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Update 3 for DOOM: The Dark Ages introduces Ripatorium 2.0, offering additional Encounter Presets, deeper customization options, additional jukebox tracks and the ability to share your custom encounters on a per-round basis via Passcode sharing.
[p align="start"]This update also includes Campaign quality-of-life updates such as the Brink of Death feature now selectable between Normal and Hard settings via the Difficulty tab, plus player-requested updates including bindable inputs for your active Melee Weapon and Shield Rune. [/p][b]????Ripatorium 2.0 [/b]
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[p align="start"]We’ve added even more ways to customize the Ripatorium arena mode, including the ability to share and load presets from each round via our Passcode sharing*. [/p]The Ripatorium is now round-based, with players customizing a selection of enemies they will face for up to five rounds
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Each Ripatorium round can have unique settings and up to 10 respawn waves
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In the Settings menu, we've added new options for Time Limit
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Each round also features a unique Passcode (highlighted in the image below) that allows you to share your custom Ripatorium round and all its settings with other players
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To play someone else's Ripatorium encounter, select the corresponding round and press the newly added "Enter New Passcode" input at the bottom of the screen
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[p align="start"]There are also new Encounter Presets to choose from: Medium, Challenging and Sadistic [/p][i]Note: You can enable these Encounter Presets in conjunction with any Difficulty Level [/i]
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[p align="start"][i]What are the "Preset Incoming" Encounters? (Highlighted in the image below) [/i][/p]We're looking to collect the best custom encounters so that we can curate some community-made presets! Be sure to tag @doom on social with your unique round Passcodes for your best full encounter setups! In time, these will be added in-game via an Active Tunable update (without requiring a client update)
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[p align="start"]The Jukebox now includes five additional tracks: [/p][i]“Theomachy” [/i]
[i]“Bloodspill” [/i]
[i]“Divine Retribution" [/i]
[i]“From the Ashes” [/i]
[i]“Wither and Writhe” [/i]
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An icon now appears over the heads of the last few remaining enemies in a round
Additional line-of-sight blockers have been added to all arenas
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[p align="start"]End of Level Summary now shows two new tabs: Difficulty and Arena Setup [/p]Difficulty: Includes settings used during the Ripatorium run
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Arena Setup: Breaks down total demons killed with separate tabs counting each class of slain demon (Fodder, Heavy and Super Heavy)
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[b]????Gameplay & Quality of Life [/b]
[p align="start"][b]Brink of Death[/b] is now an adjustable setting in the Difficulty tab [/p][b]Normal[/b] provides the recommended support
[b]Hard[/b] provides less support and makes surviving at low health more challenging
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[p align="start"]Input Bindings [/p]Players can now swap their active Shield Rune and Melee Weapon during gameplay
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[p align="start"]Four new player-requested key bindings have been added to the Input tab:[/p]Next Melee Weapon
Previous Melee Weapon
Next Shield Rune
Previous Shield Rune
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[p align="start"]Controller Vibration [/p]Adjusting the vibration intensity slider now correctly adjusts external controllers on Xbox when plugged into a PC
Controller vibration now works correctly with the BFC equipped
[b]????Enemy AI Fixes[/b]
Fixed a crash on PlayStation 5 Pro when initiating a Glory Strike on Heavy and Super Heavy-classed enemies after they're Dazed from the player using the Shredder
The player no longer clips through the geometry of the wall when performing a Glory Strike against the Komodo
Floating VFX will no longer appear over the Cacodemon’s corpse if it is killed while performing a wall attack
The Vagary Champion’s summon VFX are now the correct size
Fixed an issue with the Cacodemon’s shield continuing to block attacks briefly after it visually expires
Added ambient audio to the Cacodemon’s idle animation
[b]⚔️Combat Encounter Updates [/b]
[p align="start"][b]Holy City of Aratum [/b][/p]After the Vagary spawns in the final encounter, additional Mancubus spawns are now replaced with a group of Imps
Removed Chaingunners from the final encounter
