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Remnant II: The Forgotten Kingdom DLC Patch Notes

[ Special Guns ]

= Hellfire =
– MOD: Increased Base Damage from 155 to 175
– MOD: Increased Fire DOT from 100 Damage over 5s to 250 Damage over 10s

DEV NOTE: While we have some additional plans for Hellfire, we first wanted to help separate some of the “Explosive Shot” style Mods. We made the Fire Proc hit harder and increased the total Burning Damage (both Total and DPS).

= Rune Pistol =
– Increased Damage from 15 to 16
– Increased Reload Speed
– Reduced Horizontal Recoil
– MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: A bit more damage, an accuracy boost, and a QOL buff when activating the MOD. This should make for a more appealing burst option in the Handgun slot, especially when in more of a support role.

= Corrupted Rune Pistol =
– Increased Damage from 16 to 17
– Reduced Horizontal Recoil
– MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: Similar buffs to the regular Rune Pistol so it doesn’t fall behind.

= Meridian =
– Fixed an issue preventing Meridian from dealing damage over long distances

DEV NOTE: This is not something most people ever ran into. Bug fix.

= Sorrow =
– Increased Projectile Speed from 12000 to 13500
– Increased Primary Falloff Range from 18m to 19m
– Reduced Horizontal Recoil

DEV NOTE: Simple Quality of Life tweaks to smooth out weapon performance and to make it more viable at slightly farther distances.

= Corrupted Sorrow =
– Increased Projectile Speed from 9500 to 11500
– Increased Fire Rate from 2.3 to 2.6
– Reduced Horizontal Recoil
– Slightly Reduced Reload Speed
– MOD: Removed Ranged Scaling from Mod Damage

DEV NOTE: Mostly Quality of Life, but also a fix to address the wild Mod scaling. The speed and accuracy increases will help take down targets are father range.

= Corrupted Nebula =
– Increased Wisp Speed from 800 to 1600

DEV NOTE: The travel time on Nanobots was often eating up some of its active time so we made sure it could get to its targets sooner.

= Star Shot =
– Increased Reload Speed
– MOD: Reduced Mod Requirement from 630 to 420

DEV NOTE: You and your team are definitely gonna die. Good luck.

= Cube Gun =
– Increased Projectile Speed from 4000 to 6500
– Moved the “Callback” trigger earlier in the Manual Reload animation
– No longer triggers “Reload” behaviors when projectiles return to weapon
– MOD: Fixed an issue preventing some player projectiles from penetrating Cube

DEV NOTE: The Cube Gun is quite powerful when you are in a situation that makes it hard to miss rounds (point blank). However, once one or two go flying off into the distance, you are at quite a disadvantage. We made a few adjustments so that when you do lose a round or two, you can get them back faster.

= Corrupted Cube Gun =
– Reduced Heat per Shot from 0.2 to 0.1975
– Reduced Windup Time from 0.5s to 0.35s
– Increased Heat Reduction Rate from 0.45 to 0.50 per second
– Reduced Heat Reduction Decay from 0.1 to 0.05
– Reduced Secondary Falloff Range from 40m to 35m
– Adjusted Projectile Hitbox for more accurate contact
– MOD: Increased Heat Reduction from 15% to 20%
– MOD: Increased Heat Reduction Rate from 50% to 75%
– MOD: Fixed alignment to player instead of world space

DEV NOTE: Look. It’s just better all around. Maybe too good… but it shoots Cubes, and that’s all that really matters.

= Anguish =
– Reduced Base Damage from 105 to 92
– Reduce Charge Time to Perfect Shot
– Reduced Ideal Range from 18m to 16m
– MOD: Forces Auto Reload on activate if any rounds are available
– MOD: Increased Mod Requirement from 500 to 915
– MOD: Adjusted low health damage boost curve
– MOD: Added text regarding damage bonus to lower HP enemies
– MOD: Fixed improper scaling of Explosive Damage modifiers

DEV NOTE: Anguish was clearly outperforming most guns in the game and the goal here was to dial it back a bit while making the Charge Shot more rewarding. The Mod retains its Damage Bonus to weaker targets, while the inconsistent Explosive Damage scaling was fixed. Overall, a bit weaker but still incredibly strong.

= Sagittarius =
– MOD: Refactored to allow Stars to “pulse” damage in the entire AOE

DEV NOTE: Much more viable for hitting grounded targets. However, you may find it trickier to deal with pesky flying enemies. Primary fire will work!

= Merciless =
– Increased Projectile Speed from 5000 to 7500
– Greatly increased Reload Speed
– Increased Speed of Reticle Compression (Activate Bleed Sooner)
– Reduced Bleed Damage from 250 to 200
– MOD: Increased Cost from 315 to 500

DEV NOTE: The Projectile Speed increase makes the gun feel more accurate at longer ranges, and the quicker Reticle Compression Speed allows the Bleed to take hold quite a bit earlier. Reload is a win for anyone that loves this weapon. The MOD, however, was a bit too low-cost for how much damage it was dealing.

