Как опытный ветеран вселенной Warhammer 40k, я должен сказать, что этот последний патч внес в игру некоторые столь необходимые изменения. Изменения, внесенные в продолжительность уровней и сценарии на уровне «Формирование», особенно приветствуются, поскольку я терялся в его лабиринтных коридорах больше раз, чем мне хотелось бы помнить.
Как энтузиаст игр, я рад сообщить, что Sabre Interactive выпустила обновление 5.0 для Warhammer 40K: Space Marine 2! Это обновление содержит новые потрясающие функции, такие как поддержка NVIDIA DLSS 3 и AMD FSR 3.0 Frame Generation. Это означает, что независимо от того, используете ли вы видеокарту NVIDIA, AMD или даже Intel, теперь вы можете использовать генерацию кадров, чтобы повысить производительность в игре!
Даже без использования методов трассировки лучей Space Marine 2 может быть весьма требовательной к вашему графическому процессору, особенно при игре с более высоким разрешением. Например, при родном разрешении 4K NVIDIA RTX 4090 может обеспечить плавный игровой процесс со скоростью около 64 кадров в секунду.
Используя новейшие технологии, такие как DLSS 3 FG и FSR 3.0 FG, вы можете повысить производительность без ущерба для DLAA или Native FSR. Это означает, что вы сможете насладиться превосходной производительностью и потрясающим качеством изображения. Если вы используете DLSS 3 FG в разрешении 4K/Ultra с DLAA на NVIDIA RTX 4090, вы сможете достичь скорости более 100 кадров в секунду.
Согласно моему анализу производительности ПК, при первом запуске игры с NVIDIA DLSS были некоторые визуальные проблемы. У меня еще не было возможности протестировать эту обновленную версию, поэтому я не могу подтвердить, были ли проблемы решены NVIDIA и Sabre. Если игра с DLAA выглядит размытой, я бы предложил вместо этого попробовать Native FSR.
Улучшения обновления 5.0 включают в себя:
Как обычно, Steam автоматически загрузит это обновление при следующем открытии приложения. Вы также можете просмотреть полную информацию о том, что включено в это обновление, просмотрев список изменений ниже.
Примечания к выпуску обновления 5.0 для Warhammer 40K: Space Marine 2
NEW FEATURES
As a dedicated follower, I find myself embarking on an exciting new mission that sends me to Demerium. My task is to manipulate a replica of the obelisk, a move intended to disrupt the protective energy flow surrounding the Aurora device. Remarkably, this operation unfolds concurrently with the climactic moments of the campaign.
To reach the console control of the obelisk, you’ll have to make it through a tomb plunged into darkness.
A new Majoris enemy can spawn in all Operations featuring the Thousand Sons.
Message from our Game Director: «The Tzaangor Enlightened is a versatile unit that can both attack at close range and from afar using projectiles. They are formidable enemies, particularly when encountered in larger groups. However, if you manage to strike them after a parry or during lengthy animations, they become vulnerable.
We strongly advise you to use Target Lock to face this enemy!”
Added: Dark Angels Successor Chapters cosmetics
Added: Dark Angels Champion skin (Bulwark)
Added: Dark Angels–themed weapon skins for:
- Auto Bolt Rifle
- Plasma Pistol
- Power Sword
- Bulwark’s Storm Shield
GAMEPLAY & BALANCING TWEAKS
Melee
Message from our Game Lead: «Recently, we’ve been concentrating on refining the melee system. Our observation was that in harder modes, the melee combat leaned excessively towards the ‘Parry followed by Gun Strike’ sequence. This also led to Fencing Melee Weapons becoming a preferred choice for most scenarios. To offer players more variety, we have implemented the following adjustments.
Initially, the baseline damage from melee attacks has been boosted universally, leading to a wider variety of strategies beyond simply opting for Parry followed by Gun Strike.
As a fan, I’m thrilled to share that we’re revolutionizing the functioning of Blocking Weapons! Essentially, when you block enemy attacks, you’ll gradually build up to a maximum of 3 stacks of Melee Damage boosts. In the heat of battle, if you attack with those stacked buffs, prepare for an explosive Area of Effect (AoE) Damage release!