The Hell Knight and Imp Stalker that spawn after breaking Morale in the Village Morale fight no longer respawn
The Stone Imps and one of the Nightmare Imp Stalkers in the Swamp Morale fight have been removed
The Hell Knights in the Tank Hangar that spawn after the Leader Battle Knight no longer respawn
Removed one of the Arachnotron spawns from both tower objectives
Removed the additional Revenant spawn in the final encounter
The Mancubus and Arachnotron that spawn after breaking the Pinky Rider Leader's armor in the tank hangar no longer respawn
The Mancubus and Arachnotron that spawn in the final encounter no longer respawn
The Mancubus that spawns after breaking Morale in the first arena fight no longer respawn
The Revenant that spawns after breaking Morale in the second arena fight no longer respawn
Removed Battle Knight maintain status in first arena encounter
Removed Mancubus and Arachnotron in Vagary fight
Removed Arachnotron ambush in Blue Key Komodo fight
Removed additional Revenant spawn in the fight against the Vagary during the first visit to the temple
Removed Arachnotron on barge
Added Hell Knight and Imp Stalker ambush to secret Ruby room
Added Mancubus ambush in Prince Ahzrak toy collectible secret
Added surprise encounter to Wraithstone pickup
Changed the Nightmare Imp Stalker to a normal Imp Stalker in the first encounter
[b]????Tweaks & Adjustments [/b]
[p align="start"]Atlan [/p]Adjusted Brink of Death feature for all difficulties so players have a greater chance to fight back from a near-death situation
Slightly increased the amount of health received from killing Titan enemies
Reduced acceleration of projectiles spawned from the boss’ Super Dive Bomb attack
Reduced base damage of boss’ Spear Throw so that it does not break the player’s Shield in a single shot when enemy damage slider value is 2.0x or lower.
Slightly increased health received by the player when performing a Glory Strike
Reduced the damage scaling on the Gravity Well explosion across all damage slider values 1.0x and above.
Slightly reduced speed of Lightning Wall projectiles
Reduced damage of Guillotine Projectile attack so that the player's Shield doesn't break instantly on block
Fixed a bug where additional damage was sometimes applied when hit by a Cosmic Baron's Guillotine Projectile
Adjusted various weapons and enemies to activate gore with greater frequency and consistency across the player’s arsenal
Adjusted enemy ragdoll behavior for various melee attacks and Shield Charge to further punctuate those actions in combat
[b]????Bug Fixes [/b]
Fixed an issue with the Atlan’s Brink of Death activating despite the player Perfect Dodging an AOE attack
The spark VFX for using the Shield block no longer appears when taking damage from environmental hazards or other damage that bypasses the Shield
Fixed a bug with the Lore Nerd Milestone not completing correctly after finishing a 100% playthrough
Fixed an issue with the Perfection Skin not unlocking if the player force quits during the third Ripatorium match
Fixed a rare issue where the campaign's Pause and Dossier menus were replaced with Ripatorium menus, leading to save corruption and inaccessible menus
Fixed a bug where debug text would appear after dying in the projectile parry tutorial area
Interrupting the Combat Shotgun burst fire with Shield block no longer causes the player camera to slightly tilt until mantling or restarting the map
Fixed an issue in the Ripatorium where both mods for the Shredder and Accelerator would be active at the same time if the player reloaded the encounter or died and restarted
Hitting a Chaingunner with a pinned fodder demon will no longer instantly kill the demon
Armored enemies will now falter correctly when their armor is destroyed by the Ravager and Pulverizer
Fixed a bug where the first instance of damage the player takes after a checkpoint would not mitigate damage properly if hit from behind
Killing a Vagary, Agaddon Hunter or Komodo in the Ripatorium no longer triggers their related Campaign milestones
The Ripatorium now saves the Melee weapon the player equipped from the previous attempt. In addition, , charges for that weapon are fully replenished if the player swaps Melee weapons before the first round of enemies spawn
Addressed a bug with the firing SFX getting stuck in a loop if the player swapped from the Auto Turret Rune to another Shield Rune after it has already begun to fire in the Ripatorium
[b]???? Known Issues [/b]
Ripatorium Encounter Presets not resetting after selecting "Reset All Ripatorium Rounds to Default,” (e.g. the “Sadistic” preset remains at “Sadistic” rather than “Default)
Quick Swap Rune and Quick Swap Melee not displaying correctly in the Ripatorium with accounts that have not progressed beyond the Campaign opening
Default Time Limit displaying inconsistently when enabling Encounter Presets
[i]If you're still experiencing issues, please holler at our amazing [u][url="https://help.bethesda.net/#en/home/product/1396"]Customer Service team[/url][/u]. [/i]
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