Remnant 2 Update 1.000.024 Patch Notes: Enhancements, Balancing, and Fixes
by S Samayanka
Updated Mar 02, 2024
Remnant 2 Update 1.000.024 Patch Notes
-- Quality of Life --
]-- General --[
-- Balance --
]-- General --[
DEV NOTE: While we have a larger balance patch planned for DLC2, we wanted to make a few adjustments to certain elements to set the stage for the larger patch. While not comprehensive, these changes should provide room for a bit more experimentation before the larger balance patch.
]-- Archetypes --[
==Hunter==
DEV NOTE: This means that the player need only AIM for half a second before Hunter’s Focus bonus is applied, instead of the full 1 second before.
==Challenger==
DEV NOTE: We wanted to make Die Hard a bit more impactful since it is a Prime Perk. While having an extra life is great, the 10 minute down time is very long. Instead of shortening the cooldown, the Challenge becomes tougher until Die Hard is available again.
==Medic==
DEV NOTE: Medic is already powerful… what did you expect? Calm down!
==Handler==
DEV NOTE: When the Companion went down (after taking too much damage), the Handler lost all damage bonuses. We now only require the Handler to be in range of their Companion. However, you should always try to get your buddy up, cause that’s the right thing to do! We also included Melee damage to their Damage Perk to make them a bit more versatile.
==Gunslinger==
==Summoner==
DEV NOTE: We received much feedback from players wishing to play the Summoner as a more Minion-focused Archetype, so we removed the damage benefits to Ranged and Melee, added an Explosive Damage bonus -- which works for Sacrifice and all other explosive options -- and made them always active. This should give more options for Mod, Skill, and Explosive builds, while leaving Ranged and Melee to other Archetypes. There are potentially more Summoner changes in the works.
==Alchemist==
==Engineer==
DEV NOTE: To make Engineer a bit more viable with the Turret placed, we added a damage boost to the Engineer’s Ranged damage. Note: The Heavy Weapon itself is still considered Skill damage. This is to benefit their primary/secondary weapon when not brandishing or deploying a Heavy Weapon.
==Archon==
DEV NOTE: We wanted to buff Chaos Gate while keeping the original design concept. It now grants a noticeable damage buff but the tradeoff is that the incoming damage penalty cannot be avoided by simply leaving the AOE. Players will need to be more careful after obtaining the buff.
==Invader==
DEV NOTE: The original S.H.A.R.K. buff lasted 15s total. There were many cases where it would fall off and require you to start building it all over again, thus making the Invader harder to keep active. We changed it so that the buffs fall off individually and lowered the individual buff time to 10s (for a total of 50s total damage increase). We will monitor the durations and make adjustments where necessary.
==Explorer==
DEV NOTE: It was tricky for many players to get a handful of fountains going during combat, so we basically halved the time it takes for one to appear.
==Ritualist==
]-- Gear / Items --[
Atonement Fold: Disabled Voice Lines for “I’m Bleeding” when worn. Point Focus Ring: Reduced Spread Reduction from 35% to 25%.
Focusing Jewel: Reduced Spread Reduction from 35% to 30%.
Focusing Jewel: Increased Recoil Reduction from 25% to 50%.
Spread Reduction Fragment: Reduced Max Spread Reduction from 30% to 20%.
Spread Reduction Fragment: Reduced Min Spread Reduction from 3% to 1%.
Tranquility Font: Reduced Spread Reduction from 35% to 25%. Feedback Mutator can now generate Mod Power while a Mod is Active.
Reprocessed Heart can now generate Mod Power while a Mod is Active.
DEV NOTE: While not really a balancing issue, the constant Voice callouts were pretty annoying, so we disabled them while wearing the ring.
DEV NOTE: Spread Reduction was getting out of hand (and it’s still incredibly strong). We haven’t put a cap on it yet, but we may do so in the future. For now, we dialed the numbers back a bit so that if you want to turn shotguns into snipers, you’ll need to invest a bit more into it.
]-- Weapons --[
Anguish:
Crescent Moon:
DEV NOTE: Total damage potential of this weapon is unchanged. The only difference is that we no longer reward a non-perfect charge. You must hit perfect charge to reach maximum damage.
Twisted Arbalest:
Nebula:
Huntress Spear:
Spectral Blade:
DEV NOTE: This was never intended. Slipped through the cracks!
-- Bug Fixes --
]-- Progression & Rewards --[
]-- Archetypes --[
==Ritualist==
==Handler==
==Alchemist==
==Challenger==
]-- Gear / Items --[
Fixed an issue where Sequenced Shot max value was calculating incorrectly.
Fixed issue where A'taerii Booster was sometimes not providing its buff when the player equips a heavy weapon.
Fixed an issue where activating Bloodline Mod immediately after applying Bleed would result in infinitely reapplying Bleed with Merciless
Fixed an issue where unequipping Embrace of Sha'hala would cause all status and buff effects in UI to no longer work.
Fixed an issue where Blood Jewel did not scale with duration.
Fixed an issue where Twisted Wounds did not scale with duration.
Fixed an issue where Energized Neck Coil did not scale with duration.
Fixed an issue where Detonation Trigger did not work correctly with Eruption.
Fixed an issue where Compulsion Loop would trigger from Space Crabs Mod explosions.
Fixed an issue where Fetid Wounds corrosive damage wasn’t affected by weapon’s level.
Fixed an issue where Red Ring of Death was not working correctly with Fire Tornado.
Fixed an issue where Kill Switch Mutator’s damage was reduced when attached to shotguns.
Fixed an issue where Monarch was incorrectly draining ammo reserves while using Bulletstorm.
