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  1. Patch Notes: Operation Dark Hours - May 14th, 2019 New Feature: Operation Dark Hours Operation Dark Hours is our first 8-player raid coming to Tom Clancy’s The Division 2. Teamwork, collaboration, and adaptation will be necessary to defeat the Black Tusk. More information and exact opening times will be revealed soon. New Feature: Classified Assignments: The Fall of DC Classified Assignments are exclusive missions for owners of the Year 1 Pass. Discover and complete these missions to hear stories behind the fall of DC as well as unlocking exclusive Backpack Trophies. Title Update 3 includes the first two Classified Assignments. New Apparel Event: Dark Hours Starting together with the raid release, our second Apparel event will introduce new outfits, masks, emotes and weapon skins! ACHIEVEMENTS & TROPHIES Added Operation Dark Hours Achievement / Trophy. COMMENDATIONS Added new Commendations for Operation Dark Hours. Removed the following Commendations. 28 Days Distinction - Record 672 hours (28 days) of time in-game. Distinguished Service Ribbon – For 30 consecutive days, on each day play for at least 1h and complete 1 mission. Supreme Response Distinction - For 7 consecutive days, on each day complete 4 main missions and rescue 5 civilians. Year One Merit - Play on 14 days per month, on a total of 12 months. Division Service Merit - For a total of 100 days, on each day play for at least 1hour and deliver 20 resources to control points. Developer comment: We removed these Commendations as we felt that they were not delivering a great experience for players. Often times you could miss out on your daily login or lose your streak with no error of your own. We’re adding different Commendations that still let you show off your dedication towards the game, without the login requirements. For those players that have already earned the above-mentioned Commendations they will remain visible as completed. Added a new vanity patch reward for all players as compensation for any lost time due to the above changes. Added five new Commendations Full Deck Distinction – Acquire all Snitch Cards. Distinguished Service Distinction – Complete 30 hours of service. Supreme Response Distinction – Complete all main missions and Strongholds on Hard difficulty (or above). Control Point Takeover Merit – Take over 50 Heroic Control Points. Invasion Service Merit – Complete 10 Invaded Strongholds. Changed Peacock Award to specifically use the ‘Jumping Jacks’ emote. Changed Mission Discovery Merit Commendations to track when a player collects loot from loot boxes, not opening the loot boxes. This will ensure that all players that are in a group can earn this Commendation when playing the respective missions. CRAFTING Increased the base cap for Receiver Components and Protective Fabric crafting materials by 200, meaning that their caps now start at 350 and end at 600 with all material capacity perks. Inaya al-Khaliq in the Base of Operation is now a Crafting Vendor, she can be found next to the Crafting Bench in the White House. Added Specialized and Superior Skill Mod Blueprints to her stock. Added an extra weekly Blueprint to her stock. Moved crafting Blueprints from the Base of Operations vendor to her stock. Note: While Inaya will have a variety of Blueprints available, there are still other sources in the game like Settlements and Control Points. All exotic items upgraded through crafting will get the maximum Gear Score of the current crafting bench tier. GEAR Bonus Armor granted on blue attributes gear significantly increased. Armor percent can now be found as Defense Attribute rolls. Health percent can now be found as Defense Attribute rolls. Gear sets Hard Wired Now grants Skill Damage instead of Shock Duration. Ongoing Directive Now grants special ammunition into any weapon, including the weapon currently equipped. Now grants special ammunition on any kill, not just weapon kills. True Patriot Decreased debuff cycle from 4 seconds to 2 seconds. Increased damage dealt to nearby targets when Full Flag is active to 50%. ICONS The Confidential Gear Set intel item now has a project icon to better reflect its use. LOOT Loot containers will now reset at a preset time of day. Control Point reward container will now also reset with this daily timer. Improved quality and quantity of Drone Helicopter loot. Slightly reduced the quality of items from Clan Caches. Cabinet loot containers now have a chance to contain Dark Zone keys. Increased ammunition drop chance from enemy NPCs to limit situations where players would run out of ammunition during prolonged fights on higher difficulty activities. Dark Zone contaminated loot does not drop below player's average Gear Score and will guarantee Gear Score 500 when the player has reached 500 Gear Score. Heroic