Bethesda e id Software anunciaron hoy que DOOM Eternal se ha actualizado hoy para añadir ray tracing y el DLSS de Nvidia. Los usuarios de tarjetas GeForce precisarán los drivers 471.11 WHQL, que agregan soporte para ray tracing y DLSS para el cuestión en cuestión, como también soporte oficial para F1 2021, LEGO Builder’s Journe y Rust. Los de AMD, precisarán el set Adrenalin 21.6.2 lanzado en el día de ayer.

«Bethesda Softworks, id Software y NVIDIA han trabajado juntos para llevar el DLSS y el ray tracing de NVIDIA a DOOM Eternal, y hoy se libera a través de un parche del juego. Los jugadores que utilizan la plataforma de juegos GeForce RTX han recibido hoy una actualización instantánea: mejores imágenes con reflejos trazados por rayos y mayor rendimiento sin sacrificar la calidad de la imagen con DLSS.

DOOM es una célebre franquicia de juegos, y DOOM Eternal se lanzó el año pasado con el beneplácito de la crítica y la adoración de los fans. Con la ayuda de idTech, el motor de juego increíblemente rápido de id, DOOM Eternal supera los límites visuales añadiendo reflejos con trazado de rayos y la mejora del rendimiento con NVIDIA DLSS. Wolfenstein: Youngblood fue el primer juego basado en el motor de id Tech que añadió ray tracing y DLSS, DOOM Eternal es el segundo.»

La actualización 6 también trae la promesa gráfica del renderizado de trazado de rayos a los jugadores cuyos sistemas son compatibles con la tecnología. Con una iluminación más precisa y reflejos de superficie dinámicos en tiempo real, el trazado de rayos lleva las imágenes de DOOM Eternal a nuevas alturas.

Requisitos Mínimos (1080p / 60 FPS / Calidad Baja):

  • SO: Windows 10 (64 bit)
  • Procesador: Intel Core i5 @ 3.3 GHz o superior, or AMD Ryzen 3 @ 3.1 GHz o superior
  • Memoria: 16 GB de RAM
  • Gráficos: NVIDIA GeForce RTX 2060(6GB), or AMD Radeon RX 6700XT
  • Espacio en Disco: 80GB

Requisitos Recomendados (1440p / 60 FPS / Calidad Alta):

  • SO: Windows 10 (64 bit)
  • Procesador: Intel Core i7-6700K o superior, or AMD Ryzen 7 1800X o superior
  • Memoria: 16 GB de RAM
  • Gráficos: Todas las Tarjetas NVIDIA GeForce RTX Series con 8GB de VRAM o más, o AMD Radeon RX 6800
  • Espacio en Disco: 80GB

Requisitos Recomendados (2160p / 60 FPS / Calidad  Ultra-Nightmare o 1440p / 120 FPS / Calidad Ultra-Nightmare):

  • SO: Windows 10 (64 bit)
  • Procesador: Intel Core i9-9900K o superior, o AMD Ryzen 7 3700X o superior
  • Memoria: 32 GB de RAM
  • Gráficos: NVIDIA GeForce RTX 3090, RTX 3080Ti o AMD Radeon RX 6900XT. Todas las Tarjetas NVIDIA GeForce RTX Series con 11GB o más de VRAM, o AMD Radeon RX 6800XT para 1440p / 120 FPS / Ultra-Nightmare Settings.
  • Espacio en Disco: 80GB


Nuevo nivel maestro: Taras Nabad

¡Pero esto no es todo! La actualización 6 también incluye un nuevo nivel maestro para los jugadores de todas las plataformas. La capital de Argent D’Nur, Taras Nabad, fue víctima de una brutal invasión demoníaca que cimentó la leyenda del DOOM Slayer. ¡Ha llegado la hora de volver a la ciudad en el desafío que propone el nivel maestro para demostrarles a esos demonios que la primera vez no fue cuestión de suerte!

