The Forgotten Kingdom DLC is here and goes live on April 23rd, 2024 at 12 EST. Besides the new content we have been waiting for, Remnanat 2 also receives a ton of fixes to existing and impending issues. Here is the complete patch notes.
Remnant II Patch Notes (April 23rd, 2024)
The Forgotten Kingdom DLC Launch
The wait is over, The Forgotten Kingdom DLC is available at 12 EST on April 23rd, 2024! Uncover new secrets, traverse new dungeons, acquire powerful gear, meet unexpected allies and face new threats in your quest to return peace to the forgotten kingdom.
Introducing the Invoker Archetype!
Discover this brand-new Archetype and learn to manipulate Skills to your will. The Invoker draws upon the power of Yaesha to benefit their team, debuff enemies, and prove a valuable addition to any Archetype combination.
The Forgotten Kingdom storyline is automatically woven into all new campaigns!
If you wish to experience The Forgotten Kingdom right out of the box, head to “Adventure Mode” from the Ward 13 Worldstone and select “One Shot”. As with the original DLC, this will populate your Adventure with DLC content, allowing you quicker access to the newest quests, NPCs, enemies, and of course, loot!
Overview
Along with The Forgotten Kingdom DLC, this update brings a massive amount of balance adjustments across the board.
Our goal regarding balance has always been to provide more build options and facilitate as much player creativity as we can. We’ve gone through almost every aspect of our gear options to strengthen the foundation that every player build relies upon. We hope the changes inspires you to try crazy new builds combinations and experience all the new content we are proud to share with you.
We look forward to hearing from you on our Official Discord, watching your videos and clips, and of course, reading your posts and comments everywhere and anywhere we can. Player feedback is a big deal to us at both Gunfire Games and Arc Games. We absolutely appreciate the Remnant community and the dedication and love you show to the game, so this mega balance update is for you!
Welcome to the Jungle!
– Gunfire Games & Arc Games
General
Performance
– Added support for DLSS 3.7 and XeSS 1.3.
DEV NOTE: These options are now available in the settings menu.
Quality of Life
– Added cross platform friend invites and joining in-game.
UI
– Fixed an issue where sometimes, certain items could not be equipped or unequipped without closing and reopening the inventory
– Fixed an issue where Tutorial pop-up about Downgrading was incorrect
– Fixed an issue where Weapon tooltips would not display RPS information correctly
– Fixed an issue where the name of a spectator disappeared after a zone change
– Fixed an issue where UI would display at max size while in downed state.
– Fixed an issue where Rewards for defeating Annihilation would show up behind the credits screen if players skipped final game cinematic.
DEV NOTE: Items were always being rewarded; however, the UI toasts were hidden.
Player
General
– Adjusted Melee Window after exiting a ladder (sooner)
– Increased Buffer Window for Melee after all Forward Evades
– Increased Buffer Window for Melee after Ultra Heavy Neutral Evade
– Increased Buffer Window for Melee after Omen Dash
– Increased Buffer Window for Melee after Mist Step
– Increased Movement Speed Cap from 150% to 200% (Sprint, Jog, Crouch, ADS)
DEV NOTE: General QOL cleanup. Buffering a Melee Attack out of any Evade should feel much more responsive. Same for exiting a ladder.
Bleed Status Effect
– VS Player: Properly halves healing when Triage is active
– VS Enemies: Reduces Empathy and Regenerator Effectiveness by 50%
DEV NOTE: Added counterplay to certain boss affixes that work the same way they do against the player. Play smart!
Slow Status Effect
– Enabled Interactions with items that require “Negative Status Effects” to trigger
– Does not count as an “Elemental Status Effect”
DEV NOTE: Added another way to trigger items that are looking for Status Effects by making this one of our “core statuses” (Bleed, Burning, Overloaded, Corroded, Slow).
Exposed Debuff
– Increases Incoming Damage by 15% from all sources
DEV NOTE: This is now a static value in singleplayer and multiplayer. No longer variable based on number of players in the game. We are considering making Expose a multiplicative debuff, but wanted see how this version performs at scale, first.
Shooting Range
– Increased the active “Infinite Ammo/Damage” trigger volume
– Added Mod Charges and Skill Charges to trigger volume
– Fixed the DPS Meter from disappearing when certain damage values were reached
DEV NOTE: Casting Mods that push you out of the trigger volume made it hard to get solid DPS numbers. You now have more room behind to move about and get pushed back, but some things (like double Concussive Shot) will still push you out. We left some room so you could easily reset the tracker. Time to test Big Bang DPS! Oh yea, the refresh trigger volume also refills Mod and Skill Charges.
Enemies
Roaming Aberration Spawns
– Spawn Rate has been increased on lower difficulties.
DEV NOTE: We doubled the spawn rate on Survivor and increased it slightly less on all difficulties other than Apocalypse which is still 50% chance. To clarify, Apocalypse still has the highest chance to spawn Roaming Aberrations.