difficulty Mission bosses, Stronghold bosses, Bounty bosses and Heroic Control Points reward containers will guarantee Gear Score 500 when the player has reached 500 Gear Score. Loot now skews more towards the top end of its allowed Gear Score, resulting in fewer items below a player’s average Gear Score, and items that do drop below it will be closer to that average more often. Increased the rewards for daily Hard and Challenge mission Projects and they will guarantee Gear Score 500 when the player has reached 500 Gear Score. MISSIONS New feature: Post Mission Activity Summary After completing missions, players may opt to look at an activity summary showcasing their performance in that activity and allowing an expanded look at a variety of detailed statistics. Bank Headquarters Reduced difficulty for solo players. Roosevelt Island Reduced difficulty for solo players. MODS Hive users can now find +healing on the Experimental Blend mods. Hive users can now find +radius on the Network Firewall mods. New mods: Auxiliary Skill Battery Auxiliary Skill Batteries fit in Skill mod slots and grant Skill Power. NPC Updated RC Blade to fix various issues. Elite Medic’s Pulse Grenade has been changed. No longer applies disrupt. Reduced Impact radius. The grenade impact radius should now be easier to see. Decreased damage of Veteran, Elite and Named NPCs. Greatly decreased melee damage of all Tank NPCs. Moderately decreased melee damage of all non-Tank NPCs. Decreased Thrower NPC’s accuracy with grenades. They are no longer professional baseball pitchers or cricket fielders. Slightly decreased damage of Elite/Named War Hound. Civilian Control Point Officers now wear pants. Civilian Control Point Officers now wear protective body armor. Safety first. Civilians with fully upgraded Settlements now wear combat harnesses and have slightly more health. Upgrading a Settlement now slightly increased Civilians’ damage. NPCs will now be slightly less defensive while in cover and being aimed at by a player. Decreased likelihood of NPCs using ladders in combat. Decreased likelihood of NPCs using special navigation out of combat. Civilian NPCs will now stay further away from players in cover, lessening the chance of them taking a player’s preferred cover location. We get it, you’re very protective of your favorite cover spot. Civilian Hostages are now more protective of their lives. Fixed issue with many explosives causing extreme amounts of threat, confusing NPCs. Fixed various sliding issues with NPCs following recovery from a Status Effect. Enemy NPCs should no longer be able to stagger players with a melee attack if the player has a Ballistic Shield equipped. Drone Helicopter Increased health. Increased damage. Improved movement. Decreased Outcast Suicide vest explosion radius. Lowered NPC damage and health above normal difficulty. Increased variety of NPCs at higher difficulty levels. OPEN WORLD Implemented various UI and audio improvements to Living World activities. Control Points Control Point difficulty is now more clearly communicated, using regular difficulty names in addition to Alert Level. Approaching enemy patrols and convoys are now signaled more clearly during Control Point Takeover. The Civilian Officer will now revive downed players during Control Point takeover and judge you silently. Players can now select the civilian takeover icon on the map as a respawn option during Control Point takeover. The option is disabled after the enemy leader joins the fight. Players can now fast travel to civilian convoys and takeover squads from the map. Black Tusk now send War Hound Convoys carrying gear and weapons to Tidal Basin when the mission is available. RECALIBRATION Recalibration has been changed to allow for the majority of stats to be moved as they are, from one item to another, while making it less likely to reach the cap of the stat moved. To achieve this goal, we’re expressing the recalibrated power as a separate number called Recalibration Score, next to the Gear Score. As such, recalibration will no longer increase the gear score of the item. All existing recalibrated items will have their recalibrated additional gear score converted to the new format. Adjusted cost and ability to be recalibrated for Terminate Knee Cap Calculated REWARDS XP from Bounties has been increased. All Settlement Weekly Projects now award blueprints. New daily Project: SHD Requisition. Requires crafting ingredients and rewards high quality gear and blueprints. Increased the quality of Weekly Project equipment rewards. SKILLS Assault Drone PvE: The Drone will now more actively look for a new target once it loses its current target. Defender Drone Will now drain more quickly once a shot has been deflected. Reinforcer Chem Launcher Reinforcer gas clouds do not stack anymore. Reviver Hive Fixed