Devoid of Liberty: 7.0.0
I'm your host, Release Captain Morris. When humanity is at stake, we bring you this update from Super Earth High Command to further your efforts in the war.*** INCOMING TRANSMISSION FROM SUPER EARTH HIGH COMMAND ***Helldivers, you are needed on the battlefield of a new frontier–one more wild and uncertain than any we have faced prior. We are so close to entering the Void.Stay frosty, divers. As you fight your way toward the Void, you’ll encounter new, hideously mutated organisms. We have received intelligence reports that indicate these metamorphosed creatures are emerging from the heart of the Void–they are ghoulish diversions wrought into existence by the Illuminate scourge to threaten our freedom. We aren’t sending you in without backup. You may now gain all 300 ranks of security access and privileges, and we have commissioned SEAF platoons to aid you on the surface of the Void source planet.This is our opportunity to strike and avenge the citizens, SEAF, and Helldivers lost in the Battle for Super Earth.This is our chance to destroy them.???? Patch HighlightsNew Illuminate EnemiesA new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.The Crusher is on a deathmarch capable of regenerating while taking heavy damage and needs to be worn down quickly and consistently without a moment of pause.The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.SEAF Support SEAF have entered the battle! Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine guns and more)The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals Level Cap IncreasedWe've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service, the fight never ends, and neither does your potential.Expanded Emote SlotsHelldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.CASTELLAN'S CREED WarbondChannel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.???? Community Feedback ChangesWe’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!GATER UpgradesSuper Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.The Constitution… has stripper clips! Assisted Reload ReworkProblem we want to solve: The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpackWe have reevaluated how this works and with how the game has evolved since launch we got to the conclusion that the assisted reload action require too much coordination which lead to it rarely happeningIntent and expectation with the change:We want to reduce the complexity with assisted reloading to promote using it more.Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises. The change we made:Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack⚖️ Balancing Updated icons for backpack weapons and expendable weaponsProblem we want to solve: Find a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenalIt can be hard to know if a support weapon needs a backpack or can not be reloaded when only looking at the icon.Intent and expectation with the change:We want to make it easier to find specific weapons and to plan your loadout. It should be easier to know when a weapon needs a backpack or can not be reloaded when only looking at the icon.The change we made:Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons Stratagem Weapons that can not be reloaded now have a drop weapon icon included on their loadout icons .Decreased heavy landing durationProblem we want to solve: The original intent was to make the heavy landing to feel like you recovered from a high fall.The player lost control for a long time when landing on the feet fr
I'm your host, Release Captain Morris. When humanity is at stake, we bring you this update from Super Earth High Command to further your efforts in the war.
*** INCOMING TRANSMISSION FROM SUPER EARTH HIGH COMMAND ***
Helldivers, you are needed on the battlefield of a new frontier–one more wild and uncertain than any we have faced prior. We are so close to entering the Void.
Stay frosty, divers. As you fight your way toward the Void, you’ll encounter new, hideously mutated organisms. We have received intelligence reports that indicate these metamorphosed creatures are emerging from the heart of the Void–they are ghoulish diversions wrought into existence by the Illuminate scourge to threaten our freedom.
We aren’t sending you in without backup. You may now gain all 300 ranks of security access and privileges, and we have commissioned SEAF platoons to aid you on the surface of the Void source planet.
This is our opportunity to strike and avenge the citizens, SEAF, and Helldivers lost in the Battle for Super Earth.
This is our chance to destroy them.

New Illuminate Enemies
A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.
The Crusher is on a deathmarch capable of regenerating while taking heavy damage and needs to be worn down quickly and consistently without a moment of pause.
The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.
SEAF Support
SEAF have entered the battle!
Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine guns and more)
The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals
Level Cap Increased
We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service, the fight never ends, and neither does your potential.
Expanded Emote Slots
Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.
CASTELLAN'S CREED Warbond
Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.
We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!
GATER Upgrades
Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.
The Constitution
… has stripper clips!
Assisted Reload Rework
Problem we want to solve:
The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack
We have reevaluated how this works and with how the game has evolved since launch we got to the conclusion that the assisted reload action require too much coordination which lead to it rarely happening
Intent and expectation with the change:
We want to reduce the complexity with assisted reloading to promote using it more.
Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.
The change we made:
Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack
Problem we want to solve:
Find a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal
It can be hard to know if a support weapon needs a backpack or can not be reloaded when only looking at the icon.
Intent and expectation with the change:
We want to make it easier to find specific weapons and to plan your loadout.
It should be easier to know when a weapon needs a backpack or can not be reloaded when only looking at the icon.
The change we made:
Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
Stratagem Weapons that can not be reloaded now have a drop weapon icon included on their loadout icons .
Problem we want to solve:
The original intent was to make the heavy landing to feel like you recovered from a high fall.
The player lost control for a long time when landing on the feet from a higher fall.
Intent and expectation with the change:
We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.
While still make it feel like a heavy landing recovery
The change we made:
Decreased the duration for the heavy landing animation with around 40%
Problem we want to solve:
Players can experience dead input when trying to stim when the stim action was not allowed.
Intent and expectation with the change:
We want to lessen the feeling of dead input when using the stim action.
The change we made:
We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.
This works similar to how the reload input action changes from the last patch.
Problem we want to solve:
The benefits of the short magazines are too few compared to drum magazines.
The benefits of some of the anti personnel side arms do not have enough benefits compared to other side arm options.
Intent and expectation with the change:
Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.
Give more benefits to some of the lesser used anti personnel side arms to make the items more useful
The change we made:
Short magazines got more max spare and starting magazines.
Some of the anti personnel sidearms got more max spare and starting magazines.

