id Software has released Title Update 3 for Doom: The Dark Ages which introduces Ripatorium 2.0, and shared its full patch notes. So, let’s take a closer look at it.
Ripatorium 2.0 adds more encounter presets and deeper customization options. It also includes new jukebox tracks and lets you share your custom encounters for each round using Passcodes. The Ripatorium is now round-based, and you can choose which enemies you want to fight for up to five rounds. Each round can have its own settings and up to 10 respawn waves. There’s now an icon above the last few enemies in a round, and all arenas now have extra line-of-sight blockers to make fights feel better.
Patch 3 also brings a lot of small fixes and combat changes. It fixes a bug where the Cacodemon’s shield kept blocking attacks for a short time after it looked like it was gone. Players will also no longer clip through walls when using a Glory Strike on the Komodo. The developers have updated many weapons and enemies so that gore appears more often and more consistently. They also improved enemy ragdoll reactions for different melee attacks and Shield Charge, making combat feel heavier and more satisfying.
And that’s not all. Update 3 also includes several bug fixes that fans will appreciate. For example, it fixes a bug where the first hit you take after a checkpoint didn’t reduce damage correctly if the attack came from behind. It also fixes an issue where Atlan’s Brink of Death could activate even if the player Perfect Dodged an AOE attack. Armored enemies will now react properly when their armor is broken by the Ravager or Pulverizer. Plus, stopping the Combat Shotgun’s burst fire with a Shield block no longer makes the camera tilt slightly until you mantle or restart the map.
Like always, Steam will download this update the next time you launch its client. Below, you can also find its complete changelog.
Stay tuned for more!
Doom: The Dark Ages Patch 3 Release Notes
Ripatorium 2.0
We’ve added even more ways to customize the Ripatorium arena mode, including the ability to share and load presets from each round via our Passcode sharing*.
The Ripatorium is now round-based, with players customizing a selection of enemies they will face for up to five rounds
Each Ripatorium round can have unique settings and up to 10 respawn waves
In the Settings menu, we’ve added new options for Time Limit
Each round also features a unique Passcode (highlighted in the image below) that allows you to share your custom Ripatorium round and all its settings with other players
*Please note Ripatorium Passcode sharing is in Beta
To play someone else’s Ripatorium encounter, select the corresponding round and press the newly added “Enter New Passcode” input at the bottom of the screen
There are also new Encounter Presets to choose from: Medium, Challenging and Sadistic
Note: You can enable these Encounter Presets in conjunction with any Difficulty Level
What are the “Preset Incoming” Encounters? (Highlighted in the image below)
We’re looking to collect the best custom encounters so that we can curate some community-made presets! Be sure to tag @doom on social with your unique round Passcodes for your best full encounter setups! In time, these will be added in-game via an Active Tunable update (without requiring a client update)
The Jukebox now includes five additional tracks:
“Theomachy”
“Bloodspill”
“Divine Retribution”
“From the Ashes”
“Wither and Writhe”
An icon now appears over the heads of the last few remaining enemies in a round
Additional line-of-sight blockers have been added to all arenas
End of Level Summary now shows two new tabs: Difficulty and Arena Setup
Difficulty: Includes settings used during the Ripatorium run
Arena Setup: Breaks down total demons killed with separate tabs counting each class of slain demon (Fodder, Heavy and Super Heavy)
Gameplay & Quality of Life
Brink of Death is now an adjustable setting in the Difficulty tab
Normal provides the recommended support
Hard provides less support and makes surviving at low health more challenging
Input Bindings
Players can now swap their active Shield Rune and Melee Weapon during gameplay
Four new player-requested key bindings have been added to the Input tab:
Next Melee Weapon
Previous Melee Weapon
Next Shield Rune
Previous Shield Rune
Controller Vibration
Adjusting the vibration intensity slider now correctly adjusts external controllers on Xbox when plugged into a PC
Controller vibration now works correctly with the BFC equipped
Enemy AI Fixes
Fixed a crash on PlayStation 5 Pro when initiating a Glory Strike on Heavy and Super Heavy-classed enemies after they’re Dazed from the player using the Shredder
The player no longer clips through the geometry of the wall when performing a Glory Strike against the Komodo
Floating VFX will no longer appear over the Cacodemon’s corpse if it is killed while performing a wall attack
The Vagary Champion’s summon VFX are now the correct size
Fixed an issue with the Cacodemon’s shield continuing to block attacks briefly after it visually expires