further occurrences of players not being revived. Revive time slightly increased. Riot Foam Chem Launcher Increased base duration of Riot Foam when used against a NPC. Scanner Pulse Reduced cooldown from 120 seconds to 90 seconds. TALENTS Gear Talents Berserk Increased required max armor depleted from 10% to 20%. Now requires 7 Offense Attributes. Blacksmith Increased Armor repair from 25% to 50%. Can now occur every 15 seconds, was 10 seconds. Now requires 7 Defense Attributes. Bloodlust PvE Increased granted Weapon Damage from 25% to 35%. Decreased duration from 10 seconds to 5 seconds. PvP Decreased granted Weapon Damage from 25% to 20%. Decreased duration from 10 seconds to 5 seconds. Now requires 9 Offense Attributes. Bloodsucker PvE Depleting an enemy’s armor adds a stack of +25% bonus armor for 10s. Max stack is 6. (was 20%, 20s, 5) PvP Depleting an enemy’s armor adds a stack of 20% bonus armor for 5s. Max stack is 5. Now requires 11 Offense Attributes and an Assault Rifle, SMG or LMG equipped. Critical Reduced Critical Hit Damage bonus from 8% to 5%. Clutch Increased Health gained per Critical Hit from 15% to 20%. Reduced Armor gained per Critical Hit from 2% to 1%. Now requires 4 or less Defense Attributes. Entrench Increased Armor repair for Headshots from cover from 5% to 10% Hard Hitting Reduced Damage to Elites from 15% to 10%. Knee Cap Increased chance to apply bleed when Shooting an Enemy in the legs from 10% to 15%. Patience After being in cover for 5s, armor repairs by 5% every 1s. (was 3s). Now requires 6 Defense Attributes Safeguard Reduced Duration from 20 to 5 seconds. Can only occur once every 20 seconds. This was already the case but is now reflected in the tooltip. Now requires 4 or less Offense Attributes. Spotter Increased Weapon Damage to Pulsed enemies from 10% to 20%. Now requires 5 Utility Attributes. Surgical Reduced Critical Hit Chance bonus from 8% to 5%. Unbreakable PvE Increased amount of Max Armor repaired when armor is depleted from 25% to 70%. Increased timeframe for Armor Kits not being consumed when effect triggers from 5 seconds to 7 seconds. PvP Increased Max Armor repaired when armor is depleted from 15% to 25%. Increased timeframe for Armor Kits not being consumed when effect triggers from 5 seconds to 7 seconds. Now requires 11 Defense Attributes and no other Talents affecting Armor Kits. Unstoppable Force PvE Killing an enemy now grants 2% Weapon Damage for every 25.000 Max armor. PvP Killing an enemy now grants 1% Weapon Damage for every 25.000 Max armor. Now requires 7 or more Defense Attributes. Developer comment: Due to the increase in available armor on gear made we decided to also increase the Max armor requirements for Unstoppable Force. WEAPON TALENTS Frenzy PvE For every 10 bullets in a magazine capacity, gain +2% rate of fire and +2% weapon damage for 5s when reloading from empty. PvP For every 10 bullets in a magazine capacity, gain +1.5% rate of fire and +1.5% weapon damage for 5s when reloading from empty. Killer Now grants 30% critical damage for 5s instead of 50% critical hit chance. Developer comment: We think critical damage feels more appropriate as you already need a relatively high critical hit chance to activate the talent regularly. Measured Now grants 20% rate of fire and -15% weapon damage in the top half of the magazine. Now grants -20% rate of fire and +30% weapon damage in the bottom half of the magazine Developer comment: Measured should now be a net damage bonus and the increased rate of fire should better support other talents and effects activating. Preservation PvE: Killing an enemy repairs 10% armor over 5s. Headshots improves the repair to 20%. (was 5%, 3s, 10%) PvP Killing an enemy repairs 5% armor over 3s. Headshots improves the repair to 15%. Now requires 7 Defense Attributes. Reformation Increased Headshot kill skill repair and healing to 50% from 25%. Reduced duration from 25 seconds to 20 seconds. Now requires 9 Utility Attributes. Spike Increased skill damage from 25% to 35%. Increased duration from 10 seconds to 20 seconds. Now requires 5 Utility Attributes. Strained Increased missing Armor requirement from 5% to 10%. Unhinged Reduced Damage Bonus from 25% to 20%. Reduced Handling negative from 35% to 25%. VENDORS Vendors will now verify the players’ highest achieved World Tier and offer items of that Gear Score, instead of offering items of the highest World Tier available in the group. WEAPONS New feature: Exotic Mod Bonuses All exotic mod slots now have unique bonuses. SOCOM MK20 SSR Now has a skin slot from Specialized quality and up. Nemesis Mod slots Optic: +35% Headshot Damage Magazine: +10% Reload Speed Muzzle: +15% Critical Hit Damage Rail: +15% Damage to Elites Chatterbox Damage increased. Mod slots Optic: +5% Critical Hit Chance Magazine: +10% Reload Speed Muzzle: +10% Critical