Deathloop Game Update 2 Adds Field-of-View and Motion Blur Options


Deathloop Game Update 2 has arrived right now. The second main game replace provides field-of-view and motion-blur controls for PS5 because of quite a few requests from the participant group. Controller remapping has additionally been added for PS5 and PC, and Bethesda has promised “more quality of life and accessibility options for a future update.”

The replace additionally improves the habits of a number of NPCs, makes modifications to the Invasion a part of the game, fixes trophies, provides readability to the UI, and kinds out the standard of the audio combine. You can see the complete patch notes beneath:

Deathloop Game Update 2 Patch Notes

NPC Behavior

  • NPCs now react to bullets passing shut by, comparable to headshots that miss
  • NPCs now react when one other is assassinated shut by
  • NPCs now hear higher and react quicker to close by footfalls
  • NPCs below fireplace not transfer to take cowl if the participant is just too shut
  • NPCs can now deduce the course from which a grenade was thrown
  • NPCs not cease making an attempt to kill Colt if Julianna makes use of Nexus to hyperlink him to them
  • Interrupted aerial assassinations will not trigger NPCs to develop into principally invulnerable
  • Numerous different small fixes and enhancements to NPC habits, reactions, pathing, and placement
  • Charlie Montague not will get caught within the ground or floor if he’s kicked whereas utilizing Shift

Quality of Life/Accessibility

  • Added controller remapping and left/proper stick inversion
  • UI buttons and textual content in choices menu are actually bigger, as are their selectable areas
  • [PS5] Added Field-of-View and motion-blur choices. We proceed to take heed to group suggestions and discover extra high quality of life and accessibility choices for a future replace.


  • Colt dropping the game now counts as a win for a player-controlled Julianna
  • AI-controlled Julianna is now extra reactive to Colt’s actions
  • The antenna that Colt should hack to flee now takes barely longer to hack
  • AFK gamers are tagged
  • Colt gamers who linger in Colt’s tunnels for too lengthy are routinely tagged and that causes the tunnel doorways to open
  • Higher probability that you’ll invade gamers in your Friends record whereas they’re enjoying in ‘Online mode’
  • Strelak Sapper Charges thrown by NPCs that Julianna has attacked will not create false Colt tags for Julianna
  • Players now correctly hear audio reactions from the opposing participant throughout melee
  • Strelak Sapper Charges will now stick with Julianna as they do to different NPCs

User Interface

  • The UI is now clearer relating to Residuum loss on demise
  • The look of weapons and different objects is improved inside the Loadout UI
  • The UI HUD will now correctly show updates made to key bindings and controls
  • The game will now pause totally through the Game Over splash display
  • Melee will now be labeled accurately when within the weapon cycle on a controller (Y)
  • When aiming down sights, crosshairs will not disappear whereas the participant is shut sufficient to an NPC to carry out an assassination
  • The Heritage Gun’s reticle will now point out the elevated scatter from the Scattergun perk
  • [PC] Players will not be requested to verify modifications to visible settings if nothing was modified
  • [PC] Fixed a difficulty by which mouse wheel sensitivity was overreduced when zooming in or out to view a weapon within the Loadout UI

Misc. Gameplay

  • Duplicate Slab upgrades are actually transformed to a harvestable Residuum object
  • In Karl’s Bay, Harriet and her cultists can not shoot at Colt via the closed safety door to her workplace
  • Also in Karl’s Bay, a sure window in Hangar 2 has been restored to its meant performance
  • Strelak Sapper Charges can not be thrown in a method that permits the participant to clip via doorways or different surfaces
  • Kicking a Strelak Sapper Charge whereas “cooking” it not causes the Charge to blow up and not causes subsequent Charges to vanish when thrown
  • Turret placement can not be used as a strategy to allow the participant to clip via doorways or different surfaces
  • Hackable antennas now give clearer audiovisual suggestions of their hacked standing
  • Fixed a difficulty that would lead to Colt having 2 weapons in the identical hand or one gun within the left hand as a substitute of the fitting hand after a reprise
  • Fixed a difficulty that would stop a weapon from being additional reloaded if participant switched to a similar ammunition kind whereas reloading then switched again to authentic weapon
  • Fixed a difficulty that would trigger the Hackamajig to not be routinely outfitted to an empty hand when first picked up
  • Fixed a difficulty that would result in a participant utilizing the Shift Slab to succeed in a ledge, triggering the vaulting motion, and getting caught within the ledge as a substitute of vaulting it
  • Fixed a case by which 2-Bit interactions weren’t working as meant
  • Fixed a difficulty that brought on some hackable doorways to develop into unopenable if kicked whereas hacking
  • More than one turret can not occupy the identical area
  • Fixed a difficulty that would entice gamers if Fia’s massive bunker doorways shut on them


  • Fixed a difficulty by which the participant might unequip the machete throughout an assassination animation
  • Corrected some points with FSR integration and improved general implementation.
  • Fixed in challenge by which the participant might unequip a jammed gun through the unjamming animation
  • Fixed bugs, together with some that would trigger crashes, associated to the DLSS and ray tracing graphics choices
  • Fixed quite a few minor visible glitches, together with some associated to oblique lighting
  • Fixed or improved quite a few audio particulars and timings, together with some improved voiceover traces
  • Improved audio mixing throughout the board
  • Fixed a difficulty that would trigger graphical glitching when a door is opened on the similar time a sensor closes it
  • Turret indicator lights now not operate if the turret’s battery is destroyed
  • The hostile/pleasant indicator lights on Field Nullifiers are actually in step with these on turrets
  • Fixed a difficulty that brought on deactivated turrets to sound as if they’re deployed when thrown or dropped
  • Fixed a difficulty that hardly ever brought on closed doorways to seem as if they’re open

Achievements/Trophies and Feats

  • Fixed a difficulty that enabled Julianna to be rewarded with duplicate trinkets
  • Fixed a difficulty that prevented the “Ensemble Tragedy” achievement from being rewarded correctly
  • Fixed a difficulty that prevented Julianna from incomes the Double Vision feat if killing Colt by way of assassination whereas Masquerading as a Visionary
  • Fixed a difficulty that enabled Julianna gamers to earn the Sorceress feat even when weapons had been used
  • Fixed a difficulty that counted Colt’s personal deaths to Julianna’s gunfire towards the “Don’t Mind Me” achievement


  • Fixed a difficulty that would trigger the game to crash whereas utilizing the Strelak Verso
  • Fixed a difficulty that would trigger the game to crash if Colt dies simply as a cinematic begins
  • Fixed a difficulty that would hardly ever trigger the game to develop into unresponsive on exiting the Journal
  • [PC] Fixed a difficulty that would trigger the game to develop into unresponsive whereas remapping controls from keyboard to controller or vice versa


  • Fixed a difficulty that would trigger the primary weapon to be dropped when the Julianna participant picks up a number of weapons directly
  • Fixed a difficulty that would trigger the mission outcomes display and development to be skipped for the Julianna participant if that participant goes straight to Invasion matchmaking after efficiently breaking the loop as Colt and watching the game credit
  • Fixed a difficulty that would trigger the “network connection to the server failed” message to stay on-screen after being resolved
  • Fixed a difficulty that would trigger Julianna to spawn above the bottom, having to briefly fall earlier than having the ability to transfer
  • Fixed a difficulty that brought on the visible results of Karnesis, when used on an NPC, to not seem from Julianna’s viewpoint