Fae Knights
– Fixed an issue causing Fae Knights to teleport to their deaths
DEV NOTE: Dummies.
Traits
General
Some small Trait balancing and reworking here. Dark Pact was swapped to Grey Health Conversion instead of reducing the Grey Regeneration rate. We also restructured Swiftness to contain Wayfarer, and Amplitude to contain Resonance. With these updates, there should be some additional exciting choices to be made.
Dark Pact
– Changed from Reduced Grey Health Regen to Grey Health Conversion Rate
DEV NOTE: We found the original design of Dark Pact to be too niche. Changing it to Grey Health Conversion Rate gives it more overall interactions, especially with many of the updated and new gear items.
Glutton
– Increased Max Value from 30% to 35%
Handling
– Reduced Max Value from 40% to 30%
DEV NOTE: Spread Reduction was still a bit too high across the board, so we made a few adjustments to most related items and perks, Handling included.
Wayfarer
– Removed Trait
– Combined Bonus with Swiftness Trait
DEV NOTE: While we will all miss Wayfarer as a standalone Trait, a new Trait can be obtained in its place. Head back to the original reward location and grab it!
Swiftness
– Added Wayfarer Bonuses
DEV NOTE: The original values of Wayfarer have been fully rolled into Swiftness. This means that +10 Swiftness is now equivalent to +10 Swiftness and +10 Wayfarer.
Resonance
– Removed Trait
– Combined Bonus with Amplitude Trait
DEV NOTE: A new Trait is now rewarded in Resonance’s place. Adventure once again to claim the new prize and perhaps it will enhance your next build!
Amplitude
– Added Resonance Bonus (same original Resonance 50% bonus)
DEV NOTE: Just like Swiftness and Wayfarer combo, you can now get both AOE and AURA bonus from a single trait, Amplitude!
Archetypes
Hunter
– Prime: Melee Weakspot Hits also extend Skill Duration
– Skill: Hunter’s Focus: Added 0.75s Grace Period when leaving ADS
– Skill: Hunter’s Focus: Removed Critical Bonus
– Mark (General): Reduced Critical Chance Bonus from 15% to 10%
DEV NOTE: Hunter Critical Chance with Mark gives a steady advantage over every other Archetype due to its multiplicative nature. Base amount was reduced, and the bonus during Hunter’s Focus was removed following the new addition of the Grace Period to help maintain uptime. Their total Ranged and Weakspot Modifier keep them ahead of the pack as the go-to precision-based class.
Challenger
– Skill: Rampage: Reduced initial Rampage Fire Rate from 15% to 10%
– Skill: Rampage: Adjusted Melee Window after Berserk activation (sooner)
– Perk: Reduced All Critical Chance from 10% to 5%
DEV NOTE: Critical Chance wasn’t tapering off like the Damage does. After reassessing the strength of 10% All Crit only being on Challenger, we reduced it to 5% but always enabled it for any range (Damage still tapers off). For Rampage, it has been overperforming for quite a while. The Fire Rate reduction should smooth it out while allowing it to remain incredibly strong – capable of monster damage.
Medic
– Perk: Benevolence: Fixed an issue causing Benevolence from working consistently
DEV NOTE: Still Medic. Still good!!![/h3])
Handler
– Increased Armor of Very Good Boy (50% DR)
– Companion Bleed no longer counts as a separate “unique” Bleed
– Fixed an issue preventing petting Very Good Boy while wearing Atonement Fold
DEV NOTE: V.G.B. got a bit tougher. Also, not being able to pet Very Good Boy is inexcusable, but we will do better in the future!
Gunslinger
– Prime: Casting a Skill while ammo buff is active will properly refresh its duration
– Skill: Quickdraw: No longer consumes excess Skill cooldown
– Skill: Sidewinder: Increased Duration from 12s to 60s
– Skill: Sidewinder: Reduced Cooldown from 80s to 50s
– Skill: Sidewinder: Obtaining Ammo reduces Duration by 10s
– Skill: Sidewinder: Reduced Swap Speed Bonus from 50% to 35%
DEV NOTE: Sidewinder has been the single most powerful skill in the entire game since launch. However, since it required quite a bit of skill and dexterity to play perfectly, it ended up being used by only the top 0.01% of players. Additionally, it was generally only useful with single-shot weapons due to the short duration. With this change, the hardcore players can still enjoy the “swapper” playstyle, and everyone else can utilize the excellent ADS Movement Speed buffs and still have plenty of time to utilize the free reloads. Sidewinder will not subtract duration if a Swap does not grant ammo.