Hit Chance Rail: +15% Handling Sweet Dreams / Lullaby Damage increased. Mod slots Optic: +15% Accuracy Magazine: +15% Reload Speed Rail: +25% Optimal Range Merciless / Ruthless Damage increased. Mod slots Optics: +10% Accuracy Magazine: +15% Reload Speed Muzzle: +20% Stability Rail: +20% Handling Pestilence Damage increased. Mod slots Magazine: +10% Rate of Fire Muzzle: +20% Stability Rail: +15% Handling Liberty Damage increased. Mod slots: Optic: +10% Critical Hit Chance Magazine: + 15% Damage to Elite Muzzle: + 15% Stability Rail: + 15% Rate of Fire TAC-50 Now has 2 zoom states. CONFLICT Armor boost Boost provided reduced by 50%. Armor value on nameplates Improved visuals to better reflect how much armor an enemy has. Balance All players are now scaled to Max World Tier Gear Score. Primary stats are set to high-end values. Normalized talent overrides are applied. Budget distribution of un-normalized items is preserved. No additional bonus is applied. Unlocked mods and talents from un-normalized builds are active. Items above Gear Score 500 will be scaled to 500. No bonus stats will be applied to these items. Recalibration bonuses are not applied. PvP specific overrides Weapon and Skill global damage modifiers. Targeted weapon and skill damage modifiers. Assault Rifles now have a 1.25 PvP damage scaler applied. Skill behavior overrides. Damage boost Boost provided reduced by 50%. The Conflict NPC was moved to a more prominent spot, next to the helipad outside the Base of Operations. Respawn Respawning players are now much more likely to respawn with their teammates. Skills Skill cooldowns no longer reset when a player is killed. PVP Damage modifier reduced to increase time to kill. Skill modifier increased to let Skills have more impact in PvP. DARK ZONE Contaminated loot Bosses now guarantee a contaminated loot drop. Higher challenge landmarks can drop multiple contaminated items. Basic, Veteran and Elite NPCs have their drop rate lowered, but now have a very high chance to drop contaminated loot. DZ bag size Default bag size increased to 6. Tier 1 perk Bag Space now increases bag size to 8. Tier 4 perk Bounceback now reduces Dark Zone XP lost on death. Tier 10 perk increases bag size to 10. DZ Brackets Reduced bracketing to: Level 1 – 30. Players in World Tiers. NPC AI Reduced damage output. Increased Time to Kill. Landmarks Added a short cooldown to landmarks. Rogue Removed cooldown. There is still a 5 second toggle cooldown. Thieves Den Now allows players to switch weapons. Occupied Dark Zone Damage modifiers Added a separate PvP damage modifier. XP Reduced DZXP loss to 35% of the XP in your current Dark Zone rank when being killed . GENERAL Text Chat improvements Players can toggle displaying personal and group loot drops. Text chat will now lose focus after sending a message. Group tab will be populated with all raid members when queueing for a raid. Improved feedback when attempting invalid actions in text chat. SETTINGS Added a Neutral Lighting setting to all platforms. PC Settings Added “Anti-aliasing” graphics setting with new Ultra alternative for sharper image when in motion. UI Character sheet Will now properly update and display Accuracy, Stability, Recoil, Weapon Swap and Reload Speed from +Weapon Handling bonuses. Social menu When downed, agents now have the possibility to open the Social menu via hotkey. Players will now be able to matchmake during Heroic difficulty missions. Players are now immune to Vote Kicks during boss encounters and for a short time after the end of boss encounters and missions. Going AFK removes this immunity. BUG FIXES Fixed an issue where NPCs in the Bounty screen had broken animations. Put your hands down, please. Fixed an issue that could prevent players from completing the Side Mission Medical Camp Attack. Fixed an issue where armor values on AI in the Dark Zone scaled incorrectly. Fixed an issue where the Sniper Turret would aim at targets out of line of sight in PvP. Fixed an issue where Scanner Pulse and Remote Pulse were not properly affected by Skill Duration. Fixed various issues where Skill bonuses were not applied properly. Fixed an issue where bounties rewarded from Projects in Settlements were rewarding the wrong amount of XP and Credits. Fixed an issue where Clan Cashes would scale incorrectly when opened in another player’s lower level session. Fixed a bug where NPCs from a Resource Convoy could spawn out of thin air on top of the player. Fixed a bug where the Control Point supply room would remain locked when capturing a Control Point too quickly. Fixed several bugs with matchmaking that prevented correct matching of players based on their region, language, gear score and other criteria. Fixed an issue with ‘A Friend in Need’ Achievement/Trophy which would cause it to not unlock in certain conditions. Fixed an issue where a player would be unable to complete the ‘Big Game Hunter’ Achievement/Trophy. Fixed an issue on the Ubisoft Club Weekly Challenges screen on PC that resulted in a low frame rate when on that screen. Fixed an issue causing Korean language glyph compositions not displaying properly in the in-game chat.
