Capcom takes sandpaper to Dragon’s Dogma 2’s friction with a new update, including that Pawn sickness that turns them into nuclear bombs

Capcom takes sandpaper to Dragon's Dogma 2's friction with a new update, including that Pawn sickness that turns them into nuclear bombs

As an avid gamer with decades of experience under my belt, I must say that the latest patch for this game is nothing short of a blessing for us players. The attention to detail is simply astounding, from fixing issues as minor as floating torches and unnatural shadows, to more significant ones like excessive damage dealt by rocks on goreminotauros or the resurrection of defeated enemies in certain quests.


Without a doubt, Dragon’s Dogma 2, one of this year’s most debated games, is undeniably unique. When it was released six months ago in March, many gamers were taken aback by its action RPG world structure and gameplay design that deviates significantly from the norm. Unlike most open-world games, features like extensive fast travel, effortless progress saving, and seamless combat mechanics are not the standard, but Capcom chose to go against these trends in crafting this eagerly awaited sequel.

Rather than offering convenience, Dragon’s Dogma 2 demands diligence in nearly every aspect, such as spending substantial resources at an inn or locating a campsite to rest, navigating through a somewhat awkward physics-based battle system, and deciphering intricate questlines with limited guidance. While fast travel is available, it’s restricted to a few major cities; you must discover and set up Portcrystals in other locations yourself, and your teleportation abilities are restrained due to the scarcity of Ferrystone items.

As a researcher delving into the world of Dragon’s Dogma, I’ve noticed a fascinating divide among players. Some find delight in overcoming its intricate obstacles and limitations, viewing these elements as what sets the game apart uniquely. On the other hand, others express frustration due to the game’s challenging nature, finding it hard to appreciate fully. Personally, I belong to the former group. However, if you’ve found yourself in the latter camp, I have exciting news! A new mode has been introduced in a recent Title Update, now accessible for download on Xbox Series X|S, PS5, and Windows PC. This update might just be the key that unlocks your enjoyment of this captivating game.

Capcom takes sandpaper to Dragon's Dogma 2's friction with a new update, including that Pawn sickness that turns them into nuclear bombs

In simpler terms, the new gameplay feature called Casual Mode in Dragon’s Dogma 2 softens certain challenging aspects of the game. For instance, the prices at inns and Ferrystone are decreased, and players can carry more items to prevent them from being too heavily burdened. Additionally, less stamina is used when running outside of battle, and reloading a save after death won’t result in a reduced maximum health level.

In Casual Mode, the most significant alteration is the elimination of Dragonsplague – an affliction that your followers, known as Pawns, can contract and transform into a dragon-like creature over time. If left untreated, this transformation results in the destruction of the town or city you’re currently residing in. Symptoms such as glowing red eyes, headaches, and disobedience may indicate Dragonsplague, but if you don’t promptly treat infected Pawns within your party, disaster and widespread loss of life will occur. However, in Casual Mode, Pawns can miraculously recover from Dragonsplague without triggering a catastrophic event, effectively removing this mechanic entirely.

In my experience playing the game, Dragonsplague wasn’t overly difficult to locate and manage, although it could be easily overlooked if players don’t check their characters regularly. Given the fuss surrounding it at the initial release, I’m not shocked to discover it has been incorporated into Casual Mode’s modifications for easier gameplay.

When engaging with Casual Mode in Dragon’s Dogma 2, here are a couple of points worth noting: Firstly, only two of the game’s achievements can be earned while this mode is active. Secondly, once you begin playing on Casual Mode during your current playthrough, you won’t be able to switch back to Normal Mode. However, it’s important to remember that you are free to transition from Normal Mode into Casual Mode whenever you choose.

Capcom takes sandpaper to Dragon's Dogma 2's friction with a new update, including that Pawn sickness that turns them into nuclear bombs

In addition to the update, some significant enhancements have been made such as introducing a Portcrystal in Bakbattahl (finally), substantial boosts to the Fighter, Warrior, Archer, and Mage professions, and numerous bug corrections and performance upgrades. To get all the details, be sure to go through the section below for the comprehensive patch notes.

