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更新补丁 01.003.000

2025-05-13 09:00:10
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《地狱潜者》推出01.003.000更新补丁,新增Illuminate派系敌人与武器自定义系统,可解锁配件个性化调整武器;同时修复崩溃、武器等问题,还对武器、敌人、战略装备等进行大量平衡性调整,优化战斗体验。

自由万岁,地狱潜者们。我是卡尔伯格上尉,直接从超级地球最高指挥部为大家带来又一次更新。话不多说,让我们直接进入正题。

### 《地狱潜者》重大更新内容 1. **新增内容** - 新增Illuminate派系敌人 - 新增武器自定义和进度系统 2. **修复内容** - 修复崩溃问题 - 修复武器相关问题 - 其他杂项修复 3. **武器自定义系统** 准备好,地狱潜者们——你们的武器库现在可以个性化了!通过全新的武器自定义系统,当你达到一定进度并解锁不同配件后,就能根据自己的战斗风格和偏好来调整你喜爱的武器。无论是调整瞄准镜以提高精准度、更换颜色图案、调整弹匣以增加弹药容量、安装枪口装置以优化武器性能特性,还是调整下挂配件以获得理想的操控感,战场上武器的表现都由你掌控。在菜单中进行调整,自定义你的特定武器配置,并在任务准备阶段切换这些配置。是时候用真正属于你的武器为超级地球而战了!

