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    Tom Clancy's The Division 2

    Game » consists of 12 releases. Released Mar 15, 2019

    An online-only open-world shooter-RPG sequel to The Division.

    Full patch notes are Aqui

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    rorie

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    https://forums.ubi.com/showthread.php/2032255-Patch-Notes-Invasion-Battle-for-D-C-April-5th-2019

    Lots of interesting stuff below - finally we won't have to worry about staff members endlessly yelling at you if you're in a base of operations. Also the PC version gets an FOV slider!

    Patch Notes Invasion: Battle for D.C. - April 5th, 2019

    New content:
    • Invasion: Battle for D.C. is now live. You can find a content overview in this article.

    Weapons, Mods and Gear:
    • Overhauled the Weapon mod system, see the table at the end of the patch notes for detailed information.
    • Fixed a wrong long-range damage value for M4 (super 90) and P416. Previously, they could sometimes increase damage over longer ranges instead of the other way around.
    • Rifles:
      • Damage on the MK17 rifle reduced by 14%, also corrected this weapon not having a damage falloff over distance.
      • LW M4 damage increased by 5%, RPM increased from 240 to 360.
      • LVOA-C RPM increased from 240 to 380.
    • Marksman Rifles
      • Model 700 damage reduced by 13%.
    • Shotguns
      • AA12 damage increased by 16%.
    • LMGs
      • MG5 damage increased by 12% and fixed reversed falloff, causing the weapon to do more damage over a longer range.
    • Updated initial accuracy on the Sig Sniper MCmillan T1. It should now be much more reliable to shoot as soon as it’s shouldered and the transition to scoped view is over.
    • Reduced the amount of Critical Damage and Headshot Damage that can roll on Gear, including the amount on existing Gear. The actual values will differ depending on the level and quality of the gear it occurs on. This is partially in preparation for another world tier, where we felt these values were already at the limit of what was healthy in WT4.
    • Complete overhaul of skill mods to give more achievable requirements and more reasonable bonuses.
      • A closer equivalence between required skill power and the bonuses granted.
      • Changed the amount of skill power on gear to not increase exponentially with level, but instead more linearly. This results in most skill power values on gear being lower, but in accordance with the lowered requirements.
      • Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling errors. Most notably radius and ammo/charges values.
      • Players will see both the bonuses and the requirements of almost all skill mods change as a result of this overhaul.
      • In end game, both Superior and High-End skill mods exist to cover the different needs of different builds. They can overlap in power, but High-End mods have a higher maximum roll potential.
      • We are looking at ways to provide lower value/quality mods in end game world tiers in the future to provide a solution to the fact that on very low skill power builds, there would be room for those mods, and currently we are aware that means you have to save mods from your leveling experience.

    Player Skills:
    • Fixed an issue which caused the Bombardier Drone to get destroyed while climbing up/down a ladder or rope.
    • Improved feedback of Bombardier Drone crashing into obstacles during the bombing phase.
    • Fixed an issue with Firefly payload sometimes failing to activate when reaching its target.
    • Fixed an issue where Revive hive would not self-deploy if the agent was busy performing a different action such as using different skill when it triggered.
    • Revamped the Sniper Turret version of the turret skill.
      • It now will automatically target the hostile nearest to the players’ center-of-screen (the same method it uses to pick other turret targets) and will fire at that target when the button is pressed, without a lock-on order needed.
      • If a player aims at a hostile, the sniper turret will attempt to match their aim, allowing precision shots using the sniper turret.
      • An issue where the sniper turret wasn’t correctly getting bonus damage when hitting headshots has been fixed.
    • Revamped the Chem launcher skill platform.
      • Pressing the skill button will now equip the chem launcher similar to swapping to a weapon. The player can aim and shoot with normal weapon controls, as well as run with the skill and blindfire it.
      • Quick deploy at the agents own position is still available for the repair version of the chem launcher, using the same controls as before.
      • Unequipping the Chem launcher can be done using the skill button, the B (XBOX) / Circle (PS4) button or just using the weapon swap controls.

