Doom: The Dark Ages Update 2.2 Released – Полные заметки к патчу

id Software только что выпустила обновление 2.2 для Doom: The Dark Ages, и они опубликовали полный список изменений. Вот что нового в этом обновлении.

Инвестировал в Теслу, потому что нравится машина? Это хороший старт. А теперь давай разберемся, что такое мультипликаторы и почему это важно.

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Обновление 2.2 направлено на то, чтобы игра работала ещё лучше на портативных устройствах и включает в себя несколько полезных улучшений. Оно представляет специальный тест производительности, разработанный для портативных устройств, а также новые настройки, специально адаптированные для них. Мы также улучшили звук и графику при игре на этих устройствах. Теперь, при запуске игры, она автоматически настроится на оптимальные параметры для вашего портативного устройства. Конечно, вы всегда можете настроить эти параметры по своему усмотрению.

Обновление 2.2 включает в себя несколько улучшений игрового процесса и исправлений ошибок на всех платформах. Мы решили проблему, из-за которой урон и смерть не всегда рассчитывались правильно, когда враг получал несколько ударов одновременно. Щиты теперь лучше работают против атак ближнего боя, позволяя правильно восстанавливаться после получения удара во время блокирования или парирования. Мы также исправили сбой, который мог произойти при использовании броска щитом против солдат с плазменным щитом, у которых есть улучшение ‘Power Surge’.

Патч 2.2 включает в себя несколько улучшений и исправлений. Он устраняет визуальный глюк, при котором эффекты крови мерцали во время казней при включенном масштабировании разрешения. Урон от определенных врагов – включая Agaddon Hunter, Cosmic Baron, Hell Knight и Komodo – был уменьшен, предотвращая разрушение щитов от одного удара на сложности Nightmare. Наконец, разработчики изменили систему Brink of Death, чтобы она больше соответствовала той, что была в игре при первом запуске, улучшая общий игровой опыт.

Steam автоматически загрузит это обновление при открытии программы. Вы можете найти полный список изменений ниже.

Оставайтесь с нами, чтобы узнать больше!

Doom: The Dark Ages Patch 2.2 Release Notes

New Handheld Optimizations 

Handheld Setting Autodetection

  • When you start the game for the first time on a handheld device, it will automatically choose the best settings for you. This automatic adjustment only applies to handhelds, but you can always change the settings to fit your own preferences.

  • As a player, I’m really happy they’ve updated the settings! Now, I can customize how the game looks and feels on each of my devices separately. It’s great because what works best on my phone might not be ideal on my tablet, and now I don’t have to compromise!

Handheld Performance

  • General performance improvements specific to handhelds

  • Added advanced optimization settings specifically for handhelds

  • Optimized SFX and VFX specifically for handhelds (Changes do not affect Consoles or PC)

  • Handheld benchmark mode

Handheld Device Specifications

How long the device lasts depends on the power mode you choose and whether it’s plugged in. The battery life numbers provided here are based on using the device’s highest performance settings while it’s plugged into a power source, not running on battery.

  • Steam Deck : 720p @ ~30FPS

  • Z1 Devices : 720p @ ~30FPS (such as ASUS ROG Ally)

  • Z1E Devices : 1080p @ ~30FPS (such as ASUS ROG Ally X, Lenovo Legion Go)

  • Z2A Devices : 720p @ ~30FPS (such as XBOX ROG Ally)

  • Z2E Devices : 1080p @ ~60FPS (such as XBOX ROG Ally X)

These results were obtained using early versions of the software. Your experience may differ depending on the drivers you have installed, your power settings, and the specific device you are using.

Handheld General

  • Added QOL input improvements when handhelds are docked to a stand

  • Added controller detection on handhelds for wireless and wired external controllers

General Bug Fixes and Improvements (All Platforms)

Enemy AI

  • We fixed a visual glitch in Hebeth, Siege – Part 1, and the Sentinel Command Station where the heads of non-player characters (civilians) weren’t positioned correctly.

  • Fixed a rare issue where the game would crash when players threw their shield at Plasma Shield Soldiers who had the ‘Power Surge’ shield upgrade.

Final Battle

  • Visuals for area denial when Prince Ahzrak blood pillars expire now render correctly

  • We’ve resolved a rare crash that could occur while using Battle Focus during the early stages of the enhanced Prince Ahzrak boss fight.