In summary, it’s thoughtful of Capcom to incorporate a new option in Dragon’s Dogma 2, catering to players who might find the game challenging initially. However, I hope potential gamers will consider trying Normal Mode first, as the game’s difficulty was what made it stand out among the best PC games I played this year for me. Many others might appreciate it too if they can overcome their initial reservations about Capcom’s design decisions.

It hasn’t been long enough to gauge the broader public’s opinion on Casual Mode, but surprisingly, some social media enthusiasts are displeased that a more challenging option wasn’t included instead. The top comment on the update announcement reads, “I can’t believe they added a casual mode rather than a hard mode.” As a die-hard FromSoftware fan, I understand the sentiment — difficult levels make gaming more enjoyable.

Dragon’s Dogma 2 Title Update: Patch notes

Capcom takes sandpaper to Dragon's Dogma 2's friction with a new update, including that Pawn sickness that turns them into nuclear bombs

Below you’ll find a summary of the changes introduced with the most recent update for Dragon’s Dogma 2, straight from Capcom’s official site. (or) Here’s an overview of the modifications made in the latest update to Dragon’s Dogma 2, as detailed on Capcom’s website.

Added Features and Adjustments

  • Adding Casual Mode.
    • Reduced inn fees for staying at an inn.
    • Reduced price of Ferrystones.
    • More difficult for weight carried to become “Heavy” or “Very Heavy.”
    • Less Stamina expended when dashing outside of battle.
    • Loss gauge will not increase when selecting “Load from Last Save” after the Arisen dies.
    • Pawns will recover from dragonsplague without a “devastating calamity” occurring, even if the symptoms progress to a terminal stage.
  • Adding a Portcrystal to Bakbattahl.
  • Adding “Sovran’s Crown,” “Sovran’s Plate,” and “Sovran’s Greaves” to the list of items that can be traded with the Dragonforged.
  • Adding variations to Pawns’ idle animations.
  • Adding animations for when Pawns and the Arisen start dashing.
  • Adding animation for when the Arisen is riding on a larger enemy that is flying at high speeds.
  • Making it so that the Main Pawn can be revived an infinite number of times at Forgotten Riftstones.
  • Adding Polski (Polish) under Display Language in the Language section of the Options menu.
  • Further fixes to issues around CPU overload in certain situations. **
  • Reducing frequency of crashes.

Adjustments to Vocations

  • Fighter
    • Increasing Strength for all weapons.
    • Reducing amount of time before stagger damage reactions can be canceled with “Defend.”
    • Reducing charge time for “Tusk Toss.” Also reducing timing during which the attack can be canceled while the user is unable to move after activation.
    • Increasing Strength and Knockdown Power for “”Riotous Fury”” and improving aiming ability on the target of the attack.
      Making it so that the lock-on adjusts itself to a different nearby target if the target initially locked on to is defeated mid-attack.
    • Increasing amount of time an enemy is downed after being knocked down by “Shield Bash.” Also increasing Knockdown Power for “Shield Bash.”
    • Increasing aiming ability of “Blink Strike” upon activation. Also adjusting to make it easier to hit locked-on targets with this skill.
    • Increasing Strength, expanding attack range, improving speed of initial activation animation, and adjusting timing of attack hits for “Compass Slash.”
    • Increasing Strength and Knockdown Power and expanding attack range for “Airward Slash.” Also intensifying damage reactions for smaller enemies hit by this skill.
    • Improving speed of the activation animation for “Gouging Skewer.” Also adjusting movement correction for this skill to make it easier to hit the attack target.
  • Warrior
    • Extending input duration for “Chain of Blows.”
    • Reducing timing during which “Barge” can be canceled while the user is unable to move after activation.
    • Increasing Strength for “Arc of Might.”
    • Adjusting strike timing of “Savage Lash” and making it easier to hit larger enemies’ weak points while they are downed.
  • Archer
    • Reducing charge time and increasing Strength and Knockdown Power for “Dire Arrow.” Also extending timing during which a more powerful arrow can be loosed with this skill.
    • Increasing damage dealt by “Heavenly Shot” and reducing time taken for Stamina to start recovering after activation.
    • Increasing damage scaling for bow attacks. Also increasing damage scaling for attacks that hit enemy weak points.
    • Reducing weight of the items “Explosive Arrow,” “Drenching Arrow,” “Tarring Arrow,” and “Blighting Arrow.”
  • Mage
    • Increasing duration of the Silence debilitation inflicted by “Solemnity.”
    • Increasing distance that flames unleashed by “Flagration” can reach.
    • Increasing number of times that clusters conjured with “High Palladium” to protect allies can block attacks before they disappear.
    • Increasing duration of the continuous Health recovery effect of “Argent Succor.”
    • Increasing power of additional lightning bolts summoned with additional button presses when casting “Levin.”
  • Thief
    • Changing Stamina consumed when using “Blades of the Pyre” from a fixed amount to an amount proportionate to the user’s maximum Stamina.
  • Mystic Spearhand
    • Increasing Strength and Knockdown Power for “Seching Blade.”