    Loot & Rewards:
    • Control Point reward containers are giving the correct number of items for the corresponding Control Point's defense level. Defense level 4 now awards 5 items instead of 3.
    • Reduced DZ XP gain from Landmarks in Dark Zones.
    • Reduced the quality and power for items dropped in Propaganda Broadcast and one drop of Settlement Blockade activities to be more in line with other open world enemies and activities.
    • Updated XP rewards for low-level player playing in World Tiers to scale with player level.
    • Supply Drop activity loot container items now scale with every consecutive container you open. This includes lowering the reward of the first crate, but results in similar rewards for the activity as a whole.
    • Added 5 Specialized Apparel Cache Keys, awarded with levels 2 – 4.
      • As a thank you for playing, all players that played before April 4 get 5 Specialized Apparel Keys, regardless of their level.
      • Apparel Keys will be coming for those players later next week.
    • Faction Key loot drops from Bounties are now guaranteed and are displayed in the loot preview.
    • Adjusted bounty credit rewards to use scaling values in World Tiers instead of flat values so if a lower level player is playing with a higher-level player, they will receive an amount of credits more appropriate for their level.
    • Changed Skill Unlock rewards to be non-invaded only so that players who co-op with a higher-level friend to play invaded before playing on story won't receive the rewards.
    • Added Apparel cache key fragments to the PvP reward caches.
    • Adjusted the rewards for the street execution activity to give slightly lower quality/source level gear so the rewards are more in line with the difficulty of the activity.
    • Reduced the quality and source level charts used for item drops from the living world activities settlement blockade and Propaganda broadcast to be more in line with other open world drops and the difficulty of the activities.
    • Updated Collectibles set XP reward to scale with player level.
    • Fixed an issue which caused the Drone Helicopter to not use the correct loot table.

    Crafting:
    • Increased Material cap for Standard and Specialized crafting materials to 400 (with all perks).
    • Increased Material cap for High-End crafting materials to 50.
    • Materials required for crafting weapon mods does not scale as aggressively and has much lower values in endgame.
    • Removed a small increase on materials required for crafting weapon mods after upgrading the crafting bench quality.
    • Changed the upgrade blueprints for exotic weapons Lullaby and Ruthless to not show up on the vendor until you are level 30.
    • Increased the power for the wandering vendor so her inventory has a narrower Gear Score range closer to the top of the World Tier Gear Score Range.
    • Set all exotic upgrade blueprints to award you the upgraded weapon on the max gear score of the current tier.
    • Removed a tiny increase on materials required for crafting weapon mods after upgrading the crafting bench quality.
    • Exotic weapons are now pre-equipped with lore text mods. These mods do not have stats and cannot be equipped elsewhere.

    Talents:
    • Blind Justice – Modified the Buff that increases damage to your next shot now expires at end of combat and when out of combat
    • First Blood - Updated Normalized MMR Talent First Blood Text to correctly explain that the first shot after reloading from empty is the enhanced bullet.

    NPCs:
    • Decreased damage of all NPC Automatic Shotguns
    • Decreased damage of all NPC SMGs
    • Hey agent! Staff in the Base of Operation will now shout at the player less frequently than before.

    Main Missions Difficulty:
    • World Bank – Invaded – Server Room
      • Increased the time which the Black Tusks needs to complete the download in the Server Room from 200 seconds to 250 seconds.
      • Reduced the difficulty in the Server Room by setting the Enemy group composition to light, light, medium - Instead of medium, heavy, medium.
    • DCD Headquarters
      • Mission level has been changed from 17 to 18.
    • Roosevelt Island – Invaded – Quarantine Docks
      • Reduced the difficulty of the first wave of enemies encountered in the last beat of the mission by lowering the amount of Elite and Veteran enemies.
      • Enemies in this part of the mission can only use mounted weapons if there are 2 players or more.
        • This should make it less punishing for solo-players attempting this mission.

