Today we are releasing Free Update 3 for DOOM! The new update includes Deathmatch and Private Matches for multiplayer, as well as some fixes and improvements.
Maintenance will begin today at 12pm ET -- we'll let you know as soon as the servers reopen. We'll be providing release notes shortly.
Today we are releasing Free Update 3 for DOOM! The new update includes Deathmatch and Private Matches for multiplayer, as well as some fixes and improvements.
Maintenance will begin today at 12pm ET -- we'll let you know as soon as the servers reopen. We'll be providing release notes shortly.
We'll be performing server maintenance today at 12pm ET, expected to last a couple hours. To clarify, this is strictly a server maintenance period, and does not include Free Update 3, which will launch next week. The Multiplayer and SnapMap servers will be offline during this time. We'll provide an update as soon as they are back online.
We'll be performing server maintenance today at 12pm ET, expected to last a couple hours. To clarify, this is strictly a server maintenance period, and does not include Free Update 3, which will launch next week. The Multiplayer and SnapMap servers will be offline during this time. We'll provide an update as soon as they are back online.
Today we've released a rebalance patch for select DOOM multiplayer weapons. Many of these changes are based on your feedback, so be sure to let us know what you think after giving the tweaked weapons a try. There is no download for this update, simply log in and you should see the changes upon loading multiplayer.
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Here are the rebalance changes:
Rocket Launcher The last pass on this made it very spam friendly and decreased skill requirements. Based on extensive feedback, we have reduced the ammo count and also reigned in the splash and detonate damage values to place more emphasis on control and skill when using the weapon.
Heavy Assault Rifle We have increased the damage, reduced the spread increase when zoomed, and removed the additional movement penalty when using the scope. We really like how it’s feeling now, and this should make the weapon more competitive in both the hip-fire and zoom modes.
Hellshot This weapon now has an increased fire rate and does more damage when hitting enemies in the body. We have also bumped up the burn damage for the weapon mod behavior. This should bring the Hell Shot in line with the other precision weapons in the game, and a gun you’ll be wanting to equip more often.
Shotguns The last pass on adjusting the switch timings for the shotguns fixed the issue with a loadout exploit but also removed dual shotguns as a viable loadout for close-range engagements. We got a lot of feedback here, and we’ve reduced the length of the switch timings so that this loadout is viable again.
Regen We adjusted the amount of health received per tick so that players have better survivability.
Today we've released a rebalance patch for select DOOM multiplayer weapons. Many of these changes are based on your feedback, so be sure to let us know what you think after giving the tweaked weapons a try. There is no download for this update, simply log in and you should see the changes upon loading multiplayer.
--
Here are the rebalance changes:
Rocket Launcher The last pass on this made it very spam friendly and decreased skill requirements. Based on extensive feedback, we have reduced the ammo count and also reigned in the splash and detonate damage values to place more emphasis on control and skill when using the weapon.
Heavy Assault Rifle We have increased the damage, reduced the spread increase when zoomed, and removed the additional movement penalty when using the scope. We really like how it’s feeling now, and this should make the weapon more competitive in both the hip-fire and zoom modes.
Hellshot This weapon now has an increased fire rate and does more damage when hitting enemies in the body. We have also bumped up the burn damage for the weapon mod behavior. This should bring the Hell Shot in line with the other precision weapons in the game, and a gun you’ll be wanting to equip more often.
Shotguns The last pass on adjusting the switch timings for the shotguns fixed the issue with a loadout exploit but also removed dual shotguns as a viable loadout for close-range engagements. We got a lot of feedback here, and we’ve reduced the length of the switch timings so that this loadout is viable again.
Regen We adjusted the amount of health received per tick so that players have better survivability.
DOOM’s first premium DLC, Unto the Evil, is now available. Unto the Evil brings three new diverse maps to DOOM multiplayer, in addition to a new weapon, a new playable demon and more. id Software is also introducing the PartyPlay system, which allows anyone to play any of the new maps from Unto the Evil, as long as you party up with a friend who owns the DLC. Similarly, if you own the DLC, the Unto the Evil DLC maps will be accessible to anyone who’s in your party as part of the map rotation.
Unto the Evil is available now for Steam, and can be purchased for $14.99, or as part of the DOOM Season Pass.
Unto the Evil includes the following:
Three new multiplayer maps: Offering, Cataclysm and Ritual -A new player-controlled demon: Harvester -A new weapon: UAC EMG Pistol -New equipment: Kinetic Mine -New ways to customize your DOOM Marine, including additional armor sets, patterns, colors and taunts -New hack modules
At QuakeCon, DOOM Executive Producer Marty Stratton announced a double XP weekend to coincide with the launch of Unto the Evil. Also coming soon is classic deathmatch, which attendees got to try exclusively at the show.
DOOM’s first premium DLC, Unto the Evil, is now available. Unto the Evil brings three new diverse maps to DOOM multiplayer, in addition to a new weapon, a new playable demon and more. id Software is also introducing the PartyPlay system, which allows anyone to play any of the new maps from Unto the Evil, as long as you party up with a friend who owns the DLC. Similarly, if you own the DLC, the Unto the Evil DLC maps will be accessible to anyone who’s in your party as part of the map rotation.
Unto the Evil is available now for Steam, and can be purchased for $14.99, or as part of the DOOM Season Pass.
Unto the Evil includes the following:
Three new multiplayer maps: Offering, Cataclysm and Ritual -A new player-controlled demon: Harvester -A new weapon: UAC EMG Pistol -New equipment: Kinetic Mine -New ways to customize your DOOM Marine, including additional armor sets, patterns, colors and taunts -New hack modules
At QuakeCon, DOOM Executive Producer Marty Stratton announced a double XP weekend to coincide with the launch of Unto the Evil. Also coming soon is classic deathmatch, which attendees got to try exclusively at the show.
The latest free update for DOOM is now live! Here are the patch notes for DOOM's Update 2.
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.
The latest free update for DOOM is now live! Here are the patch notes for DOOM's Update 2.
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.