 So a new major order is now live in Howl Divers 2, along with a patch we had earlier which massively affects the game in which we play, today we get into it all people. Now yesterday's winner of my 2100 super credits giveaway is Josh999, hit me up on my discord to claim your winnings. Now people if you want to win 2100 super credits it's quite simple, liberate this video with a massive thumbs up, make sure you sub with those post notifications turned on and leave a comment down below. Drop me a heart emoji, winner will be picked and announced on tomorrows howl divers 2 videos. Ok so literally guys I got a notification on my twitter which is this, them notifying us of a new major order, check out the video they just posted. So jumping into the game we can see the new major order states, termoside dispensing towers have been built all over every barrier planet, they need only to be activated to quarantine the bugs for good, order over view, activate the terminally control system under barrier planets and they are Retta Prime, Fenrir III, Meridia and Turing. So Howl Divers we must liberate. So this is pretty cool and earlier today guys we also got a new massive patch for the game which I did make a video on earlier today but with the amount of content I am pushing out for this game you probably missed it so we'll quickly go through the patch notes right now, I mean when a massive patch I won't lie to you but it does affect gameplay quite drastically in regards to the enemy changes they have made. So let's go guys, good day citizens of super earth, a new patch to aid you in your efforts is coming in, may super earth give you courage, overview, today's patch is dealing with the spawn rate of heavily armoured, terminated enemies as well as the possible play against them, it also contains some fixes to UI elements and crash fixes. So yes this patch is just in time for this new major order, so again right guys they are trying to actually fix the problems people may experience within this major order before they've actually encountered them, okay so balancing and enemies. The amount of heavily armoured targets that spawn on higher difficulties, especially the terminates have been a big discussion point online and internally. The intent is for groups to have to bring some form of anti-tank capability but not to the degree previously needed. To that end, we have reduced the spawn rate of chargers and biotitans on difficulty 7 and up. In addition, we have reduced the risk of spawn spikes of chargers and biotitans, please note that we have changed the distribution of enemy types, not reduced difficulty, expect other enemies to appear in a greater number instead. This is the kind of balance I like for them to do, I mean if they're going to nerf one thing or reduce one thing, balance it out by equaling the playing field out by obviously introducing more of said enemies, which is what they're doing here guys. They're dropping away in which you will see chargers and biotitans, which I get is okay, it's a good change under those difficulties of 7 and up but in addition they've added in more enemy types which is pretty cool and this is what we like to see. So we're not going to see a reduced of an enemy, just going to see a reduced of those bigger chargers and biotitans. So I expect the balance here to be probably easier for the player in regards to these changes but at the same time it may be a little bit more hectic which is pretty cool too. Okay, so we are humbled by the community's ability to find things like chargers or legmatter in our game, however spending your heavy anti-tank weapons on legs instead of the obvious weak points seems counter to expectation. We are not changing anything regarding the chargers legs, we are however lowering the health of the chargers head, it should now be at a point where a well placed shot from the recoilless rifle or the E8017 instantly kills the charger, that's pretty cool, I like the sound of that and it makes sense too. Together with the unfortunate undocumented change of the last patch that increased the armor penetration ability of less well placed shots for the E8017s and the recoilless rifle shots, chargers should now be easier to handle by well-equipped groups. Now this is pretty cool, I had noticed chargers being absolutely ruthless, here's me diving here there and everywhere trying to get out of the way of them, like me being a bait while my team takes them out and it did seem I'm not going to lie a little harder than before, nothing too bad I won't lie but it definitely seemed a little harder but nothing too bad but the change has been made here. Ok so onto gameplay, electronic counter measures, operation modifier, so this basically gave you a chance of having a random stratagem instead of the one you input, this has been removed in order to be reworked and will be reintroduced in a future iteration, we found that this modifier wasn't communicated clearly enough and all will cause more frustration and excitement with the way it was currently implemented. This change was made in the last patch of 1.000.100 but was unintentionally emitted from the patch notes. Now I actually didn't mind this, I'm not going to lie me as a lower level player, I didn't mind this whatsoever but it seems as though there has been quite a little bit of negativity regarding this, so they have probably the right call if the mass community ain't happy with it, so hats off to them, didn't bother me though I won't lie to you but yeah this will be reworked and reintroduced in no doubt a future patch update. Ok so further fixes, fixed missing text and several hood slash UI elements, fixed several subtitles slash real mismatches in the news videos, fixed various crashes that occurred mid gameplay and when deploying to missions. This is a problem many of us were having since the last patch actually, I've had more crashes since before then and it was pretty bad before then too, so yeah hopefully this is sort of them issues. Now we're going to move on to known issues, these necessarily haven't been fixed, these are no doubt issues that they're working on for a future patch update, so we have game crashes when attempting to use a steam while inside an exosuit, having experienced that one myself to be honest, pink artifacts may appear in the sky when setting off large explosions, automated drop ship seemingly disappears and slides in after being shut down, shots from arc based weapons may not count towards kills in post mission stats, players cannot unfriend other players be friended through a friend code, cross platform friend invites might not show up in the phone request tab, man that seems like it could be a pain in the ass for people wanting to play crossplay between console and pc, players may be unable to select a loadout or return to ship when joining a multiplayer game session via the ps5 activity card, the exosuit can destroy itself with rockets if it fires while turning, wow okay so text chat box display is obstructed by the cinematic letterboxing during extraction, yeah that is quite annoying I'm not going to lie, now some people are unable to accept friend requests, this is mostly an issue cross platform and it ends with release captain carberg out and there we have it guys so yes the latest and greatest surrounding how divers to renew major order right in game now so get on and liberate people and hopefully I will see you there guys if you enjoyed the video leave a like really helps out if you like what you see and want to see more be sure to subscribe and hopefully guys I will see you on that next one