R-2124 Constitution
Added a full stripper clip reload when reloading if the magazine is empty.
Short magazines for:
AR-23 Liberator
AR-23P Liberator Penetrator
AR-23C Liberator Concussive
AR-23A Liberator Carbine
AR-59 Suppressor
Increased spare magazines 12 to 16
Increased starting magazines 7 to 9
Short magazines for:
SMG-37 Defender
SMG-72 Pummeler
Increased spare magazines 9 to 12
Increased starting magazines 6 to 8
Short magazines for:
SMG/FLAM-34 Stoker
Increased spare magazines 10 to 13
Increased starting magazines 6 to 7
Decreased reload duration 2.8 sec to 2.3 sec
Short magazines for:
SG-225 Breaker
SG-225IE Breaker Incendiary
Increased magazines spare magazines 9 to 11
Increased magazines starting magazines 6 to 7
Short magazines for:
SG-225SP Breaker Spray&Pray
Increased spare magazines 16 to 20
Increased starting magazines 11 to 12

P-113 Verdict
Increased max spare magazines from 8 to 10
Increased starting magazines from 4 to 6
M6C/SOCOM Pistol
Increased max spare magazines from 8 to 10
Increased starting magazines from 5 to 6
P-19 Redeemer
Increased spare magazines from 4 to 6

Eagle Napalm Airstrike
Problem we want to solve:
The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems
Intent and expectation with the change:
Create a larger area of effect for the napalms fire
Make it more effective compared to other napalm stratagems
The change we made:
Increased explosion radius 8 to 10m
More spread out bomb pattern to cover a larger area
MD-17 Anti-Tank Mines
Problem we want to solve:
The explosion of the mines looks like they can destroy larger things
Intent and expectation with the change:
The effect of the explosion match should match the visuals better
Make the mines work in more situations like destroying colony walls and bug holes from the outside
The change we made:
Increased Demolition strength from 30 to 40

Problem we want to solve:
Hunters and their variants were unable to attack FRVs consistently
They could only use their tongue to attack, and struggle to find a proper position to launch it
Intent and expectation with the change:
When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally
The change we made:
We allowed one melee attack to be correctly triggered against FRVs
Problem we want to solve:
When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could created clipping issue where the arm of the Veracitor could merge with the body of the Helldiver and sometime resulting in sending the Helldiver at high speed in the air
Intent and expectation with the change:
Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack
Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.
Ballistic shield will break after around 15 direct hits
The change we made:
Increased Exomech melee’s force strength from 25 to 40
Conformed Exomech melee’s attack armor penetration to all correctly be Anti tank
Fixed rare crash that could happen when dropping down the core drill
Fixed a crash which could occur when spreading fire
Fixed a very rare crash which could occur when mortar sentries update their targeting aim
Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan
\[PS5]\[Xbox]Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting
Fixed a rare UI crash on shutdown
Fixed a crash when using multiple monitors with different DPI scales in Windows
Sway and reload weapon stats now display decimals for better accuracy
Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons
You can now assist reload a Helldiver, using ammo from their backpack
Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.
Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.
Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped when inserting the next bullet in ADS at max FoV
Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or unless they are drilling. Enemies famously hate the democratic extraction of natural resources.
Weapons will no longer lock onto the tank of the GATER
Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways
Increased the speed and responsiveness of the GATER
Fixed an issue where the first person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack
Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon
The Ministry of Defence user experience department have made improvements to the TD-220 Bastion Mk.XVI munitions system Heads Up Display. This should make it clearer the main canon can be reloaded manually.
Orbital Laser will no longer occasionally get stuck after targeting a flying enemy
Exosuits will no longer get stuck in trees when being dropped off
Throwable items are now being visible to other players when the Helldiver is carrying them
Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected
Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions
M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name
Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close
Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience
Impaler close melee attack now has a damage shockwave
Hunters are now able to attack FRVs more consistently
Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver
Fixed enemy navigation issues in one of the Take Down Overship locations
Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack
Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement
Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)
Obtruder will now collide correctly with Helldivers
Reduced clipping between Obtruder and Helldivers' vehicles
Veracitors now guard outposts
Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
Gatekeeper spawnrate has been increased to closely match Veracitor in Encounters
Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs
Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range
SEAFs can destroy enemy spawners
Enemies have learned how to climb stairs during the Establish Communication Uplink missions
Fixed several mission HUD inconsistencies on certain Hiveworld missions
Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations
\[Xbox Only] Helldivers can now look at a User's Gamecard when joining an ongoing game
Fixed a bug where the factory building facade was inverted
Updated the sounds for picking up medals, requisition slips and super credits one of the missions
Fixed a bug where the Recoil Simulator was showing all ammo being fired at once
Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings
Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster
Helldivers how have a chance to find super credits in Factory Worlds
Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration
Optimized various gameplay VFX across the game
Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
Fixed an issue with ragdolling causing invisible collision issues
Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.
If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)
Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.
Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver
Fixed an issue where the player could see through the Destroyer ship while in a cutscene
Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec
Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing
Fixed possible graphical artifacts in the Control Center
Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock
Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states
Clothes on the upper body of civilian industrial corpses in cities now have the correct textures
Optimized tree VFX materials
Fixed an issue where network problems caused collision errors with enemy corpses.
Fixed an issue that prevented Super Credits from spawning in Factory Cities
\[PS5 Pro] Added support for the upgraded PSSR upscaler
Additional improvements to image quality when using upscaling
\[PC] Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling
Fixed blocky artifacts on nebula effects, especially visible on lower render scales
\[PS5 Pro] Fixed an issue on PS5 Pro where certain effects would be rendered through walls
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