Helldivers 2 NPCs Will Hug You Back Now, Even When No One Else Will
Primaries attachments
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
Secondaries
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
Stratagems
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
Enemies
Terminids
Hunters
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
Illuminate
Veracitor
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
Fixes
Crash Fixes
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
Fixed a rare UI crash on shutdown
Fixed a crash when using multiple monitors with different DPI scales in Windows
Weapons & Stratagem Fixes
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. 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
Enemies
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. 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.
GameSpot8/12/2026release