  2. As per the description in the image... Red White And Blue Damage dealt to the target gives one of three types debuffs Red debuff: Decreases damage dealt by the target. White debuff: Restores armour per bullet hitting the target Blue debuff: Adds to skill haste. Full Flag Hit a target with all three debuffs and also damage nearby enemies.
  3. Small 2 hour maintenance. Maintenance - April 25th, 2019 Greetings Agents, The servers will shut down for a scheduled maintenance Thursday, April 25th at 09:30 AM CEST / 03:30 AM EDT / 00:30 AM PDT. Estimated downtime is approximately 2 hours. Thank you, The Division 2 Team
  4. TU 3 and Operation Dark Hours Raid) has been pushed back from April 25 to May. Falling back to assess the community feedback. THE DIVISION 2 DEVELOPMENT UPDATE: TITLE UPDATE 3.0 April 17, 2019 Agents! The reception for The Division 2 Title Update 2 and Tidal Basin has been generally positive, but we have also received a lot of feedback for improvements from our forums, Reddit, Twitter, and elsewhere. In order to fine-tune the balance of our game and to ensure the best possible player experience for everyone, we have decided to move the release of Title Update 3—including Operation Dark Hours, our 8-player Raid—from April 25 to May 2019. The final release date of Title Update 3 will be based on results from further testing and balancing of the game. Operation Dark Hours will be your biggest challenge to date, and we want to make sure that we've properly tested the large amount of balance changes that are coming to both PvE and PvP and listen to your feedback about the changes before introducing the raid. The Division 2 is a live game, and the team is committed to improve the quality of all upcoming updates. As announced on State of the Game last week, we are opening a Public Test Server (PTS) for The Division 2 on PC to test further updates and balance changes before they are released. The plan is to structure the PTS in phases, each lasting a few days and focusing on a specific part of the game. We will have surveys and dedicated forum threads (together with our traditional general and technical issues forums) to cover these topics. The PTS will be available through Uplay to anyone who owns The Division 2 on PC. Starting on Wednesday, April 17, players will be able to try out the new features and fixes coming with Title Update 3. Access to the Raid will not be part of the PTS, so as to ensure the entire community is able to discover it and compete at the same time upon release. We will announce the exact schedule of the Public Test Server and its phases over the next few days. We thank you all for your patience, and hope you are as excited as we are for the future of The Division 2. Your passion, your support, and all your feedback are incredibly appreciated, and we want to keep working with you, our community, to make the game an even better experience. Thank you again, Agents, and see you in Washington, D.C. /The Division Team
  5. Doors with golden handles usually indicates the door is accessible by some means or circumstance. It is possible to shoot through metal doors, making it possible to shoot the lock on the other side to gain access. It is not easy on the ammo when you aren't sure of the position of the lock. Not to mention the possibility that there is no lock on the other side, as the door might only be accessible from the activation or completion of a mission. I've heard this a while ago and was able to test it using the Photo mode. In the first photo you can see the lock. It helps to know where to shoot. Ultimately, you don't need to shoot through doors to gain access, there's going to be a another intended way to get inside
  6. Though I'd post this since it confused me for a while and found others hadn't known how the Call For Back works after the lasted patch. [The options are PC platform] Previously, You'd hear the audio of "Agent needs back up". There would be an "M", which takes you to the map showing calls for back up You'd choose "W" to answer that call on the map Now, You'll hear the audio of "Agent needs back up". Open up your map Choose the SHD tab, which shows the current calls for back up You'll choose "W" to answer that call on the map EDIT: And as per the patch notes, the Settings now have an option to restrict calls for backup to your friends and clanies.