Summoner
– Prime: Ruthless: Sacrificing Enraged Minions deals more damage based on their HP
– Changed Flyer Sacrifice Projectiles from Skill to Skill+Explosive
– Reduced Flyer Sacrifice Projectile Damage to compensate for 2x DMG Types
– Increased Armor of Minion: Hollow & Minion: Flyer (40% DR)
– Increased Armor of Minion: Reaver (50% DR)
– Fixed an issue that sometimes caused Minions to despawn when using yellow doors
DEV NOTE: In the previous build, Sacrifice causes Minion Explosions to deal more damage the lower their Health was. This has been reversed, so you no longer risk losing them to normal damage. All Minions are a bit tougher as well. This is a hidden interaction and not listed on the Tool Tip, but it is intentional.
Alchemist
– Skill: All Vials: Fixed an issue preventing proper cooldown behavior
DEV NOTE: Occasionally, Vials could get stuck in their Cooled Down State.
Engineer
– Adjusted All Turrets Base Critical Damage from 110% to 150%
– Increased Armor of all Turrets (50% DR)
– Reduced Movement Speed Cap of Heavy Carry Modes from 200% to 150%
– Metalworker: Reduced Ranged/Skill Critical Chance from 10% to 5%
– Skill: Vulcan: Increased Turret Mode Damage from 0.4 to 0.5 of Carry Damage
– Skill: Flamethrower: Increased Burn from 50 over 10s to 150 over 10s
– Skill: Flamethrower: Increased Ammo Cost of Turret Mode from 10 to 15
– Trait Loadout: Shifted -1 Expertise to +1 Endurance
DEV NOTE: Fixed the Critical Damage discrepancy of Turret Damage compared to other sources. We are looking into potentially looking at allowing Turrets to take some of the Engineer’s stats. For now, this should give a little more power.
Archon
– Prime: Removed Mod Generation Percentage Bonus
– Prime: Increased the Max Level Base Mod Generation from 3/6 to 15/30
– Spirit Within: Removed reference to Mod Power Refund over Time
– Power Leak: Reduced Base Gain from 200 to 100
– Skill: Reality Rune: Added Automatic Mod Generation while inside Dome
– Skill: Chaos Gate: Damage Dealt/Taken Debuff Grants Stacks (up to 50x)
– Skill: Chaos Gate: Reduced Total Damage Buff from 50% to 35%
– Skill: Chaos Gate: Reduced Bonus Mod Generation from 20% to 5%
– Skill: Havoc Form: Increased Speed of Entering/Exiting
– Skill: Havoc Form: Cancelling Havoc Form refunds some Skill Cooldown
– Skill: Havoc Form: Reduced Cost of Blink
– Skill: Havoc Form: Reduced Cost of Shield
– Skill: Havoc Form: Increased Base Movement Speed
– Skill: Havoc Form: Increased Firing Movement Speed
– Skill: Havoc Form: Enabled momentum to continue during Havoc End
– Skill: Havoc Form: Sped up recovery of Havoc End (can move/act faster)
DEV NOTE: Archon has received some significant changes. The original Prime was generating far too much Mod Power compared to every other source while the ticking Mod Generation was falling flat. We’ve made some large changes to how the Archon generates Mod Power now by drastically increasing the Ticking Rate and giving Reality Rune a lot more utility as well. Havoc also received quite a few changes which now allow it to stay active longer, feel more responsive, and get back into the action quicker after cancelling it, due to the Skill CD refund mechanic.
Invader
– S.H.A.R.K: Stacks are properly removed when unequipping Archetype
– S.H.A.R.K: Fixed an issue preventing Stacks while sprinting with a Heavy Weapon
– Skill: Worm Hole: Procs “Perfect Dodge/Evade” Bonuses
– Skill: Worm Hole: Fixed an issue causing clipping errors when interacting with ladders
DEV NOTE: We have some plans to give Invader some additional love in the future. For now, we fixed a couple bugs and made Worm Hole trigger Perfect Dodge actions. This should open the Skill up for more interesting combinations.
Explorer
– Starting Melee Weapon changed to Shovel
DEV NOTE: We will keep a close eye on this change. If the Shovel proves to be TOO powerful, we will take appropriate action! It’s a Shovel.
Ritualist
– Wrath: Fixed an issue preventing Skill / Mod Summons from getting Damage Bonus
– Wrath: Reduced Critical Chance from 10% to 5%
– Skill: Eruption: Increased Base Cooldown 30s to 40s
– Skill: Eruption: Added Interaction with Slow
– Skill: Eruption: No longer requires Line of Sight to spread Vile
– Skill: Miasma: Reduced Base Damage from 500 to 300
– Skill: Deathwish: Increased Damage Bonus from 35% to 50%
– Skill: Deathwish: Now affected by Skill Duration Bonuses
– Trait Loadout: Shifted -1 Endurance to +1 Spirit
DEV NOTE: Mostly smoothing out the rough edges here. Eruption gained a new interaction with SLOW and properly spreads Vile. Miasma Damage was reduced to bring it in line with other Skills. Deathwish received a nice damage boost. The goal was to make all 3 Skills appealing choices instead of just one.