With these changes, Fencing Weapons will still be great versus limited numbers of enemies, Balanced Weapons will be good versus big crowds, and Blocking Weapons will become ‘damage dealer’ type weapons.”
Perfect Block
As a fan, I’m thrilled about the update! Now, when I time my blocks perfectly, I can build up to 3 Adrenaline Surge stacks. These stacks significantly boost my melee damage, and they get used after my next melee strike.
With three piles of Adrenaline Surge, you unleash a widespread, heavy assault that shakes opponents and reinforces one segment of your armor.
Fencing Weapons:
- Perfect Parry AoE stagger radius slightly reduced.
Balanced Weapons:
- Perfect Parry AoE stagger radius greatly increased.
- Master-crafted versions: Damage increased by 10%.
- Artificer versions: Damage increased by 10%.
- Relic versions: Damage increased by 10%.
Blocking Weapons:
- Master-crafted versions: Damage increased by 20%.
- Artificer versions: Damage increased by 20%.
- Relic versions: Damage increased by 20%.
Unarmed/Firearm Melee:
- Stomps can now be chained indefinitely.
FIREARMS
As a dedicated gamer, I’m thrilled to share some exciting news about our game’s weapon system! The latest updates have made almost every firearm effective, even on the toughest settings. The statistics show that we’ve seen significant improvements in both win rate and pick rate, which is truly rewarding for us and should make your gaming experience more enjoyable too!
Even though all weapons have their unique qualities, some will remain superior over others post-Patch 6. Slight adjustments or improvements are expected in this update.
In the coming days, our main concentration will shift towards enhancing Weapon Abilities starting from Patch 7. Currently, Weapon Abilities seem less impactful compared to Class Abilities, and it’s often the flawed Perk trees of certain weapons that are causing their underperformance, rather than their fundamental attributes.
«A significant issue we’re currently facing involves the Grenade Launcher, as there are numerous software glitches and incorrect settings that contribute to its current state.
- Due to a bug, a certain Perk restores its full Ammo when it shouldn’t.
- Due to a misconfiguration on our side, its Artificer and Relic versions deal 4x more damage than the Master-crafted version, which was not intended.
- Due to a bug, Perks that increase Auspex Scan damage stack buffs inconsistently. Normally all damage stacks buffs additively, thus providing consistent and predictable results. This bug results in crazy damage numbers with Auspex Scan Perks depending on the order they were activated. This is why bosses get erased by Grenade Launchers with certain builds.
If we tackle these issues head-on and rectify all three bugs, it could render the Grenade Launcher ineffective, which might negatively impact the Tactical class as a whole. We’ll tread cautiously when dealing with this problem. However, we don’t want to diminish the thrill of obliterating waves of enemies with the Grenade Launcher. Furthermore, no other weapon can rival the Grenade Launcher’s unique feature: seemingly infinite ammunition.
Due to these complexities, we prefer to thoroughly examine and make the wisest choice regarding the Grenade Launcher. Consequently, we’re not making any modifications to it during this update.
Volkite Damage sensitivity has been increased from 1 to 1.5 for these enemies:
- Devourer Tyranid Warrior
- Barbed Strangler Tyranid Warrior
- Venom Cannon Tyranid Warrior
- Rubric Marine
- Flamer Rubric Marine
- Zoanthrope
EXTERMINATION BONUS
Message from our Game Director: «This adjustment boosts the XP earned by players in Operation mode when they actively eliminate enemy groups.
This aims to:
- incentivise players to not skip encounters, without punishing those who want to skip, and
- makes the game less grindy in preparation for new features coming down the line (e.g., Prestige Ranks).”
Implemented a fresh functionality that boosts the Experience Points (XP) earned by players, depending on the percentage of enemies they eliminate in an operation.
- Rank A: killing more than 85% spawned enemies grants +120% XP pre-patch value.
- Rank B: killing more than 60% spawned enemies grants +110% XP pre-patch value.
- Rank C: killing less than 60% spawned enemies grants +100% XP pre-patch value.
*The rank is common to the party, everyone gets the same.
GAMEPLAY QOL
- Dodge invulnerability logic is now client sided, meaning that Dodges will be responsive and more accurate with higher ping.