«Taras Nabad, la capital de Argent D’Nur, fue una vez víctima de una gran invasión demoníaca que consolidó aún más la leyenda del DOOM Slayer. ¡Ahora es el momento de regresar a la ciudad en el desafío Master Level para mostrarles a esos demonios que la primera vez no fue una casualidad!

Una experiencia de combate completamente nueva, construida desde cero, destinada a desafiar al jugador más allá de lo visto en la campaña base.

Los nuevos peligros y condiciones ambientales mantienen al jugador alerta y cambian su forma de pensar sobre el combate.  Todas las recompensas nuevas, como íconos de jugadores, placas de identificación y cosméticos, se pueden obtener al completar el nivel maestro de Taras Nabad en diferentes dificultades y modos.»


Nueva arena para BATTLEMODE y mucho más

El modo BATTLEMODE 2c1 de DOOM Eternal también va a ampliarse con una nueva arena: Corrosión. Además, la actualización 6 incluye cambios para BATTLEMODE y mejora el modo multijugador de DOOM Eternal con numerosas optimizaciones, correcciones de bugs y ajustes de equilibrio. Ah, y, además, para celebrar el lanzamiento de la actualización 6, los jugadores recibirán el nuevo y flamante diseño de balista Trazador de rayos como recompensa al iniciar sesión.

La última arena de BATTLEMODE: Corrosion es una fortaleza olvidada que ha sido devastada por un pantano infernal. Los jugadores participarán en frenéticos tiroteos a través de las almenas exteriores y emboscarán profundamente en las catacumbas interiores. El Courtyard actúa como la pieza central de la arena y brinda cobertura con muchas opciones de movilidad. Espera un gran potencial de enfrentamiento entre los jugadores demoníacos y DOOM Slayer en esta nueva arena.


Modo clásico

Comienza el nivel maestro solo con la escopeta de combate. ¡Deberás encontrar el resto de armas y modificaciones a lo largo del nivel para completar tu arsenal y tener la oportunidad de sobrevivir!

Dificultad extra-vida

Hemos agregado el modo Vida extra para aquellos que buscan perfeccionar sus habilidades y asumir un desafío mayor, ya que se mantiene una vez que se quedan sin vidas extra. Esta es una gran opción nueva para aquellos que entrenan para una carrera de Ultra Nightmare. ¡Es hora de ir a buscar secretos!

Dificultad Ultra Pesadilla

Para la prueba definitiva de habilidad para esos Slayers cinturón negro, hemos agregado la dificultad Ultra Nightmare para este nuevo nivel de maestro. Esto significa morir sin posibilidad de ganar vidas extra.


Campaign Updates

General Gameplay

  • Ice Bombs now freeze the DOOM Hunter boss variants
  • Adjusted hit detection volume for Tentacle to be more accurate to what player sees, making it easier to hit
  • Reduced welcome message duration by 1 second

Difficulty Level Balance Adjustment

  • Chainsaw kills now refill 100% of player ammo on I’m Too Young to Die
  • Reduced projectile speed for the Archvile’s Rolling Fire attack on I’m Too Young to Die and Hurt Me Plenty
  • Reduced Carcass projectile and tracking speeds on I’m Too Young to Die and Hurt Me Plenty
  • Reduced speed of DOOM Hunter gatling gun and arm cannon projectiles on I’m Too Young to Die and Hurt Me Plenty
  • Reduced Whiplash projectile and tracking speeds on I’m Too Young to Die and Hurt Me Plenty

DOOM Eternal: Campaign

FORTRESS OF DOOM

  • Added UI pop-up to remind players that they have unspent Sentinel Batteries

DOOM Eternal: The Ancient Gods – Part One & Part Two

  • Lowered damage values for Blood Maykr cruciform and javelin attacks by 15%
  • Reduced the Plasma Rifle’s Microwave Beam ammo cost to dispatch Spirits