  7. New content: Invasion: Battle for D.C. is now live. You can find a content overview in this article. Weapons, Mods and Gear: Overhauled the Weapon mod system, see the table at the end of the patch notes for detailed information. Fixed a wrong long-range damage value for M4 (super 90) and P416. Previously, they could sometimes increase damage over longer ranges instead of the other way around. Rifles: Damage on the MK17 rifle reduced by 14%, also corrected this weapon not having a damage falloff over distance. LW M4 damage increased by 5%, RPM increased from 240 to 360. LVOA-C RPM increased from 240 to 380. Marksman Rifles Model 700 damage reduced by 13%. Shotguns AA12 damage increased by 16%. LMGs MG5 damage increased by 12% and fixed reversed falloff, causing the weapon to do more damage over a longer range. Updated initial accuracy on the Sig Sniper MCmillan T1. It should now be much more reliable to shoot as soon as it’s shouldered and the transition to scoped view is over. Reduced the amount of Critical Damage and Headshot Damage that can roll on Gear, including the amount on existing Gear. The actual values will differ depending on the level and quality of the gear it occurs on. This is partially in preparation for another world tier, where we felt these values were already at the limit of what was healthy in WT4. Complete overhaul of skill mods to give more achievable requirements and more reasonable bonuses. A closer equivalence between required skill power and the bonuses granted. Changed the amount of skill power on gear to not increase exponentially with level, but instead more linearly. This results in most skill power values on gear being lower, but in accordance with the lowered requirements. Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling errors. Most notably radius and ammo/charges values. Players will see both the bonuses and the requirements of almost all skill mods change as a result of this overhaul. In end game, both Superior and High-End skill mods exist to cover the different needs of different builds. They can overlap in power, but High-End mods have a higher maximum roll potential. We are looking at ways to provide lower value/quality mods in end game world tiers in the future to provide a solution to the fact that on very low skill power builds, there would be room for those mods, and currently we are aware that means you have to save mods from your leveling experience. Player Skills: Fixed an issue which caused the Bombardier Drone to get destroyed while climbing up/down a ladder or rope. Improved feedback of Bombardier Drone crashing into obstacles during the bombing phase. Fixed an issue with Firefly payload sometimes failing to activate when reaching its target. Fixed an issue where Revive hive would not self-deploy if the agent was busy performing a different action such as using different skill when it triggered. Revamped the Sniper Turret version of the turret skill. It now will automatically target the hostile nearest to the players’ center-of-screen (the same method it uses to pick other turret targets) and will fire at that target when the button is pressed, without a lock-on order needed. If a player aims at a hostile, the sniper turret will attempt to match their aim, allowing precision shots using the sniper turret. An issue where the sniper turret wasn’t correctly getting bonus damage when hitting headshots has been fixed. Revamped the Chem launcher skill platform. Pressing the skill button will now equip the chem launcher similar to swapping to a weapon. The player can aim and shoot with normal weapon controls, as well as run with the skill and blindfire it. Quick deploy at the agents own position is still available for the repair version of the chem launcher, using the same controls as before. Unequipping the Chem launcher can be done using the skill button, the B (XBOX) / Circle (PS4) button or just using the weapon swap controls. Loot & Rewards: Control Point reward containers are giving the correct number of items for the corresponding Control Point's defense level. Defense level 4 now awards 5 items instead of 3. Reduced DZ XP gain from Landmarks in Dark Zones. Reduced the quality and power for items dropped in Propaganda Broadcast and one drop of Settlement Blockade activities to be more in line with other open world enemies and activities. Updated XP rewards for low-level player playing in World Tiers to scale with player level. Supply Drop activity loot container items now scale with every consecutive container you open. This includes lowering the reward of the first crate, but results in similar rewards for the activity as a whole. Added 5 Specialized Apparel Cache Keys, awarded with levels 2 – 4. As a thank you for playing, all players that played before April 4 get 5 Specialized Apparel Keys, regardless of their level. Apparel Keys will be coming for those players later next week. Faction Key loot drops from Bounties are now guaranteed and are displayed in