Modifications and Fixes

  • Player
    • Fixing issue where, after readying and firing the magickal bow as the Magick Archer vocation, readying the bow again resulted in awkward camera movement.
    • Fixing issue where, when playing as the Warfarer vocation, redoing an enchantment and then using “Rearmament” resulted in the enchantment remaining even after its effect duration had ended.
    • Fixing issue where changes to Button Mapping settings weren’t reflected for the Draw Bowstring control for ballistae.
    • Fixing issue where pressing “next” during a normal conversation caused the Arisen to perform an action at the same time.
    • Fixing issue where the Arisen couldn’t be revived after falling in a river at certain points.
    • Fixing issue where the Arisen could clip through coffins and get stuck.
    • Fixing issue where walking caused Stamina to start recovering more quickly than standing still.
    • Fixing issue where falling into certain oxcarts with bonnets wouldn’t trigger the nullified damage animation.
    • Fixing issue where the Arisen could fail to cling to a target when using “Gouging Skewer” from a height.
    • Fixing issue where the Arisen could become stuck while conjuring decoys as the Trickster vocation.
    • Fixing issues where the Arisen could become frozen in place.
    • Fixing issue where blocks of ice created by “Frigor” would float in mid-air.
  • Pawns
    • Fixing issue where dismissing Pawns inside the rift and then immediately accessing the Riftstone of Remembrance caused dismissed Pawns who were not in the rift to appear on the “Pawns in the Rift” list.
    • Fixing issue where Pawns of the Archer vocation would behave strangely when firing special arrows.
    • Fixing issue where actions could be canceled for Pawns with reduced Health.
    • Fixing issue where the Main Pawn’s eyeshadow wasn’t applied in the worlds of other Arisen who hired them.
    • Fixing issue where Pawns became immobile during the Talos battle.
    • Fixing issue where Pawns given the “Go!” command wouldn’t gather items.
    • Fixing issue where Pawns of the Warrior vocation would cease attacking.
    • Fixing issue where Pawns launched into the air with “Springboard” couldn’t climb walls that they should have been able to climb.
    • Fixing issue where using the “To me!” command after a Pawn offered guidance resulted in the Pawn not guiding the player correctly, even if the player used the “Go!” command.
    • Fixing issue where Pawns of the Mage vocation would unnaturally loop the same animation.
    • Fixing issue where “Maelstrom” spells cast by Pawns would diverge from the enemy’s location.
    • Fixing issue where Pawns controlled by drakes would react with dialogue describing their fellow pawns being controlled.
    • Fixing issue where Pawns couldn’t evade stout undead explosion attacks.
    • Fixing issue where Pawns wouldn’t assist when the Arisen was possessed by a phantom.
    • Fixing issue in second and subsequent playthroughs, where Pawns would guide the Arisen to treasure chests that had already been opened.
    • Improving Pawn lines to better match circumstances.
  • NPCs
    • Fixing issue where Cliodhna would freeze in place after climbing a ladder.
    • Fixing display issues with Taliesin’s hands.
    • Fixing issue where UI for switching between Pinpoint Volley and Rivet Shot was displayed when Cliodhna used “Conversion.”
    • Fixing issue where Taliesin used dialogue that didn’t match the situation after certain quests were completed.
  • Enemies
    • Fixing issue where using “Vimtaking Arrow” during “A Scholarly Pursuit” fulfilled the conditions for completing the quest during its initial phase.
    • Fixing issue where if a dullahan entered a body of water after it was defeated, it would teleport and become frozen in place in a standing position.