DOOM Eternal: The Ancient Gods – Part One

UAC ATLANTICA

  • Reverted balance changes introduced with Update 5 that removed some AI to the first arena after the timed fan puzzle that launches you across the channel and the destroyed oil rig arena that follows shortly thereafter

BLOOD SWAMPS

Trial of Maligog Boss Fight

  • Increased respawn timer for Hell Knight and Pinky spawns for all phases
  • Removed Mecha Zombie and Shield Soldiers
  • Increased resource drops when hitting the Cubes
  • Increased damage values for Chaingun, Micro Missiles, Precision Bolt and Automatic Shotgun against the Eye
  • Raised the Eye’s projectile attack sound effects in audio mix so they are more audible
  • Increased the Eye’s projectile attack VFX size so they are easier to see
  • Reduced direct damage from the Eye’s projectile attack
  • Decreased the Eye’s projectile attack speed by 20%
  • Increased size of hit detection for the Eye

THE HOLT

Samur Boss Fight Balance Adjustments

  • Added more health packs and vials to final arena
  • Added some plasma pickups to final arena
  • Adjusted respawn time for Dreadknight and Pain Elemental in final phase from 4 to 10 seconds

DOOM Eternal: The Ancient Gods – Part Two

  • Added a distinct sound cue to indicate when Cursed Prowlers spawn into the world
  • Player now automatically receives a Blood Punch charge after being Cursed
  • Reduced amount of health that the Dark Lord receives after hitting the player during boss fight
  • General quality of life improvements to Demonic Trooper
  • Stone Imp no longer takes damage from the Chaingun Energy Shield

BATTLEMODE Updates – All Platforms

Performance

  • Bandwidth utilization optimizations to help mitigate game-related server hitches
  • We are hopeful for best case scenario network performance previous to Update 6 to feel like worst case scenario network performance in Update 6

General

  • Added jump pad cooldowns to specific groups of jump pads that could be exploited through constant use in Forsaken, Penance and Celestial
  • Increased teleporter cooldown to from 10 sec to 15 sec

BATTLEMODE Balance Updates – All Platforms

SLAYER

Added Primary Charger Heavy Cannon Micro Missiles upgrade to Slayer base kit

  • Primary Charger – Kills with the Heavy Cannon will boost Micro Missiles damage by 30% for 5 sec

Added Salvo Extender Combat Shotgun Full Auto upgrade to Slayer base kit

  • Salvo Extender – Killing a demon with the Full Auto mod will drop shell ammo

Removed Faster Recovery upgrade from the Chaingun’s Energy Shield, which has increased the Energy Shield’s recharge time by 37.5%

  • Increased damage dealt to Chaingun Energy Shield by Demon Players from 2.5x to 4x

(With the exception of Revenant Rocket Barrage & Mancubus Flamethrower attacks still deal 2.5x damage)

  • Increased Flame Belch cooldown with Burning Hate upgrade to 15 sec up from 12.5 sec
  • Fist of fury behavior updated to allow the Slayer to get a Blood Punch charge from one glory kill and reduced damage resistance to 35%, down from 50%
  • Reduced Endless Rage duration from 5 sec to 4 sec

DAMAGE FALLOFF FOR PRECISION BOLT AND BALLISTA 

  • The Slayer’s Precision Bolt and Ballista do less damage at certain distances when used against Demon Players

DEMON PLAYERS

  • Demon Players can now summon AI and place rad hazards and healing zones on the floating platforms in Tundra
  • On respawn, Demon Players are given Haste and deal half damage for 5 seconds (on top of their typical armored/damage reduction status effect)
  • Removed ability for healing zones to double stack and heal more
  • Increased Noxious Hazard damage to from 12 dmg to 15 dmg

ARCHVILE

  • Adjusted flame shield VFX to be more consistent with shield hitbox
  • Added invulnerability during teleport animation
  • Reworked Fire Specialist round upgrade to cause increased damage when the caster’s projectile passes through the upgraded shield (indicated by a purple-ish colored shield & projectile)
  • Summoner Loadout name changed to Defensive
  • Replaced Shield Soldier with Maykr Drone in Defensive Loadout