Gameplay

Weapon Balance

  • We fixed a bug where the game wasn’t accurately tracking deaths and damage when an entity took multiple hits and died all in the same moment. This ensures stats are now recorded correctly in those situations.

    • I’m glad they fixed that Accelerator mastery challenge bug! It was really frustrating because it wasn’t tracking my progress correctly, so I wasn’t getting credit for completing it. Now it seems to be working as intended, which is awesome.

  • The Cycler Plasma Gun will no longer flash white when fired while using Berserker Power in the Harbor of Souls and Resurrection maps.

  • Shields now work better against close-range attacks. They properly handle being hit while blocking or parrying, preventing the shield from getting stuck or delaying its response after you’ve finished trying to block. This makes blocking feel more reliable and responsive.

Levels

Combat Encounter Updates

Hebeth

  • We fixed a bug where reloading a saved game after completing the gold and sentinel shrine tutorial could make objectives disappear. Players would need to restart the level or move to a new area to get them back.

Sentinel Barracks

  • Mancubus no longer respawns during the Vagary Champion boss fight

  • We’ve removed the Hell Knight and Stalker Imp reinforcements that would spawn with the Mancubus Leader during the fight at the burning tree.

Siege – Part 1

  • During the Vagary fights, enemies like Hell Knights, Stalker Imps, and Imps will no longer reappear after being defeated on the battlefield.

  • Players will no longer find the wolf statue ruby trapped behind the red energy gate if they don’t pick it up immediately after destroying the wolf statues and restarting from the south gore portal checkpoint.

Siege – Part 2

  • Fixed an issue where an errant Titan could appear in the courtyard when reloading the checkpoint 

Ancestral Forge

  • Arachnotron no longer respawns during Agaddon Hunter fight at the end of heart sandbox section

  • I was so relieved to see the developers fixed that bug! It was really frustrating to sometimes crash when trying to load back in after falling in the Agaddon Hunter fight in the Ancestral Courtyard. Now hopefully I can actually learn the fight without getting kicked back to the menu!

Spire of Nerathul

  • The Chaingun Arachnotron won’t reappear during the last fight in the cathedral’s stasis emitter area.

Temple of Lomarith

  • Arachnotron and Cacodemon no longer respawn during the shipwreck morale fight

  • The melee pickups now appear correctly on the secret boat «Hell Knight rush» encounter

Resurrection

  • After the Acolyte is defeated, the tough, armored Arachnotron it creates won’t reappear during the first morale battle.

Reckoning

  • Arachnotron no longer respawns during buffed Agaddon Hunter encounter

The Ripatorium

  • Vagaries should now only spawn in open areas where they can move around

Audio

  • We fixed a bug where the sound of the Shield Saw grinding would sometimes stop if you opened the Dossier while charging it at a power node, and then went back to playing the game.

UI

  • We fixed a bug where the game wouldn’t recognize progress on the second codex if you accessed the mission select screen before finishing it or obtained it through the mission select screen.

  • Fixed a bug where the Ripatorium tutorial would always pop up, even if you’d already completed it.

  • We fixed an issue that sometimes prevented triggers from working after breaking a metal lock or interacting with a switch. This could previously block players from continuing the game, but it’s now resolved.

  • Fixed a bug that could cause the game to crash when switching between windows (Alt-Tabbing) while a level was loading.

VFX

  • Fixed a bug where grabbing a toy would sometimes incorrectly show shield or weapon effects during the pickup animation.

  • Stray purple lines will no longer appear when overloading a Cacodemon using the Cycler

  • Fixed an issue where the blood and gore effects shown from the player’s perspective would flicker at the edges of the screen during AI actions, especially when resolution scaling was turned on.

Newly Added Active Tunables

Active Tunable gameplay refinements are denoted below as: (*AT) for «Active Tunable»

  • We’ve lowered the damage of attacks from the Agaddon Hunter, Cosmic Baron, Hell Knight, and Komodo. This makes it less likely for their attacks to instantly break your shield on Nightmare difficulty.

  • We’ve tweaked the ‘Brink of Death’ system across all difficulty levels to more closely match how it functioned at the game’s original launch.

We designed Dark Ages (and Eternal) so players could recover from being close to defeat – we call this the ‘Brink of Death’ system. When your health is low, the game is meant to be especially intense and engaging. We’ve adjusted the system’s settings to be more like they were at launch, making combat even more exciting when you’re on the verge of being defeated.

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2025-10-16 12:48