Ripatorium 2.0 and Tweaks Arrive in DOOM: The Dark Ages Update 3
id Software has released Update 3 for DOOM: The Dark Ages, expanding the Ripatorium arena mode and adding a number of campaign quality-of-life changes, encounter tweaks and bug fixes.
Full Update 3 release notes for DOOM: The Dark Ages are available on the official Slayers Club site.
Ripatorium 2.0
- Ripatorium is now round-based, with up to 5 rounds per run
- Each round can have:
- Its own enemy setup
- Up to 10 respawn waves
- A unique passcode for sharing the full round configuration
- New Encounter Presets:
- Medium
- Challenging
- Sadistic
- Presets can be used together with any overall difficulty setting
- End-of-level summary now includes:
- Difficulty tab with all modifiers used
- Arena Setup tab with demon kill breakdown (Fodder / Heavy / Super Heavy)
- Additional arena updates:
- Icons over the last remaining enemies
- Extra line-of-sight blockers in all Ripatorium arenas
Jukebox
- Five new tracks added:
- “Theomachy”
- “Bloodspill”
- “Divine Retribution”
- “From the Ashes”
- “Wither and Writhe”
Gameplay & Quality of Life
- Brink of Death now adjustable in the Difficulty tab:
- Normal – default support
- Hard – reduced support at low health
- Input bindings:
- Players can swap their active Shield Rune and Melee Weapon in gameplay
- Four new bindings:
- Next Melee Weapon
- Previous Melee Weapon
- Next Shield Rune
- Previous Shield Rune
- Controller vibration:
- Vibration slider correctly affects external Xbox controllers on PC
- Vibration now behaves correctly with the BFC equipped
Combat Encounter Updates
- Many encounters across the campaign have been adjusted to reduce some heavy respawns, remove certain enemies or add a few new ambushes. Among the updated levels:
- Holy City of Aratum – after the Vagary spawns in the final encounter, extra Mancubus spawns are replaced with Imps; Chaingunners removed from the final fight
- Siege Part 1 – some enemies in Morale fights no longer respawn; certain Stone Imps and a Nightmare Imp Stalker removed
- Siege Part 2 – Hell Knights in the Tank Hangar that spawn after the Leader Battle Knight no longer respawn
- Forsaken Plains – one Arachnotron spawn removed from both tower objectives
- Hellbreaker – an additional Revenant spawn removed in the final encounter
- Sentinel Command Station – several Mancubus and Arachnotron spawns no longer respawn in key fights
- From Beyond – certain Mancubus and Revenant spawns tied to Morale no longer respawn
- Belly of the Beast – Battle Knight “maintain status” removed in the first arena; some Mancubus/Arachnotron spawns removed from the Vagary fight
- Harbor of Souls – Arachnotron ambush and extra Revenant/Arachnotron spawns removed in several encounters
- Reckoning – additional ambushes added (Hell Knight/Imp Stalker, Mancubus, Wraithstone pickup) and a Nightmare Imp Stalker swapped to a normal Imp Stalker
Tweaks & Adjustments
- Atlan
- Brink of Death tuned for all difficulties so players have a better chance to recover
- Slight increase to health gained from killing Titan enemies
- Prince Ahzrak
- Reduced acceleration of projectiles from the Super Dive Bomb attack
- Reduced base damage of Spear Throw so it no longer breaks the Shield in a single hit at moderate damage sliders
- The Old One
- Slightly increased health gained from Glory Strikes
- Reduced damage scaling on the Gravity Well explosion at higher damage sliders
- Cacodemon
- Slightly reduced speed of Lightning Wall projectiles
- Cosmic Baron
- Reduced damage of Guillotine Projectile so it doesn’t instantly break the Shield on block
- Fixed a bug where extra damage could be applied on hit
- Combat feedback
- Adjusted gore activation for more consistent feedback across weapons
- Adjusted ragdoll behaviour for melee attacks and Shield Charge to better punctuate hits
Bug Fixes
- Fixed an issue with Atlan’s Brink of Death activating despite successful Perfect Dodges on AOE attacks
- Shield block spark VFX no longer appears from environmental damage or other sources that bypass the Shield
- Fixed a bug with the Lore Nerd Milestone not completing correctly after a 100% playthrough
- Fixed an issue with the Perfection Skin not unlocking if the player force-quits during the third Ripatorium match
- Resolved a rare problem where campaign Pause/Dossier menus could be replaced by Ripatorium menus, leading to save and menu issues
- Fixed debug text appearing after dying in the projectile parry tutorial
- Interrupting Combat Shotgun burst fire with Shield block no longer leaves the camera slightly tilted
- Fixed a Ripatorium issue where both Shredder and Accelerator mods could be active simultaneously after reload/death
- Hitting a Chaingunner with a pinned fodder demon no longer instantly kills the demon
- Armoured enemies now falter correctly when their armour is destroyed by the Ravager and Pulverizer
- Fixed a bug where the first hit after a checkpoint would not mitigate damage correctly if taken from behind
- Killing a Vagary, Agaddon Hunter or Komodo in the Ripatorium no longer triggers campaign milestones
- Ripatorium now:
- Saves the equipped melee weapon from the previous attempt
- Fully replenishes melee charges if you swap weapons before the first round starts
- Fixed issues with firing SFX getting stuck in a loop when swapping from the Auto Turret Rune to another Shield Rune mid-fire
Known Issues
- Ripatorium Encounter Presets may not fully reset after using “Reset All Ripatorium Rounds to Default”
- Quick Swap Rune and Quick Swap Melee may display incorrectly in the Ripatorium for accounts that have not progressed beyond the opening of the campaign
- Default Time Limit can display inconsistently when enabling Encounter Presets
Full Update 3 release notes for DOOM: The Dark Ages are available on the official Slayers Club site.