the loot preview. Adjusted bounty credit rewards to use scaling values in World Tiers instead of flat values so if a lower level player is playing with a higher-level player, they will receive an amount of credits more appropriate for their level. Changed Skill Unlock rewards to be non-invaded only so that players who co-op with a higher-level friend to play invaded before playing on story won't receive the rewards. Added Apparel cache key fragments to the PvP reward caches. Adjusted the rewards for the street execution activity to give slightly lower quality/source level gear so the rewards are more in line with the difficulty of the activity. Reduced the quality and source level charts used for item drops from the living world activities settlement blockade and Propaganda broadcast to be more in line with other open world drops and the difficulty of the activities. Updated Collectibles set XP reward to scale with player level. Fixed an issue which caused the Drone Helicopter to not use the correct loot table. Crafting: Increased Material cap for Standard and Specialized crafting materials to 400 (with all perks). Increased Material cap for High-End crafting materials to 50. Materials required for crafting weapon mods does not scale as aggressively and has much lower values in endgame. Removed a small increase on materials required for crafting weapon mods after upgrading the crafting bench quality. Changed the upgrade blueprints for exotic weapons Lullaby and Ruthless to not show up on the vendor until you are level 30. Increased the power for the wandering vendor so her inventory has a narrower Gear Score range closer to the top of the World Tier Gear Score Range. Set all exotic upgrade blueprints to award you the upgraded weapon on the max gear score of the current tier. Removed a tiny increase on materials required for crafting weapon mods after upgrading the crafting bench quality. Exotic weapons are now pre-equipped with lore text mods. These mods do not have stats and cannot be equipped elsewhere. Talents: Blind Justice – Modified the Buff that increases damage to your next shot now expires at end of combat and when out of combat First Blood - Updated Normalized MMR Talent First Blood Text to correctly explain that the first shot after reloading from empty is the enhanced bullet. NPCs: Decreased damage of all NPC Automatic Shotguns Decreased damage of all NPC SMGs Hey agent! Staff in the Base of Operation will now shout at the player less frequently than before. Main Missions Difficulty: World Bank – Invaded – Server Room Increased the time which the Black Tusks needs to complete the download in the Server Room from 200 seconds to 250 seconds. Reduced the difficulty in the Server Room by setting the Enemy group composition to light, light, medium - Instead of medium, heavy, medium. DCD Headquarters Mission level has been changed from 17 to 18. Roosevelt Island – Invaded – Quarantine Docks Reduced the difficulty of the first wave of enemies encountered in the last beat of the mission by lowering the amount of Elite and Veteran enemies. Enemies in this part of the mission can only use mounted weapons if there are 2 players or more. This should make it less punishing for solo-players attempting this mission. Open World: Removed death of civilian squad as a failure condition for Control Point takeover. The Officer will now remain in downed state until players complete the takeover or wipe. Black Tusk presence has been increased in invaded Open World zones. New Ambusher NPCs now roam the streets of DC. Social: Added a “Friends & Clan” option for Call for Backup that only shows calls from friends and clan members. Added a “Do Not Disturb” group privacy option that blocks all incoming invites. PC: UI Added a Field of View slider PlayStation 4 Fixed an issue that could cause players to be stuck in the Specialization tutorial Bug Fixes: Fixed an issue that could cause undesired appearance changes to agents after login in or using the barber. Players that have been permanently affected by an appearance change will unfortunately not be changed back with this fix. We want to apologize for any inconvenienced caused by this and we’re looking into options to allow players to fully customize their agent in the future, but we do not have a timeline for this feature. Fixed an issue where the Cluster Seeker Mine could split up more often than intended. Fixed an issue where the Defender Drone could have unlimited uptime. Fixed an issue which prevented players from finishing the Unite cypher riddle. We're confident this is not bugged anymore. Fixed an issue that would cause the Stronghold activation animation to always play when entering the Base of Operations. Fixed several instances of Audio logs not playing automatically when picked up. Fixed an issue that could cause players