We are aware of a bug that prevents players from canceling customization with a controller. We have a fix identified and prepared for our next hotfix. In the meantime, you can save the customization and then go in and do it again. New Illuminate Enemies Stingray: Jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs. Crescent Overseer: Has the ability to lay barrages on Helldivers in cover. Fleshmob: A failed Illuminate experiment made up of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy. Balancing Weapon balances: Spread Drag Sway Melee weapons stamina cost Shrapnel spawning Fire damage Spread: Spread refers to how much a projectile veers from the point you're aiming at when you fire. This rebalance primarily targets SMGs and sidearms, which previously had noticeably higher spread values. We've reviewed all primary, sidearm, and support weapons with the intent to significantly reduce spread overall, as it didn’t make much sense for these specific weapons to have such high inaccuracy. Drag: Drag determines how quickly a projectile loses speed over distance, affecting its damage. We've increased drag for pistol-caliber ammunition (used in SMGs and some sidearms) to better represent its shorter, wider projectile compared to rifle rounds. As a result, these weapons will be slightly less effective at longer ranges. Sway: Sway refers to how much the weapon's aim shifts, influenced by factors like movement and stance. It represents the weapon's inertia and stability—so weapons with lower ergonomics will experience less sway, while those with higher ergonomics will have more. Sidearms will naturally have more sway than primaries due to the lack of support features like stocks. This balance patch specifically focuses on adjusting sway for primaries and sidearms. Stamina Cost: All melee weapons now consume less stamina when attacking, reducing the cost from 0.1 to 0.05. This change makes melee combat less punishing and allows for easier repositioning between strikes. The affected weapons include the CQC-30 Stun Baton, CQC-19 Stun Lance, CQC-5 Combat Hatchet, and the Entrenchment Tool. Shrapnel spawning: With this update, shrapnel will now always spawn in a full 360-degree spread, regardless of where the explosion occurs. This means weapons like the R-36 Eruptor will now more reliably hit the intended target with their shrapnel. In addition, we’ve adjusted shrapnel performance against armor. Shrapnel now has reduced effectiveness at poor impact angles, to reflect its lack of design for armor penetration in such situations. These shrapnel balance changes will impact the following weapons: R-36 Eruptor G-6 Frag Grenade AC-8 Autocannon Balance Changes: Armor Penetration decreased on shrapnel projectiles from 3-3-3-0 to 3-3-2-0 Each of these numbers represent an angle threshold, which means we’ve reduced the AP value of 3 to 2 in the last range where a shrapnel projectile would penetrate an enemy. Frag Grenade Increased Shrapnel spawned from 30 to 35 Autocannon Flak Increased Shrapnel spawned from 25 to 30 Fire and Flamethrowers: This update aims to better balance fire damage between direct hits (like those from flamethrowers) and burn effects over time, while also introducing scaling of fire damage depending on the size of the enemy. Previously, burn damage didn’t scale well against larger enemies, making putting them on fire feel less effective in those encounters. Now, the larger the enemy, the more damage they take while burning. However, bigger enemies will also be slightly more resistant to ignition. Additionally, direct fire damage now scales with enemy size—so large enemies like Chargers will still take roughly the same damage as before, while smaller enemies will take slightly less. We have also increased the magazine capacity of the FLAM-66 Torcher and the FLAM-40 Flamethrower because putting stuff on fire is fun! Damage: Burning damage now scales with enemy size and will do more damage over time to larger enemies Fire direct damage also scales with enemy size. The base damage of direct fire hits has been lowered as compensation. This means that large enemies will take roughly the same amount of damage as before, while smaller enemies will take slightly less Time to ignite: Larger enemies now take longer to ignite Robotic enemies are harder to set on fire than organic ones Incendiary Ammunition and Lasers are now less effective at igniting enemies, but once they do, the resulting burn damage is more impactful thanks to the new scaling system The Helldiver: The Helldiver is now slightly more resistant to being set on fire Burn damage taken by the Helldiver remains unchanged Primary weapons AR-23 Liberator Spread decreased from 4 to 2 AR-23P Liberator Penetrator Starting magazines increased from 5 to 6 Max spare magazines increased from 7 to 8 AR-23C Liberator Concussive Spread decreased from 24 to 4 StA-52 Assault Rifle Spread decreased from 4 to 2 AR-23A Liberator Carbine Spread decreased from 4 to 3 AR-61 Tenderizer Spread decreased from 4 to 1 SMG-37 Defender Spread decreased from 20 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 SMG-72 Pummeler Spread decreased from 20 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 MP-98 Knight Spread decreased from 25 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 StA-11 SMG Spread decreased from 25 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 SMG-32 Reprimand Spread decreased from 40 to 5 Drag increased from 0.3 to 0.6 JAR-5 Dominator Sway decreased from 1 to 0.8 R-63CS Diligence Counter Sniper Sway decreased from 1 to 0.8 FLAM-66 Torcher Magazine capacity increased by 25% R-36 Eruptor Spread decreased from 10 to 5 Ergonomics increased from -14 to 25 