I'm your host, Release Captain Morris. When humanity is at stake, we bring you this update from Super Earth High Command to further your efforts in the war.
*** INCOMING MESSAGE FROM SUPER EARTH HIGH COMMAND ***
The beauty of our most Democratic galaxy is truly unparalleled. As we push into new territories, we have discovered planets with lush, tranquil forests with winding paths and shade from massive trees.
Underneath the peaceful tree canopies, our Citizens can take time to unwind and reflect on the glory of Managed Democracy and the good, achieved by Super Earth's most illustrious heroes.
However, not everything on these planets is what it seems. We have detected several of our Un-Democratic foes on the perimeter and there have also been some alarming signals on Gloom-infested planets--larger than the typical Terminid convoys, bearing a striking resemblance to some of the Bile Titan signals detected in other regions.
It is time to arm yourself with the new Exo Experts Warbond* equipped with new exosuit designs well-suited for close combat and fire-based offense. Originally deployed to clear land for a six‑star holiday resort, these suits have since been repurposed to leave enemies with nowhere left to hide.
Stay alert, Helldivers–these forests have eyes.
2 new Biomes
One new enemy variant
Major Exo Suit rebalance
Enemy rebalances
Side-Arm and Stratagem rebalances
Several known issues resolved
Resolved known issues:
Defend city events appear Super Earth controlled again
Destroying the Air Base Control Tower with a portable Hellbomb no longer blocks objective progression.
Enthusiastic Mirth emote sound has been fixed, laughter is once again permitted on the battlefield.
Fleshmobs are no longer able to clip through various objects when charging.
We have restocked the fireworks for the celebration when players have completed the tutorial (good job, you have earned them)
Gunships and Shriekers are now spawning during operations with the appropriate effect present.
The Double-Edged Sickle no longer emits a high-pitched drone when firing.
Players will no longer be redirected to the Python Commandos Warbond instead of Redacted Regiment and vice versa when selecting 'Acquisitions' in the Ship Management menu.
Sparks and bug spawner smoke now have higher material resolution.
Exo suits rebalance
We agree with the community that the Exosuits can take too little damage and break too easily, especially against the Automaton faction. Therefore we have made a bigger balance pass to increase its durability.
Increased main health pool from 850 to 1600
The Exo suit will only die if the main healthpool is depleted. Before it could die if specific healthzones were depleted.
Increased vulnerability to acid attacks by 50%
Fixed so parts of the cockpit healthzones are not blocked by the ragdoll actor. Now the cockpit zones will be damageable in the right way.
Increased Exo suit arms health from 350 to 600
Exo suit arms now also have a 50% explosion resistance (just like the main body)
Removed constitution and bleedout on the Exo suit arms.
Exo suits no longer lose all mobility when both legs are broken.
Can now be staggered, have stagger strength 45. Stagger does not affect the ability to shoot.
Removed most health zones that do not affect the main health and are mainly visual effects. The reason is to improve performance. For example tow cables and similar items can not be damaged or destroyed anymore.
Enemy damage against vehicles
We think automatons and illuminates do damage reasonably well against the vehicles especially now with the changes to the Exo suits, the Terminids however have fallen behind a bit in their ability to deal with vehicles so we have made some buffs to their damage against durable targets.
Gas effects
Now it also slows the enemies with 25% when they are confused by the gas, the slow of course also affects you. Larger enemies like the Bile Titan and factory strider that do not become confused also are therefore not slowed.
CQC-30 Stun Baton
Decreased stamina cost from 5% to 3%
Increased damage from 75 to 120
Increased durable damage from 38 to 60
CQC-19 Stun Lance
Decreased stamina cost from 5% to 3%
CQC-2 Saber
Decreased stamina cost from 5% to 3%
CQC-5 Combat Hatchet
Decreased stamina cost from 5% to 4%
CQC-73 Entrenchment Tool
Decreased stamina cost from 5% to 3%