As promised by Capcom, a fairly significant update for Dragon's Dogma 2 has landed. Patch 2.01 is available to download now on PS5, weighing in at a reasonable 909MB. Just like the developer said, the goal here is to reduce CPU demand — the main cause of frame rate fluctuations, especially when running about in the game's large cities.
But patch 2.01 goes beyond performance improvements. It actually makes sweeping changes to Vocations — the title's character classes — in an attempt to balance some stuff out, while also addressing potential gameplay-related anomalies.
Oh, and there's now a 'Casual Mode' as well, which is pretty much the opposite of what many players have been asking for. It makes the game a little more welcoming via various quality of life adjustments, which we suppose is a nice option to have. Still, the general consensus amongst experienced players is that Dragon's Dogma 2 is too easy — particularly when you're at a high level. As such, a dedicated Hard Mode has been in demand for months, but the wait clearly continues.
Dragon's Dogma 2 Update 2.01 Patch Notes
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."
So, what do you make of this patch? Are you still hoping for some DLC news around Tokyo Game Show? Resummon your beloved pawn in the comments section below.
[source dragonsdogma.com]
Comments 20
Have you checked out the performance post-patch, @ShogunRok? If so I'd be interested to hear your thoughts.
So does this mean it’s out of “beta” or “early access” now or whatever form it’s been in all this time? 🤪
Casual mode:
“Less Stamina expended when dashing outside of battle.”
B/c whenever I think of casual mode I think of dashing outside of battle.😂
@Melee_Ace I'd love to but really strapped for time at the minute. If I do get a chance to boot it up, I might write something.
Early impressions I've read online seem very positive, though.
Just checked and it's definitely delivering much more solid performance now. Although I'm holding off for the Pro-patched version
@ShogunRok No pressure at all, I just thought you might have already. Thanks.
@Loamy There's another patch planned or do you just mean you want to see the performance on the Pro in general?
They not only added casual mode but those vocation changes are literally All buffs. So essentially they made the game easier all around. Baffling considering how quickly the game becomes easy due to being overpowered that it loses its magic and diminishes fun factor. Figured it would be a no Brainer to add a hard mode or better balance this out by now.
@Yagami Nailed it. Most of the features added in casual mode seem to be the things missing that turned off players like me from playing it in the first place. I played for like 10 hours before turning it off for good because it was annoying how fast stamina goes as a mage/sorceror and how often items need to be messed with for weight management. In a world with Elden Ring, who needs the hassle?
Have they added an option to restrict the amount the verbal diarrhoea blathering Pawns talk?
@Yagami Oh I just meant I can play Elden Ring instead of worrying about the annoying bits, not a 1-to-1 comparison.
@Melee_Ace it's a confirmed, specific Pro patch. Only about 5 seconds were shown in that demonstration but it looks like they're using PSSR upscaling to 4k, making image resolve look far closer to native 4k than the original CBR. It also seems to be running at 60fps (or close to it) using all of the "graphics" mode feature set (RTGI etc.) 👍
Just to add: The current patch on PS5 increases frame rate across all modes. The "low" mode with variable frame rate has seen huge improvements. I'd still recommend using the RTGI at a locked 30 though, as the game was clearly meant to be played with that beautiful lighting. If the Pro can deliver that close to 60fps then I'd be very happy.
Casual should be renamed "More Fun" mode. The only thing I really disliked was the stamina management; it really shouldn't drain outside of combat. Glad it's been improved.
Now I'm really tempted to go back to the game once I beat Wukong and Astro Bot but I might wait a bit longer and see PS5 Pro improvements.
Just bought my physical version for £28 in anticipation of the PS5 Pro patch!
I wish they would just add the strider class back to the game like in DD1. As I liked having a bow and dagger attacks early on.
Bought this game two weeks ago but was a bit busy. I think both my Arisen and pawn look alright in-game but not so good during cutscenes.😭 Just trying to fine tune them in the character creation currently before I start my playthrough.
@Yagami I don't disagree. So a more expanded version of what I was trying to say: I loved Dragon's Dogma 1... In the 2000s-2010s.
To this day, I can't think of moments where it felt better to cast magic. It's still so satisfying to cast a Tornado and sweep up a ton of small enemies or to cast lightning and have it break off a monster's tail. Those aspects of it are so so fun. But back when the first one came out, the annoying mechanics were fine because 1. I was younger so more time on my hands to play games and grit and bear the time-wasting mechanics 2. Gaming was in its adolescence to where the annoying time wasting mechanics were in everything so it wasn't anywhere near as notable or annoying.
Fast forward to 2024, gaming QOL has been streamlined and honed to such a point that the obnoxious time wasting game mechanics from the PS3 and earlier eras are barely a thing anymore. With every massive success like Skyrim, Witcher, Breath of the Wild, Elden Ring, developers took what did and did not work about those games and built on them. Every giant success in the gaming industry inspires innovation. So because of that, it's jarring to pick up a game and have it so full of annoying trends that were phased out or improved in the 2010s. I don't mind stamina, but to run out of stamina with every few steps? I don't mind weight management but to make every valuable item weigh half of what your pack allows? Including healing items? It's obnoxious. So I do agree there are gaming mechanics that are more fun in DD2 than Elden Ring (Magic still feels great). But what I'm saying is Elden Ring is very much a modern video game and DD2 feels like it was developed in the PS3 era and released in 2024.
PLEASE GIVE US DLC!!!!! 🙏🙏🙏
Put half hour into the 30fps mode and it does seem a fair amount better.
I was excited to read casual mode as I hate hard games, but after reading what it did, im still passing. Dd1 was okish, but too hard.
Really do want to play this, loved the first! Completed it with a knackered controller that turned the arisen into an overexcited puppy chasing its tail. Only thing putting me off is performance. If its decent, I'm looking forward to it.
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