swarm of these on the horizon ain’t likely to see the next sunrise.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11018633-tumbler-creature-feature</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11018633</guid>  
      <pubDate>Mon, 10 Dec 18 07:00:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Ash Devil - Creature Feature]]></title>  
      <description><![CDATA[

Some of the devils... Well, they’re nasty. Bigger, with ash-white bark and a dozen different ways to kill you. Damned tough to take down if there’s more than one of ‘em.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11017503-ash-devil-creature-feature</link>
      <guid isPermaLink="false">https://www.arcgames.com/en/games/remnant/news/detail/11017503</guid>  
      <pubDate>Tue, 04 Dec 18 09:00:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Seedcaller - Creature Feature]]></title>  
      <description><![CDATA[

The Seedcaller is a rat bastard. As if there weren’t enough Hollows already, this monster throws seeds onto the battlefield to spawn more. You see one of these things shaking its damned totem-or-whatever, you kill it on sight.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11016843-seedcaller-creature-feature</link>
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      <pubDate>Mon, 26 Nov 18 09:00:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[State of the Game – November 2018]]></title>  
      <description><![CDATA[

Hi everyone,

My name is David Adams and I’m the Studio Head here at Gunfire Games. Let me start with a quick introduction for those who don’t know who we are: The leadership team at Gunfire Games is made up of a core group of ex-Vigil Games employees – the same group responsible for the creation of the beloved Darksiders franchise. Since creating Gunfire Games, the team has gone on to develop several VR and console titles including Herobound, Dead and Buried, Chronos, From Other Suns, Darksiders 3... and now Remnant: From the Ashes.

Time flies and a few months have already passed since our initial announcement of Remnant: From the Ashes back in July, so I wanted to give you all a little update on what’s been happening and where we’re standing right now!

 

A first playable demo of Remnant: From the Ashes was unveiled back in August at gamescom in Cologne, Germany to a wildly enthusiastic crowd. During the week that the game was featured nearly 10,000 players had a chance to sit down and play the game. The positive response was infectious, and the waiting lines grew dramatically each day.

Shortly thereafter, Remnant was unveiled stateside at PAX West in Seattle, Washington - again to an excited crowd. It was a treat to see so many people enjoying the game – so many smiles, so many screams, so many high-fives after defeating the Dragon boss. With all that behind us, the team is refocused on creating more content, tweaking more creatures, and developing more interesting quests and events... all with an eye towards PAX South in 2019 and beyond.



So, what are we working on at the moment? The team is in the process of developing a new world while adding the finishing touches to the Earth biomes. We are also cooking up new creatures, new weapons, and new items. We’ve also designed and begun initial implementation for a set of Boss creatures specific to Yaesha, the world of the Pan.

Beyond that, we have new worlds, creatures and bosses in the pipeline. We can’t wait for you to chat with the Labyrinth Keeper or have a conversation with the Wasteland Undying King. There are many more NPC you will meet along with discovering the backstory on how exactly the Earth became like this. Some things aren’t always what they appear to be...

 

I want to thank you all for your interest in Remnant: From the Ashes so far. We’re really excited to bring you an awesome game in 2019 and can’t wait to share more details in the near future. If you don’t already, follow us on Facebook and Twitter and chat with us on our Discord! See you all soon!

 ]]></description>  
      <link>/en/games/remnant/news/detail/11016713-state-of-the-game-%E2%80%93-november-2018</link>
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      <pubDate>Fri, 23 Nov 18 09:00:00 -0800</pubDate>
    </item>
    <item> 
      <title><![CDATA[Splitter - Creature Feature]]></title>  
      <description><![CDATA[

The reason the devils took society out so fast in the first place is they never really die—some of ‘em anyway. Some of ‘em break in two and then your problems double. You gotta burn the ground after killing a Splitter, else the whole damn planet’ll be covered in ‘em.

 ]]></description>  
      <link>/en/games/remnant/news/detail/11015573-splitter-creature-feature</link>
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      <pubDate>Mon, 19 Nov 18 08:00:00 -0800</pubDate>
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