- Players are now invulnerable to new instances of damage while in Knockback animation.
- Added 10 frames of invulnerability at the start of Jump Pack launch animation (Campaign and Operations only).
- Dodge and Parry sound notification clarity has been greatly improved.
- Heavy’s Barrier can be activated in more player states (e.g., during stagger animation).
- Player controls are slightly more responsive after using Vanguard’s Grapnel Launcher.
- Added spawn protection in PvP.
- Added Neo-Volkite Pistol in PvP.
AI
Zoanthrope:
- Shielded Zoanthrope will now attack much less frequently.
Enemy Spawn Director:
- You will no longer fight Extremis-level enemies on your first encounter right after the start of a Mission.
- Lots of minor animation fixes for various enemies.
CUSTOMISATION
Added: Lenses colour customisation.
Fixed shading of Balthasar Gold and Ushabti Bone colours.
- Fixed a number of small bugs with certain armour pieces not applying colours correctly.
OPERATIONS
Fall of Atreus:
I modified the script so that this stage would be shorter and better match the time length of other stages.
- The second sequence with the Dreadnought (Repel the Assault) is randomised now and may not happen.
- The fusion battery needs to be charged only once in the final sequence.
Significant adjustments are needed for numerous minor issues in terrain collisions and the Terminus enemies occasionally becoming trapped in certain locations.
PERKS
Message from our Game Director: «In this update, we’re focusing on squashing bugs related to the current Perks, but rest assured, we’ve noticed their shortcomings. Many of the Class Perks aren’t living up to our expectations, and certain choices within the Perk trees are proving more effective than others. With Patch 6, we aim to significantly revamp several underperforming Perks to make a wider variety of builds effective.
GENERAL FIXES
- Getting kicked out of a session will still grant kicked player XP rewards based on checkpoint completion.
- Exiting the Turret Charging Wheel in the “Termination” Operation is now quicker.
- Improved a few enemies counting for Purge Them All Achievement.
- Fixed a bug where Combat Knife charged attacks would occasionally Heavy Hit every time without charging.
- Fixed a bug where Heavy’s Primary Weapon was not shooting after joining in progress.
- Fixed a bug where party leader could get stuck on a loading screen in rare cases.
- Fixed Hierophant’s damage sensitivity to certain weapons (it can still be damaged by normal weapons, but the damage is reduced).
- Fixed a bug where Heldrake was not taking any damage from shots in rare cases.
- Fixed a bug where Heldrake could be knocked off its pedestal by shots from an under-barrel Grenade Launcher.
- Fixed a bug where Imurah would not take any damage from shots in the final mission in rare cases.
- Fixed a rare bug where players were shown a long black screen instead of death screen in PvP.
- Fixed a bug where players could not see each other’s customisation in rare cases.
- Fixed a bug where the Neo-Volkite Pistol would deal damage further than its actual visual FX.
- Fixed a bug where enemies were able to pierce Block stance with double attack.
- Fixed a bug with Bulwark’s Armour of Contempt Perk not triggering correctly and dealing friendly fire.
- Fixed an issue where the Neo-Volkite Pistol would sometimes trigger a chain of explosions and cause performance issues.
- Fixed a rare bug with Vanguard’s Zone of Impact Perk not triggering correctly.
- Fixed Perks that grant player immunity to Heavy Hits and Knockback during charging melee attacks not working with charged attacks unlocked via Weapons Perks.
- Combat Knife charged attack buffs from other Perks (e.g., Sniper’s Shadow Stab) are now correctly applied on both damage instances.
- Large number of minor fixes in Perks, how they stack, and how they trigger in rare cases.
- Minor UI fixes and improvements.
- Localisation fixes.
TECH
As a Gamer: I’ve just upgraded my gaming experience with the addition of FSR 3 and DLSS 3! These technologies now include a «Frame Generation» component for smoother, more lifelike graphics. Want to learn more about FSR and DLSS? Check out our FAQ for all the details!
- Crash fixes and general stability improvements.
- General connectivity improvements.
- Slightly improved performance.
- Slightly improved texture streaming speed.
- Improved Anti-Cheat.
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2024-12-11 12:38