DOOM The Dark Ages feature-2

Doom: The Dark Ages Update 3 Now Live With Ripatorium 2.0 and Full Patch Notes

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