Fixed an issue where Corrupted Meridian was not working with Sequenced Shot while wearing Archer Ring.
Fixed an issue where Corrupted Merdian was dealing weak spot damage and being affected by damage falloff. Fixed an issue where Endaria’s Endless Loop would not activate if player took damage while already sprinting.
Fixed an issue where if you fired a second Soulbinder projectile at the same target, the second one would not refresh the timer and it would expire at the same time as the first.
Fixed an issue where while Bore and Soulbinder were on the same target, Wormhole damage buff could be consumed.
Fixed an issue where Increased casting speed was not affecting Hunter’s Mark or Bulletstorm.
Fixed an issue where Feast Master’s Leftovers were not considered unique, and it was possible to acquire multiple.
Fixed an issue where Hardcore Metal Band did not function as described.
Fixed an issue where Participation Medal did not function as described, instead of providing 10 health it was providing 10%.
Fixed an issue where the All-Seeing Eye was able to be sold for 0 scrap.
Fixed an issue where Chain of Command Mod were homing back towards failed harpoon shot.
Fixed an issue where Overloaded was dealing more than the intended amount of damage.
Fixed an issue where Super Nova was unaffected by damage boost from Harmonizer.
Fixed an issue where Weaponlord buff was not being consumed and applied to Faultline shockwave damage on Stonebreaker.
Fixed an issue where Stone of Malevolence and Faerin’s Sigil were not functioning as described.
Fixed an issue where Reboot was working incorrectly with some item combinations.
Fixed an issue where Vulcan Turret fires to the right of reticle when held and when not aiming directly at an enemy.
Fixed an issue where Windfall Blades were only doing damage when hitting protective plating, explosives or weak spots.
Fixed an issue where fire damage from Black Tar grenade was dealing less damage when the player had more status duration bonuses.
Fixed an issue where Starkiller’s reload particle effects could accumulate over time.
Fixed an issue where Anguish’s charged shots had a chance to benefit twice from Bandit mutator.
Fixed an issue where Overloaded’s AoE explosion fired off every second when it was applied by Ritualist’s Purge Perk.
Fixed an issue where Overloaded status was dealing reduced damage when spread with the Vile Prime Perk.
Fixed an issue where Overloaded explosions could deal critical damage. Fixed an issue where the Impact Cannon in Heavy carry mode would play unintended visual effects when performing a melee attack.
Fixed an issue where Nebula’s Corrosive DOT would not end.
Fixed an issue where AOE damage was not affecting non-combat environmental critters.
DEV NOTE: As Corrupted Meridian fires an explosive projectile, it was never meant to behave in this way.
DEV NOTE: Status effects are not meant to deal critical damage.
]-- Enemies --[
]-- UI --[
]-- Misc Fixes --[
Remnant 2
"Remnant 2" is an exciting third-person shooter and action role-playing game developed by Gunfire Games and published by Gearbox Publishing. Serving as a sequel to "Remnant: From the Ashes," this game immerses players in a thrilling world where they must battle through various challenges and enemies.
Released on multiple platforms including PlayStation 5, Windows, and Xbox Series X/S on July 25, 2023, it garnered positive reviews from critics who praised its engaging gameplay and immersive experience.
One of the notable achievements of "Remnant 2" is its commercial success. Within its first week after launch, the game sold over 1 million units, indicating strong initial demand from players. By September 2023, its sales had surpassed 2 million units, demonstrating its popularity and appeal to a wide audience.
In addition to its base game content, "Remnant 2" offers downloadable content (DLC) expansions to further enhance the player experience. The first DLC expansion, titled "The Awakened King," was released on November 17, 2023, adding new content and adventures for players to enjoy.
Remnant 2 Gameplay
"Remnant 2" gameplay brings the familiar yet refreshing blend of third-person shooter mechanics and Soulslike challenge. Players can wield two guns alongside a melee weapon, offering versatility in combat strategies.
The introduction of character archetypes at the game's outset adds depth, allowing players to choose classes like Gunslinger, Challenger, or Handler, each with unique abilities and playstyles. This diversity encourages players to experiment and tailor their approach to suit their preferences.
As players progress, they unlock the ability to dual class, blending abilities from different archetypes for even more customization. For example, a Gunslinger can combine their firearm expertise with the utility of a Handler's dog companion, creating a hybrid playstyle.
Additionally, each archetype boasts specific perks and skills, such as instant reloading for Gunslingers or the ability for Handlers' companions to revive them in combat, adding layers of strategy and depth to gameplay.
The procedural generation system in "Remnant 2" has been significantly expanded, affecting not only level layouts and enemy spawns but also aspects like region aesthetics, enemy types, and even the storyline and quests.
This dynamic system ensures that each playthrough feels fresh and unpredictable, encouraging exploration and experimentation. Whether braving the challenges solo or teaming up in cooperative multiplayer, "Remnant 2" offers an immersive and constantly evolving gameplay experience that will keep players engaged for hours on end.
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Remnant 2 Trailer
Remnant 2 Update 1.000.024 Patch Notes - FAQs
There are eight character archetypes available in Remnant 2: Gunslinger, Challenger, Medic, Handler, Summoner, Alchemist, Engineer, and Archon.
Remnant 2 is available on PlayStation 5, Windows, and Xbox Series X/S.
The first DLC expansion for Remnant 2, titled "The Awakened King," was released on November 17, 2023.
Remnant 2 sold over 1 million units within its first week after launch.
Remnant 2 combines third-person shooter mechanics with Soulslike challenge, allowing players to wield guns and melee weapons while facing various enemies and challenges.