Helldivers 2 update 01.003.101 patch notes buff weapons, passives and nerfs Illuminate

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In just a couple of days, Helldivers 2 fans will be treated to the release of a new Warbond called Force of Law. This new WB is very exciting, and it will provide players with a slew of new weapons, armor, and more. But, before then, Arrowhead has released a new HD2 update. The Helldivers 2 update 01.003.101 patch notes have been shared, and they include buffs for weapons and passives, along with nerfs for the Illuminate.

Helldivers 2 update 01.003.101 patch notes

Below are the Helldivers 2 update 01.003.101 patch notes as shared on Discord:

Balancing:

General:

The Ministry of Humanity has issued an amendment to its Combat Mobility Safety Guidelines, now permitting Helldivers to self-administer stims while in mid-dive, an act previously categorized in the same risk zone as “running with scissors” and “juggling live grenades”

Primary weapons:

R-2 Amendment

  • Increased ergonomics from 35 to 50,

Sidearms:

P-2 Peacemaker

  • Increased starting magazines from 4 to 5,
  • Increased max spare magazines from 6 to 8,
  • Increased damage from 75 to 85,
  • Increased durable damage from 15 to 25,

Armor Passives:

Integrated Explosives

  • Now also increases initial inventory and holding capacity of grenades by +2,

Unflinching

  • This passive has been adjusted to better reflect the core doctrine of the Truth Enforcers Warbond—relentless pursuit, battlefield awareness, and overwhelming presence,
  • Now also increases armor rating by 25,
  • Markers placed on the map will generate a radar scan every 2.0s, revealing nearby hostiles,

Enemies:

General Stealth Detection Update:

Enemies will no longer automatically detect you when you’re near Terminid spawners or spawners that generate flying enemies. Instead, these spawners will now only activate if an enemy has already identified you as a target.

  • Previously, simply being within 200 meters of certain spawner types—such as flying enemy spawners, Stalker lairs, or inside Terminid locations—would trigger immediate enemy spawns and reveal your location. This update shifts detection to a more logical, line-of-sight or alert-based system, reducing arbitrary auto-detection mechanics and improving stealth gameplay,

As a result of these changes, Automaton Fabricators now spawn enemies more consistently, ensuring smoother pacing and engagement balance

Objectives:

Take Down Overship

  • The Planetary Defense Cannon now causes an appropriate amount of damage when shooting at Leviathans,

Illuminate:

Harvester

  • Their health has been rebalanced to make them easier to destroy using anti-tank weapons, particularly when aiming at their head,

Overseers

  • Reduced the frequency of Elevated Overseers spawning during Prevent Invasion Foothold missions,
  • Overseers can now occasionally spawn from landed dropships at outposts, adding variety to their battlefield presence,

Leviathan

  • Projectile damage was reduced from 1500 to 350. The intent is to ensure Helldivers are still eliminated on direct impact, while preventing instant destruction of Exosuits and FRVs,
  • Explosion damage and radius from turret shots have been increased to maintain lethality through area denial,

Automatons

Factory Strider

  • Slightly increased the health of its feet. It should no longer be destroyed by a single GR-8 Recoilless Rifle shot to the legs,

Fixes:

Crash Fixes, Hangs and Soft-locks

  • Fixed a crash that could happen after any player disconnects,
  • Fixed some crashes that were caused by browsing different weapon attachments,

Weapons and Stratagems

  • Fixed RS-422 Railgun scope’s screen not displaying the heat level correctly,
  • Entrenchment tool’s stamina cost now properly matches other melee weapons,
  • Fixed an issue where melee attacks inside shield relays were not registering properly,

Enemies

  • Fixed two cases where the Stingray enemy would appear to stop or teleport on death,

Missions

  • Fixed an issue with the ‘Take Down Overship’ mission where the Overship explosion did not always trigger for client players,
  • Fixed a rare issue in ‘Take Down Overship’ where the Overship could get destroyed and not trigger the objective completion,
  • Fixed an issue with the ‘Deploy Seismic Probe’ mission that could make it incompletable if you completed a Lidar side objective while a seismic probe had been called down,
  • Fixed an issue with the drill not falling correctly for clients on the ‘Nuke Nursery’ mission,
  • Fixed an issue with super samples failing to spawn in cities,

Miscellaneous Fixes

  • Fixed a bug that was causing Helldivers to slide while using the Lockstep march emote,
  • Fixed an issue with friendly & enemy pathing around the Shuttlebay location,
  • Fix a bug that was causing the Helldiver to hold pickups as weapons when switching between weapons right after picking up an item,
  • Fixed missing attachments for SEAF soldiers,
  • Game will now show error message if resources cannot be loaded correctly,
  • Fixed a flickering issue that sometimes would occur in the loadout menu’s Helldiver previews,
  • Fixed jitter while interacting with the Armory

For more Helldivers 2, check out our guide to the best warbonds ranked, along with the best stratagems and best throwables. We have also a guide to the best weapons, and, if you’re coming back to HD2 for the first time in a long while, we have a bunch of tips and tricks to help you get reaccustomed to the battlefield.

About the Author

Callum Smith

Callum Smith is a freelance gaming writer for Videogamer. He covers news for PlayStation, Xbox, and PC, and he has over five years experience covering the video games industry.

Helldivers 2

  • Platform(s): PC, PlayStation 5
  • Genre(s): Action, Shooter, Third Person
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