Sway decreased from 1 to 0.8 Fire rate increased from 25 to 32 Fixed a bug that allowed players to cancel the Eruptor's round cycling animation, effectively increasing its fire rate The intent with these changes: The improvements made to the Eruptor are designed to compensate for the removal of the reload exploit, ensuring that its overall power remains steady or even improved PLAS-39 Accelerator Rifle Drag decreased from 1.5 → 0.1 Is now categorized as an energy weapon in the loadout menu The changes to drag means it wont lose speed and damage as it travels through the air and does the damage you would expect it to do Sidearm Weapons GP-31 Ultimatum Is now affected by the Hellpod Optimization Booster Explosion damage increased from 1000 to 2000 Explosion inner radius decreased from 4 to 2 m Projectile damage decreased from 3500 to 1000 Demolition strength decreased from 50 to 40 Sway increased from 1 to 1.3 The intent with these changes: We want to maintain the Ultimatum's overall power level while rebalancing how that power is delivered—shifting more of the damage from the projectile itself to the explosion. Previously, the Ultimatum behaved more like a massive kinetic projectile (similar to the 380mm shell) because of its high projectile damage and relatively weaker explosion. This update reinforces its intended identity as a powerful explosive weapon, emphasizing high explosive damage over impact force Most heavy enemies will now die from a close hit instead of a direct hit, except for the Factory Strider Additionally, due to its reduced demolition strength, the Ultimatum will no longer destroy Stratagem Jammer Objectives or landed Illuminate Warp Ships through their shields. However, the dropships now have health, allowing the Ultimatum to destroy them once the shield is down P-2 Peacemaker Decreased Spread from 30 to 10 Sway increased from 1 to 1.2 P-19 Redeemer Decreased Spread from 35 to 10 Sway increased from 1 to 1.2 P-113 Verdict Decreased Spread from 30 to 8 Sway increased from 1 to 1.2 PLAS-15 Loyalist Decreased Spread from 25 to 10 Sway increased from 1 to 1.2 LAS-58 Talon Sway increased from 1 to 1.2 P-72 Crisper Sway increased from 1 to 1.2 GP-31 Grenade Pistol Sway increased from 1 to 1.2 LAS-7 Dagger Sway increased from 1 to 1.2 P-11 Stim Pistol Sway increased from 1 to 1.2 SG-22 Bushwhacker Sway increased from 1 to 1.3 P-4 Senator Decreased Spread from 30 to 8 Sway increased from 1 to 1.3 Stratagems RS-422 Railgun Decreased Spread from 10 to 0.1 FLAM-40 Flamethrower Magazine capacity increased by 30% Backpacks LIFT-850 Jump pack Increased break force on landing to make Helldivers less likely to ragdoll when landing Eagles Eagle 110mm rockets Stagger strength increased from 35 to 40 Increased armor penetration in certain angles Enemies Automatons Bunker Turret Spread increased from 20 to 50 Conflagration Devastator Reduced damage per pellet More pellets are now required to hit you to put you on fire Automaton Gunship Body armor value reduced from 4 to 3 Main body health increased to 950 from 700 Now shoots more and the aim is slightly more accurate Bulk Fabricator Health increased from 1500 to 5000 Conscripts There was a bug where the Conscripts reloaded after every shot, it’s now been fixed so they only reload when they’re actually out of ammo Terminids Spore Spewers Demolition level decreased from 60 to 50, making it easier to kill with heavy ordnance weapons Illuminates Landed Warp Ships Will now be easier to kill with Anti-Tank weaponry once the shields are down Fixes Crash Fixes, Hangs and Soft-locks: Fixed a crash which could occur when returning to your Super Destroyer from a host parked at a planet with the Democracy Space Station in orbit, if the Democracy Space Station had just moved to a new planet Fixed a crash when writing a specific sequence of text in the chat Fixed a crash that could occur after partially destroying an Automaton convoy Fixed crash when attempting to drop into a mission on Tien Kwan Weapons and Stratagems The SMG-37 Defender does not trigger the anti tank mines anymore Improved the effectiveness of flashlight attachments Fixed a bug that was causing the camera to be stuck in Aim Down Sights (ADS) mode when discarding the MLS-4X Commando when utilizing that camera mode Cancelling laser weapon reloads no longer gives them infinite ammo Miscellaneous Fixes Fixed an issue with intermittent flickering of distant visual effects Fixed an issue where the FRV and Helldivers embarked in it would get covered in blood after a Helldiver would attack the FRV from any passenger seat Spore Scavengers can now properly attack Vehicles now correctly show the appropriate enemy blood colors Lowered the target node for the Illuminate tesla tower so that the StA-X3 W.A.S.P. Launcher can properly hit it No longer shows the reconnect popup if the host leaves while on the Destroyer Fixed an issue that resulted in some cases where the momentum could get reset at the end of moving emotes Sample containers can now be properly pinged again Corrected misaligned logo of the Borderline Justice Warbond Fixed an issue with the illuminate Cognitive Disruptor not turning off correctly for hot joining players Decreased a big hitch that could occur during the dropdown sequence The game is now showing the correct amount of total samples on missions Fixed a bug that caused held stratagems to be stuck in Helldivers hands after taking fall damage Performance improvement in the particle subsystem KNOWN ISSUES We are now listing all of our known issues in the link below Known issues Transmission over. Go forth and spread Managed Democracy Release Captain Carlberg out

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