= Corrupted Merciless =
– Increased Weakspot Bonus Damage from 100% to 105%
– MOD: Changed to require 3 WS hits before reloading instead of in a row
– MOD: Fixed an issue causing incorrect interactions with extended Magazine Size

DEV NOTE: A tricky weapon to balance, specifically regarding the MOD. No longer do you need to hit 3 Weakspot Hits in a row, but simply, 3 Weakspots before actually reloading. This means that Extender or Bandit can give you some leeway should you miss, if you still get those 3 total Weakspot hits in. We will keep a close eye on Corrupted Merciless and make additional adjustments where necessary.

= Nightfall =
– Increased Projectile Speed from 10000 to 13500
– Reduced Damage from 31 to 28
– Increased Fire Rate from 4.35 to 5.25 (Overall DPS Increase)
– Increased Magazine Capacity from 10 to 13
– Increased Total Ammo from 90 to 117

DEV NOTE: While the Base Damage is lower, the Fire Rate is quicker. This is an overall DPS increase and helps make the gun feel more responsive.

= Twisted Arbalest =
– Slightly Increased Reload Speed

DEV NOTE: Simple QOL. Not a game changer… but feels nice.

= Corrupted Twisted Arbalest =
– Lowered Reserves by 8 (-1 Magazine)

DEV NOTE: Was dealing too much Total Ammo Damage when considering reserves, bounce, and explosions. Minor change to bring it in line.

= Deceit =
– MOD: Added Melee Damage to Ring Swords and Thrown Swords
– MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
– MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
– MOD: Reduced Proximity Ring Sword Damage from 35 to 25
– MOD: Added clarification text for Charge Melee Fragment debuff

DEV NOTE: While we have some additional plans for Deceit in the future, these changes were made to make the “full loop” playstyle more rewarding and to make Melee Mod Generation and trigger options more viable.

= Corrupted Deceit =
– MOD: Added Melee Damage to Sawblade

DEV NOTE: Same Melee Damage change as regular Deceit.

= Monarch =
– MOD: Properly Scales with Mod Duration Bonuses

DEV NOTE: The King doesn’t really need any more wins…

= Plasma Cutter =
– Slightly Reduced Heat Buildup per Pulse/Shot
– Increased Weakspot Modifier from 75% to 80%
– Lowered Reserves by 100 (-1 Magazine)
– Added a slight Heat Decay Delay after firing

DEV NOTE: When comparing all weapons, Plasma Cutter was dealing over 40% more Total Damage due to its ramping nature and total amount of reserves. The change brings it to about about 10% more total damage. The Burst DPS and Sustain DPS have not changed at all. We also adjusted the Heat buildup so wearing Microcompressor will allow a full Magazine to be spent without overheating on the final shot.

= Savior =
– Lowered Base Damage from 72 to 50
– Increased Perfect Charge Modifier from 2.3x (166) to 3.4x (170)
– Increased Overcharge Modifier from 1.85x (133) to 2.65x (133)
– Increased Fire Rate from 1.9 to 2.1
– Increased Reload Speed
– Reduced Reserves by 6 (-1 Magazine)
– MOD: Removed Weakspot / Kill Requirement for Fragments

DEV NOTE: Basic Uncharged (mash) Damage has been reduced but compensated for with the increase to Perfect and Overcharge modifiers. The Total Ammo Damage was too high without investment. Reload Speed and Fire Rate increases as a trade-off for losing some reserves. A highly-rewarding weapon.

= Corrupted Savior =
– Reduced Magazine Size from 50 to 40
– Reduced Total Ammo from 300 to 200
– Increased Base Fire Rate from 3.0 to 3.15
– Reduced Max Fire Rate at Full Mod Power
– Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Increased Reload Speed
– Added New Reticle for Clarity
– MOD: Reduced Mod Cost from 400 to 330 Per Charge
– MOD: Added Activate Animation
– MOD: Increased Fire Speed by 300%
– MOD: Now Reloads 20% Primary Ammo per Charge consumed
– MOD: Added new Reticle for Clarity

DEV NOTES: This bad boy came out of the gates SUPER HOT, heavily overperforming in most categories except MOD. We wanted more back and forth between Primary Fire and the MOD so we made a few adjustments to make casting it more appealing. You can now build up the MOD much quicker, fire it faster, and reload Ammo back into the Primary Magazine based on charges spent. Another weapon we will be keeping a close eye on for future adjustments.

