DOOM Update #2 Release Notes

Single Player

Fixes and Optimizations

*Fixed an issue where performance gradually decreased in the Polar Core
level
*Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less
damage than the base fire damage
*Fixed an issue where players were unable to unlock the Argent Overload
achievement/trophy if they began their progress after the release of
Update 1
*Fixed an issue where players were unable to unlock the Tinkering trophy
if they began their progress after the release of Update 1 (PS4)
*Fixed an issue where some users were not able to progress weapon and
rune masteries after the release of Update 1.
*The “What Else Ya Got” achievement/trophy no longer is blocked for
those who have not completed the “Double take” challenge.
*Fixed an issue which prevented users from using Combat Shotgun mods
when out of shells, with “Rich Get Richer” enabled.
*Multiplayer damage indicators have been removed from the single player
mode.
*Fixed an issue where users experienced a crash to desktop while using
current NVIDIA drivers. (PC)
*Fixed an issue which prevented users from assigning menu-specific
actions to the Steam controller. (PC)

Multiplayer

New Features

Added two new multiplayer game modes
*Sector – Capture and Hold
*Exodus – Capture the Flag

Improvements to Matchmaking
*Fixed several cases of party invites not working after the host leaves.
*Improved host migration success rate.
*Fixed issues with network connectivity loss resulting in being unable
to join future matches when connectivity was restored.
*Improved handling of party peers in the game lobby.

Fixes
*Fixed several third-person weapon issues (animation shaking,
customization not appearing).
*Fixed an issue with the magnetism hack module where power-items would
not return to their original position if the player died while in
transition.
*Fixed an issue where taunting many times in a row could cause the
player’s third-person animation to be stuck in one pose.
*Fixed cases of loading screen tooltips not showing up correctly.
*Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount
of player icons on the HUD (top-left player indicators).
*Fixed issue with level up rewards, including level up rewards not being
awarded properly).
*Fixed presentation issue in the Intro sequence (disabling weapon GUI
being displayed early).
*First person hands customization fixes (fixed some cases where first
person hands customization meshes weren't being shown correctly).
*Fixed duplicate selection boxes in the Challenges screen.
*Fixed issue where the previously played map could be loaded into the
playlist again.
*Fixed issue with PS+ offer being shown at an inappropriate time (PS4).

SnapMap

Community HUB Improvements
*Added Find Open Match, a public match browser displaying all available
public lobbies
*Added a Recently Played Maps list
*Added ability to Subscribe to maps and browse them from the new
Subscribed Maps list
*Improved the Map Browser with additional sorting options
*Added new unlockable images for customizing published maps (11 new
backgrounds, 10 new mode icons, 20 new miscellaneous images)
*Added icons on the Map Browser to identify Cloud/Local maps

Editor Functionality Improvements
*Added God Mode and Infinite Ammo as testing settings for map authors
*Added Movement Speed settings in the editor

Content Additions
*Added a customizable Weapon Wheel that allows the player to hold any
number of weapons
*Added 30 new Hell themed Modules including indoor and outdoor environments
*Increased the number of weapons available by adding the Pistol, the
Chainsaw and the Static Rifle
*Added Skull Keys, and Hell Barrel
*Added The Unwilling to the available AI
*Added the Mancubus as a selectable Player Demon
*Added new Interactables including the Gore Nest, Hell Tablet, and
Tripod Panel, a customizable touch screen panel
*Added weapon-specific ammo to Pickups and AI drop tables
*Added all new Hell Props including a giant demon skull, altars,
cauldrons and more
*Added construction props such stone blocks, rocks, columns, and arches
for customizing Hell environments
*Added Launch Pads with logic to control distance, speed, direction, and
destination
*Added new FX to accompany the Launch Pads
*Added new Demonic and Origin Hell Voice Speakers
*Updated Speakers to include new instrument sounds
*Added a Switch object which triggers only one output based on a
specified index
*Added a Custom Event object which triggers all instances of an event
when any instance of it is signaled
*Added three new Filters including Equipment, Weapon, and Cached Entity
Filters

Improvements to Logic and Object Functionality
*Weapons now have a property that allows players to pick up weapons when
touched
*AI have two new properties to Set Stagger Percentage, and
Enable/Disable Stagger
*Players now have the On Health Percentage Reached output
*New style properties have been added to Light objects to create light
FX such as blinking, strobe, rotating, and more
*Props and Player Blocking Volumes now have a Static property that will
return their Network budget value, but will disable all inputs (show,
hide, etc) during a match
*Updated the Inventory entity to manage multiple weapons
*Updated Player Loadout object to include Demon Player race selection
*The AI Conductor behavior can now be altered when entering a module
*AI spawning can be inhibited in a module through logic
*Module Environments can be changed during a match with logic
*Friendly AI health bars and POIs can be hidden or shown
*Hazard damage can be set to a Variable
*Color properties are now shown in a color swatch
*A large health bar is now available as an Objective
*Use Alternative AI Drop Table that simulates Campaign drops from demon
kills

Fixes
*Fixed the Spend input to result in a Spend Failure if it causes a
Player/Team Resource to fall below zero
*Fixed Player Demon hand jittering
*Fixed the Network cost of Lights. This may result in previous maps
having a maxed network budget. Map authors may need to remove other
networked objects or use the Static property on Props or Player Blocking
Volumes that aren't altered using logic.