    Open World:
    • Removed death of civilian squad as a failure condition for Control Point takeover.
      • The Officer will now remain in downed state until players complete the takeover or wipe.
    • Black Tusk presence has been increased in invaded Open World zones.
    • New Ambusher NPCs now roam the streets of DC.

    Social:
    • Added a “Friends & Clan” option for Call for Backup that only shows calls from friends and clan members.
    • Added a “Do Not Disturb” group privacy option that blocks all incoming invites.

    PC:
    UI

    • Added a Field of View slider

    PlayStation 4
    • Fixed an issue that could cause players to be stuck in the Specialization tutorial

    Bug Fixes:
    • Fixed an issue that could cause undesired appearance changes to agents after login in or using the barber.
      • Players that have been permanently affected by an appearance change will unfortunately not be changed back with this fix. We want to apologize for any inconvenienced caused by this and we’re looking into options to allow players to fully customize their agent in the future, but we do not have a timeline for this feature.
    • Fixed an issue where the Cluster Seeker Mine could split up more often than intended.
    • Fixed an issue where the Defender Drone could have unlimited uptime.
    • Fixed an issue which prevented players from finishing the Unite cypher riddle.
      • We're confident this is not bugged anymore.
    • Fixed an issue that would cause the Stronghold activation animation to always play when entering the Base of Operations.
    • Fixed several instances of Audio logs not playing automatically when picked up.
    • Fixed an issue that could cause players being unable to finish the Side Mission Worksite Community.
    • Fixed an issue where players were unable to update their crafting bench after reaching a new World Tier.
    • Fixed an issue with NPCs sometimes not reacting properly to cooked grenades
    • Fixed an issue with Hunters not always appropriately despawning if a player flees a combat space
    • Fixed rare issue where NPCs could get stuck when attempting to melee a player in cover
    • Fixed issue with the Explosive Seeker Mine occasionally failing to path to its target
    • Fixed bug where players could fast travel to non-friendly Control Points
    • Fixed bug that made encounters with friendly NPCs requesting resources too rare
    • Fixed bug where underground enemies would come to the surface during the day
    • Fixed an issue where players were able to obtain gear with a higher gear score than intended
      • Any owned High-End items will be lowered to Gear Score 500.
      • Any owned Superior items will be lowered to Gear Score 490.
      • Clan caches no longer award items higher than the maximum loot Gear Score.
      • Recalibration still allows Gear Score to increase slightly past the maximum loot Gear Score.
    • Fixed a bunch of weird stairs and invisible walls.