= Aphelion =
– Enabled Full Auto Fire
– Significantly increased the Width of Primary Fire Wave
– Increased Vertical Thickness of Wave
– Adjusted VFX to better sync with Hits
– Increased Primary Fire Projectile Speed from 2000 to 3000
– Removed almost all Recoil on Wave
– Removed All Aim Assist on Wave
– MOD: Increased Collision Size on Orb
– MOD: Reduced Recovery on Fire
– MOD: Increased Deactivation Speed (Manual & Post Fire)
– MOD: Increased Projectile Speed from 350 to 850
– MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: This is basically all Quality of Life. We made a handful of changes to really push Aphelion towards its intended purpose. It’s an excellent crowd control weapon and it deals solid damage to single targets as well. Activating the Mod generates 1 Primary Ammo instead of reloading from Reserves. This allows the Supernova to always be destroyed by the Primary Fire.

= Corrupted Aphelion =
– Increased Magazine Size from 6 to 8
– Reduced Total Ammo from 48 to 40
– Increased Primary Fire Projectile Speed from 2000 to 4500
– Increased Damage from 21 to 33 (63 > 99 Total Damage)
– Reduced Fire Rate from 2.2 to 1.45
– Increased Reload Speed
– Reduced Vertical and Horizontal Recoil
– Increased Vertical Thickness of Wave
– MOD: Reduced Recovery on Fire
– MOD: Increased Deactivation Speed (Manual & Post Fire)
– MOD: Made Orb Spread consistent 
– MOD: Increased Base Explosion Damage from 50 to 75
– MOD: Increased Base Explosion Range from 1m to 1.25m
– MOD: Increased Secondary Explosion Damage from 100 to 150
– MOD: Increased Secondary Explosion Range from 2m to 2.75m
– MOD: Reduced Fire Damage from 350 to 200
– MOD: Increase Mod Cost from 850 to 1000
– MOD: Increased Projectile Speed from 350 to 500
– MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: To better separate Corrupted Aphelion from the original, we re-tuned many of the values to give it more of a “laser shotgun” feel. It hits harder and faster. More importantly, the MOD has been overhauled. It’s now much easier to exploit the chain reaction of Micronova and the behavior of the orbs is much more consistent. Activating the Mod also generates 1 Primary Ammo like Regular Aphelion.

= Alpha / Omega =
– Reduced Windup Time from 0.5s to 0.25s
– Reduced Base Damage from 15 to 14 (Max 23 to 21)
– Lowered Fire Rate from 2.0 to 1.87
– Increased Reload Speed
– Greatly Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Fixed an issue causing lower damage when Charge Speed was greatly reduced
– MOD: Increased Projectile Speed from 4000 to 10000
– MOD: Beta Ray detonation is prioritized over Reload

DEV NOTE: Faster Windup makes Alpha / Omega more responsive as soon as you start firing it. To compensate, base damage was slightly lowered, but total damage has been increased due to the Windup and the faster Reload. To make detonation of Beta Ray more fluid, it will always take priority over Reloading if there are any to be detonated. This means that even if Alpha / Omega is missing ammo in the magazine, detonation will always occur first, thus requiring a second button press for reloading. This also means that detonation can be done without forcing a reload when you don’t want it.

= Starkiller =
– Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Adjusted Reticle to better represent actual accuracy
– Greatly Reduced Spread while Stationary
– Significantly Increased Spread while Moving
– Greatly Reduced Vertical Recoil when Scoped
– MOD: Drastically Increased Fire Speed
– MOD: Reduced Buildup time from 5s to 4s
– MOD: Increased Damage from 250/200 to 375/250
– MOD: Reworked Behavior so it properly affects all non-Boss enemies
– MOD: Forces Auto Reload on activate if any rounds are available
– MOD: Shrunk reticle slightly for clarity
– MOD: Adjusted Explosion VFX for a bit more punch
– MOD: Adjusted Explosion SFX for added cool factor

DEV NOTE: Starkiller (Particle Accelerator in R1) has always been a fan favorite, but it wasn’t performing up to par. The changes to the Primary Fire are for quality of life and feel. The changes to the MOD, however, were made with the goal of returning Starkiller to its’ former glory… or at least close (It was pretty crazy, before!).

= Repulsor =
– Greatly increased Reload Speed
– MOD: Reduced Mod Power Cost from 500 to 250
– MOD: Disabled Deactivation Animation after firing Mod
– MOD: Lowered Charges from 3 to 1
– MOD: Fixed an issue preventing Mod Charge Bar from displaying properly after use

DEV NOTE: The Reload Speed was the biggest pain point for most players. The MOD 
was changed to 1 Charge, but it also builds much faster. The purpose of this change was to let you Banish and return to the action more seamlessly. We also enabled it to skip the MOD Deactivate upon firing Banish for responsiveness.

= Sporebloom =
– Increased Fire Rate from 1.55 to 1.95
– Reduced Secondary Falloff from 30m to 25m
– MOD: Removed Explosive Damage
– MOD: Cloud applies HASTE to allies (retains SLOW vs enemies)
– MOD: Cloud DOT no longer deals Friendly Fire Damage
– MOD: Reduces Charges from 2 to 1

DEV QUESTION: Did this thing really need a buff? Who knows, but it feels more responsive, and the MOD is more enticing to use. Let it rock!

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