Added ambient audio to the Cacodemon’s idle animation
Combat Encounter Updates
Holy City of Aratum
After the Vagary spawns in the final encounter, additional Mancubus spawns are now replaced with a group of Imps
Removed Chaingunners from the final encounter
️Siege Part 1
The Hell Knight and Imp Stalker that spawn after breaking Morale in the Village Morale fight no longer respawn
The Stone Imps and one of the Nightmare Imp Stalkers in the Swamp Morale fight have been removed
️Siege Part 2
The Hell Knights in the Tank Hangar that spawn after the Leader Battle Knight no longer respawn
Forsaken Plains
Removed one of the Arachnotron spawns from both tower objectives
Hellbreaker
Removed the additional Revenant spawn in the final encounter
Sentinel Command Station
The Mancubus and Arachnotron that spawn after breaking the Pinky Rider Leader’s armor in the tank hangar no longer respawn
The Mancubus and Arachnotron that spawn in the final encounter no longer respawn
From Beyond
The Mancubus that spawns after breaking Morale in the first arena fight no longer respawn
The Revenant that spawns after breaking Morale in the second arena fight no longer respawn
️Belly of the Beast
Removed Battle Knight maintain status in first arena encounter
Removed Mancubus and Arachnotron in Vagary fight
Harbor of Souls
Removed Arachnotron ambush in Blue Key Komodo fight
Removed additional Revenant spawn in the fight against the Vagary during the first visit to the temple
Removed Arachnotron on barge
Reckoning
Added Hell Knight and Imp Stalker ambush to secret Ruby room
Added Mancubus ambush in Prince Ahzrak toy collectible secret
Added surprise encounter to Wraithstone pickup
Changed the Nightmare Imp Stalker to a normal Imp Stalker in the first encounter
Tweaks & Adjustments
Atlan
Adjusted Brink of Death feature for all difficulties so players have a greater chance to fight back from a near-death situation
Slightly increased the amount of health received from killing Titan enemies
Prince Ahzrak
Reduced acceleration of projectiles spawned from the boss’ Super Dive Bomb attack
Reduced base damage of boss’ Spear Throw so that it does not break the player’s Shield in a single shot when enemy damage slider value is 2.0x or lower.
The Old One
Slightly increased health received by the player when performing a Glory Strike
Reduced the damage scaling on the Gravity Well explosion across all damage slider values 1.0x and above.
Cacodemon
Slightly reduced speed of Lightning Wall projectiles
Cosmic Baron
Reduced damage of Guillotine Projectile attack so that the player’s Shield doesn’t break instantly on block
Fixed a bug where additional damage was sometimes applied when hit by a Cosmic Baron’s Guillotine Projectile
Combat Feedback
Adjusted various weapons and enemies to activate gore with greater frequency and consistency across the player’s arsenal
Adjusted enemy ragdoll behavior for various melee attacks and Shield Charge to further punctuate those actions in combat
Bug Fixes
Fixed an issue with the Atlan’s Brink of Death activating despite the player Perfect Dodging an AOE attack
The spark VFX for using the Shield block no longer appears when taking damage from environmental hazards or other damage that bypasses the Shield
Fixed a bug with the Lore Nerd Milestone not completing correctly after finishing a 100% playthrough
Fixed an issue with the Perfection Skin not unlocking if the player force quits during the third Ripatorium match
Fixed a rare issue where the campaign’s Pause and Dossier menus were replaced with Ripatorium menus, leading to save corruption and inaccessible menus
Fixed a bug where debug text would appear after dying in the projectile parry tutorial area
Interrupting the Combat Shotgun burst fire with Shield block no longer causes the player camera to slightly tilt until mantling or restarting the map
Fixed an issue in the Ripatorium where both mods for the Shredder and Accelerator would be active at the same time if the player reloaded the encounter or died and restarted
Hitting a Chaingunner with a pinned fodder demon will no longer instantly kill the demon
Armored enemies will now falter correctly when their armor is destroyed by the Ravager and Pulverizer
Fixed a bug where the first instance of damage the player takes after a checkpoint would not mitigate damage properly if hit from behind
Killing a Vagary, Agaddon Hunter or Komodo in the Ripatorium no longer triggers their related Campaign milestones
The Ripatorium now saves the Melee weapon the player equipped from the previous attempt. In addition, , charges for that weapon are fully replenished if the player swaps Melee weapons before the first round of enemies spawn
Addressed a bug with the firing SFX getting stuck in a loop if the player swapped from the Auto Turret Rune to another Shield Rune after it has already begun to fire in the Ripatorium

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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