    • Fixing issue where liches’ homing attacks ignored the Trickster’s simulacrum and attacked other targets instead.
    • Fixing issue where the lesser dragon would cease to act during “Readvent of Calamity.”
    • Fixing issue where some griffins would circle continuously around a fixed point.
    • Fixing issue where if a lich was defeated while resurrecting another monster, that monster would still be resurrected.
    • Fixing issue where rocks falling on a goreminotaur dealt an excessive amount of damage.
    • Fixing issue where having a Thief pin down a skeleton lord with a heavy attack prevented light attacks from hitting while the skeleton lord was pinned down.
    • Fixing display issues with some attack effects for lesser dragons.
    • Fixing issue where torches thrown by enemies would get stuck floating in mid-air.
    • Fixing issue where targets grabbed by a dullahan’s grab attack would drop straight down.
    • Fixing issue where Thief enemies used “Bump and Lift” even though they are unable to steal items.
  • Quests
    • Fixing issue where Pawns would be loaded in as party members if the player selected “Load from Last Save” while exploring solo with Raghnall during “Tensions on the Highroad.”
    • Fixing issue where Pawns followed the Arisen beyond the point where the party was supposed to be separated in “Tensions on the Highroad.”
    • Fixing issue where, after defeating the cyclops in “Beren’s Final Lesson,” performing certain actions caused the defeated cyclops to resurrect.
    • Fixing issue where, if certain actions were performed during “Till Death Do Us Part,” Gregor wouldn’t go home even after being restored to life.
    • Fixing issue where Higgs’s Tavern Stand wouldn’t function as a shop under certain conditions.
  • Gimmicks
    • Fixing issue where coffins that enemies were supposed to come out of were open from the start.
    • Fixing issue where ballistae would clip through other objects when the base was rotated.
  • Equipment
    • Fixing issue where the armor values of cloaks weren’t being applied.
    • Fixing issue where some leg armors stretched unnaturally.
  • Display
    • Fixing issue where a filter-like effect appeared on water surfaces after closing the Shop menu.
    • Fixing issue where distant shadows looked unnatural.
    • Fixing issue where some tattoos weren’t displayed during cutscenes.
  • UI
    • Fixing issue where some text on the title screen wouldn’t change to reflect updated language settings.
    • Fixing issue where skill preview videos weren’t displayed on the Weapon Skills screen in vocation guilds under certain conditions.
    • Fixing issue where some text on images in the Quest menu wouldn’t change to reflect updated language settings.
    • Fixing issue where the quest icon didn’t indicate the correct location for Roman during “Steeled Resolve, Blazing Forge.”
    • Fixing issue where message icons would disappear from the NPC Logbook in the History menu.
  • Sound
    • Fixing issue where using a Wakestone in battle caused the in-game music track to malfunction.
    • Fixing issue where riftstone sound effects would be quieter than usual after exiting a riftstone.
  • Other
    • Fixing issue where skipping certain cutscenes would result in a black screen.
    • Fixing issue where changing to certain hairstyles resulted in thinner hair on the top of the head.
    • Fixing areas where gathering points floated.
    • Fixing issue in Photo Mode where the Arisen’s body remained onscreen, even if the Arisen display setting was set to “off.”
  • Steam
    • Fixing issue where enabling DLSS FRAME GENERATION caused a temporary lag when exiting the Pause Menu.

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2024-09-17 20:11