REVENANT

  • Increased vertical ascension speed by 50% after a short delay for the jetpack
  • Remove Armored from Defensive loadout and replaced with Haste
  • Replaced Shield Soldier with Prowler in Defensive loadout
  • Added 50% damage reduction during Rocket Barrage attack

Replaced Acrobat with the new Sadist round upgrade

  • Primary fire deals 20% more damage and fires 25% faster at or below 30% health
  • These rockets cause knock back and significant self-damage if detonated too close to the Revenant
  • Rocket Barrage should not trigger knockback

PAIN ELEMENTAL

  • Replaced Shield Soldier with Carcass in Summoner loadout

MANCUBUS

  • Improved Mancubus smoke mortar concealing demon player outlines when inside the smoke
  • Updated Team Heal power upgrade to stack with the Bigger Bar round upgrade
  • Doubled health return per hit for Thieving Hand round upgrade

BATTLEMODE Updates – Consoles Only

SLAYER

  • Reduced starting cell ammo from 225 to 200 (now the same as on PC)
  • Reduced Super Shotgun damage cap to 900 dmg against Demon Players (now the same as on PC)
  • Increased Super Shotgun per trace damage against Marauder & Revenant (dmg still capped at 900)

ARCHVILE

  • Reduced teleport cooldown by half a second

MANCUBUS

  • Added delay between smoke bomb mortar shots
  • Reduced cooldown on smoke bomb from 13 sec to 11 sec
  • Increased Flamethrower range by 25%

PAIN ELEMENTAL

  • Increased Pain Elemental shield duration by half a second (now the same as on PC)

REVENANT

  • Increased Rocket Barrage cooldown by 5 seconds (now the same as on PC)
  • Increased Rocket Barrage cooldown with Unstable Trigger upgrade by 15 seconds (now the same as on PC)
  • Increased self-damage taken from Rocket Barrage from 0.5x to 5x

BATTLEMODE Updates - PC Only

DEMON PLAYERS

  • Increased damage reduction from demonic onslaught from 10% to 20%

Campaign Fixes – All Platforms

DOOM Eternal: Campaign

  • Fixed Modbot issue where the Slayer animated for the currently equipped mod, not for what was acquired, then didn’t switch to new mod

DOOM Eternal: The Ancient Gods – Part Two

  • Fixed issue where Savagery rune was not applying to Armored Baron and Chaingunner

Dark Lord Boss Fight

  • Fixed issue where players were not getting rewarded XP for completing the level
  • Fixed loot drops from a daze to now recharge the Blood Punch meter slightly when player is at full health
  • Fixed issues where the Dark Lord was recovering health from accidental chip damage

General Gameplay

  • Fixed issue on attacks where the Dreadknight smashes the ground or uses both arms to swipe were dealing more damage than intended

BATTLEMODE Fixes – All Platforms

  • Resolved bug in which VFX persisted when demon players were killed during Team Heal
  • Fixed an issue where the Slayer would use Chainsaw fuel after an unsuccessful swipe on a ledge grabbing demon AI
  • Fixed an issue where the Slayer’s weapons could deal damage through map geometry under specific conditions
  • Updated Sentinel Infused description – it no longer gives full ammo during a Chainsaw attack. This is now part the Slayer’s base kit.
  • Fixed an issue where Demon Player vertical camera control was not unified (all characters now have 180-degree vertical camera control)
  • Fixed an issue where Loot Blocked did not affect armor shards dropped on flame belched Demon Players
  • Fixed an issue where bunny hopping with the Archville was easier than expected

Known Issues BATTLEMODE – All Platforms

BATTLEMODE

  • Archville Flame Wall color may look inconsistent when activated in the air after taking the Flame Specialist upgrade

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