    Weapon attachments
    Name
    Attribute (pos)
    Attribute (neg)
    Magazine
    Belt
    Nimble Link Belt
    5% Fire rate
    Tactical Small Pouch
    20% Reload speed
    Non-disruptive Link
    Calibrated Link
    15% Stability
    Large Pouch
    35 Extra rounds
    5.56 Magazine
    Light Extended 5.56 Mag
    10 Extra Rounds
    Sturdy Extended 5.56 Mag
    20 Extra Rounds
    10% Reload Speed
    Tactical 5.56 Mag
    10 % Crit Damage
    Infantry 5.56 Mag
    30% Optimal Range
    Balanced Spring 5.56 Mag
    20% Stability
    7.62 Magazine
    Light Extended 7.62 Mag
    10 Extra Rounds
    Sturdy Extended 7.62 Mag
    20 Extra Rounds
    10 %Reload Speed
    Weighted 7.62 Mag
    20% Stability
    Precision 7.62 Mag
    7% Headshot Damage
    Thin 7.62 Mag
    20% Reload Speed
    9mm Magazine
    Oversized 9mm Mag
    10 Extra Rounds
    Extended 9mm Mag
    20 Extra Rounds
    Heavy Spring 9mm Mag
    10% Crit Damage
    Segmented 9mm Mag
    20% Reload Speed
    Special Forces 9mm Mag
    10% Damage to Elites
    .45 ACP Magazine
    Extended .45 ACP Mag
    10 Extra Rounds
    Oversized .45 ACP Mag
    20 Extra Rounds
    10 % reload speed
    Short Spring .45 ACP Mag
    20% Reload Speed
    Force Feed .45 ACP Mag
    10% Damage to Elites
    Precision Feeding .45 Mag
    20% Stability
    Marksman 7.62 Magazine
    Tightly Packed Marksman Mag
    5 Extra Rounds
    Lightweight Marksman Mag
    20% Reload Speed
    Sturdy Marksman Mag
    20% Stability
    Compact Marksman Mag
    10% Damage to Elites
    Mended Marksman Mag
    20% Optimal Range
    7.62 Integrated
    Compensated Integrated Spring
    20% Reload Speed
    Overbalanced Integrated Spring
    20% Stability
    Stiff Integrated Spring
    5% Damage
    Underbalanced Integrated Spring
    10% Damage to Elites
    Revolver drum
    Speed Loading Revolver Drum
    20% Reload Speed
    Pistol mag
    Extended Pistol Mag
    11 Extra Rounds
    Field Pistol Mag
    30% Optimal Range
    Police Pistol Mag
    20% Reload Speed
    Tubular
    Hard Tubular Spring
    5% Fire Rate
    Counter-Clockwise Tubular Spring
    10% Damage to Elites
    Flexible Tubular Spring
    20% Reload Speed
    Muzzle
    5.56 (5.7)
    Loud Vent Brake 5.56
    10% Optimal Range
    Muzzle Brake 5.56
    5% Damage to Elites
    Compensator 5.56
    10% Stability
    Flash Hider 5.56
    5% Crit Damage
    Large Suppressor 5.56
    10% Accuracy
    Omega 5.56 Rifle Suppressor
    20% Stability
    10 % Optimal Range
    7.62
    Loud Vent Brake 7.62
    10% Optimal Range
    Muzzle Brake 7.62
    5% Damage to Elites
    Compensator 7.62
    10 % Stability
    Flash Hider 7.62
    5% Crit Damage
    Large Suppressor 7.62
    10 % Accuracy
    Omega 7.62 Rifle Suppressor
    20% Stability
    10% Optimal Range
    9 mm
    Loud Vent Brake 9mm
    10% Optimal Range
    Muzzle Brake 9mm
    5% Damage to Elites
    Compensator 9mm
    10% Stability
    Flash Hider 9mm
    5% Crit Damage
    Small Suppressor 9mm
    10% Accuracy
    Osprey 9 Suppressor
    5% Crit Chance
    .45 ACP
    Loud Vent Brake .45
    10% Optimal Range
    Muzzle Brake .45
    5% Damage to Elites
    Compensator .45
    10% Stability
    Flash Hider .45
    5% Crit Damage
    Small Suppressor .45
    10% Accuracy
    Osprey 45 Suppressor
    5% Crit Chance
    Optics
    Short
    EXPS3 Holo sight
    8% Damage to Elites
    Russian Red Dot Sight
    5% Crit Damage
    T2 Micro Red Dot Sight
    10% Accuracy
    PRO Red Dot Sight
    5% Stability
    Small RDS Scope
    15% Stability
    5% Accuracy
    Reflex Sight
    20 % Crit Range
    Low Reflex Sight
    10% Damage to Elites
    10% Optimal Range
    Rugged Mini Reflex Sight
    5% Crit Chance
    Long
    Acog Scope (4x)
    20% Optimal Range
    CQBSS Scope (8x)
    30% Headshot Damage
    Digital Scope
    45% Headshot Damage
    5% crit damage
    C79 Scope (3.4x)
    5% Damage to elites
    552 Holo Sight
    10% Accuracy
    MK5 Scope (15x)
    40% headshot damage
    20% Reload Speed
    VX1 Scope (12x)
    35% Headshot Damage
    10% Reload Speed
    Iron Sights
    Streamlined Iron Sights
    10% Reload Speed
    Weighted Iron Sights
    10% Stability
    Open Iron Sights
    10% Accuracy
    Underbarrel
    Short
    Angled Grip
    10% Stability
    Laser Pointer
    5% Crit Chance
    Small Laser Pointer
    7% Crit Chance
    Vertical Grip
    10% Accuracy
    Long
    Short Grip
    5% Crit Damage
    Handstop
    10% Reload Speed
    Gadget
    Compact Coupled Laser Pointer
    10% headshot damage
    Compact Coupled Small Laser Pointer
    10% Crit Chance
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    two_socks

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    Not yet gs500, but logging in today and seeing my gs450 Chem Launcher radius mod go from +117% to +17% sure felt heavy handed and bad. Hopefully at gs500 I can start edging back into that type of territory, just gonna be a bummer if I have to fully commit to Skill Power to do so. Not entirely sold on the weapon mod changes either yet. Kind of feels like they're a bit more bland now, with a lot less oomph and mostly no trade-offs, I feel like I'm just gonna end up going for whatever the biggest stat boost is almost regardless of what it does. Not sure how I feel about all this, but gear sets sure are cool so I'm eager to keep playing.

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    illmaticxking

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    Nice! What's the official GB clan? Or is it full because only 50 players?

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    RalphMoustaccio

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    The change to the chem launcher, at least when using it with the armor-replenishing ammo, sucks ass. It was so much easier to use it on yourself when you could just tap the button and it would directly shoot at your feet. Now you have to tap the button, aim at your feet, pull the trigger, and then hit another button to return to use of your standard weapons. If their goal was to totally nerf that skill, they've succeeded!

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    RalphMoustaccio

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    two_socks

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    @ralphmoustaccio: You can now just double tap that skill and have it apply at your feet, same as the single press before the patch!

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    RalphMoustaccio

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    @two_socks: I tried that, and it just pulled out the launcher and put it away. I'll give it another go, though.

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    Hestilllives19

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    @ralphmoustaccio: I've had zero issues with the change, but have always been using the double tap method since that method has always given you more health (something like 15 vs 10 bars of health back, which is very noticeable). But I agree that it was a silly change, though it is now easier to get Armor to a teammate, but like 1/1000 times you use it that is what you are using it for. I have a friend who stopped using it altogether because of this change.

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    RalphMoustaccio

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    @hestilllives19: I was able to get it to work just now trying it again. I didn't even realize there was a difference between double and single tap with the original control system, though it does pretty clearly say it in the launcher description text. Maybe I should read that stuff! Nah.

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    mems1224

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    Honestly not a big fan of the weapon mod changes. I liked the give and take system before even if ARs with 60 rounds was way OP. Some of the negatives should have been changed like damage to elites and things like that. Now they're just sort of worthless. Rifles also need a buff. I like using them but they're pretty worthless in WT4 and the only good one they just nerfed

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    Zurv

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    #11  Edited By Zurv

    oh sexy Sturdy Extended 7.62 Mag.. RNG gods can you please drop this for me :)

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    NTM

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    #12  Edited By NTM

    I'm not sure which patch it was and when they updated it to do so, so maybe I'm late, but I was just watching my brother play The Division 2 since he still hasn't finished it, and I was online looking up HDR settings in games. I came upon someone saying that 'with the latest patch' (whenever that was, or if it is even the latest patch by now) that they added in Neutral Lighting. This is something they had in the first game which I liked a lot. It makes the lighting look more realistic in my opinion. Visually, the first game didn't have the issue, but The Division 2 does where, at least on my screen and probably due to HDR, the game is much too bright. Night time doesn't at all look like night time. Now, with the neutral lighting on, it's much better and while I initially felt I was pretty much done with this game, I may jump back in after I'm done with Days Gone. I recommend people turn it on if you're playing alone and put the atmosphere first, while it may be too dark if you're playing online.

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