being unable to finish the Side Mission Worksite Community. Fixed an issue where players were unable to update their crafting bench after reaching a new World Tier. Fixed an issue with NPCs sometimes not reacting properly to cooked grenades Fixed an issue with Hunters not always appropriately despawning if a player flees a combat space Fixed rare issue where NPCs could get stuck when attempting to melee a player in cover Fixed issue with the Explosive Seeker Mine occasionally failing to path to its target Fixed bug where players could fast travel to non-friendly Control Points Fixed bug that made encounters with friendly NPCs requesting resources too rare Fixed bug where underground enemies would come to the surface during the day Fixed an issue where players were able to obtain gear with a higher gear score than intended Any owned High-End items will be lowered to Gear Score 500. Any owned Superior items will be lowered to Gear Score 490. Clan caches no longer award items higher than the maximum loot Gear Score. Recalibration still allows Gear Score to increase slightly past the maximum loot Gear Score. Fixed a bunch of weird stairs and invisible walls. Weapon attachments Name Attribute (pos) Attribute (neg) Magazine Belt Nimble Link Belt 5% Fire rate Tactical Small Pouch 20% Reload speed Non-disruptive Link Calibrated Link 15% Stability Large Pouch 35 Extra rounds 5.56 Magazine Light Extended 5.56 Mag 10 Extra Rounds Sturdy Extended 5.56 Mag 20 Extra Rounds 10% Reload Speed Tactical 5.56 Mag 10 % Crit Damage Infantry 5.56 Mag 30% Optimal Range Balanced Spring 5.56 Mag 20% Stability 7.62 Magazine Light Extended 7.62 Mag 10 Extra Rounds Sturdy Extended 7.62 Mag 20 Extra Rounds 10 %Reload Speed Weighted 7.62 Mag 20% Stability Precision 7.62 Mag 7% Headshot Damage Thin 7.62 Mag 20% Reload Speed 9mm Magazine Oversized 9mm Mag 10 Extra Rounds Extended 9mm Mag 20 Extra Rounds Heavy Spring 9mm Mag 10% Crit Damage Segmented 9mm Mag 20% Reload Speed Special Forces 9mm Mag 10% Damage to Elites .45 ACP Magazine Extended .45 ACP Mag 10 Extra Rounds Oversized .45 ACP Mag 20 Extra Rounds 10 % reload speed Short Spring .45 ACP Mag 20% Reload Speed Force Feed .45 ACP Mag 10% Damage to Elites Precision Feeding .45 Mag 20% Stability Marksman 7.62 Magazine Tightly Packed Marksman Mag 5 Extra Rounds Lightweight Marksman Mag 20% Reload Speed Sturdy Marksman Mag 20% Stability Compact Marksman Mag 10% Damage to Elites Mended Marksman Mag 20% Optimal Range 7.62 Integrated Compensated Integrated Spring 20% Reload Speed Overbalanced Integrated Spring 20% Stability Stiff Integrated Spring 5% Damage Underbalanced Integrated Spring 10% Damage to Elites Revolver drum Speed Loading Revolver Drum 20% Reload Speed Pistol mag Extended Pistol Mag 11 Extra Rounds Field Pistol Mag 30% Optimal Range Police Pistol Mag 20% Reload Speed Tubular Hard Tubular Spring 5% Fire Rate Counter-Clockwise Tubular Spring 10% Damage to Elites Flexible Tubular Spring 20% Reload Speed Muzzle 5.56 (5.7) Loud Vent Brake 5.56 10% Optimal Range Muzzle Brake 5.56 5% Damage to Elites Compensator 5.56 10% Stability Flash Hider 5.56 5% Crit Damage Large Suppressor 5.56 10% Accuracy Omega 5.56 Rifle Suppressor 20% Stability 10 % Optimal Range 7.62 Loud Vent Brake 7.62 10% Optimal Range Muzzle Brake 7.62 5% Damage to Elites Compensator 7.62 10 % Stability Flash Hider 7.62 5% Crit Damage Large Suppressor 7.62 10 % Accuracy Omega 7.62 Rifle Suppressor 20% Stability 10% Optimal Range 9 mm Loud Vent Brake 9mm 10% Optimal Range Muzzle Brake 9mm 5% Damage to Elites Compensator 9mm 10% Stability Flash Hider 9mm 5% Crit Damage Small Suppressor 9mm 10% Accuracy Osprey 9 Suppressor 5% Crit Chance .45 ACP Loud Vent Brake .45 10% Optimal Range Muzzle Brake .45 5% Damage to Elites Compensator .45 10% Stability Flash Hider .45 5% Crit Damage Small Suppressor .45 10% Accuracy Osprey 45 Suppressor 5% Crit Chance Optics Short EXPS3 Holo sight 8% Damage to Elites Russian Red Dot Sight 5% Crit Damage T2 Micro Red Dot Sight 10% Accuracy PRO Red Dot Sight 5% Stability Small RDS Scope 15% Stability 5% Accuracy Reflex Sight 20 % Crit Range Low Reflex Sight 10% Damage to Elites 10% Optimal Range Rugged Mini Reflex Sight 5% Crit Chance Long Acog Scope (4x) 20% Optimal Range CQBSS Scope (8x) 30% Headshot Damage Digital Scope 45% Headshot Damage 5% crit damage C79 Scope (3.4x) 5% Damage to elites 552 Holo Sight 10% Accuracy MK5 Scope (15x) 40% headshot damage 20% Reload Speed VX1 Scope (12x) 35% Headshot Damage 10% Reload Speed Iron Sights Streamlined Iron Sights 10% Reload Speed Weighted Iron Sights 10% Stability Open Iron Sights 10% Accuracy Underbarrel Short Angled Grip 10% Stability Laser Pointer 5% Crit Chance Small Laser Pointer 7% Crit Chance Vertical Grip 10% Accuracy Long Short Grip 5% Crit Damage Handstop 10% Reload Speed Gadget Compact Coupled Laser Pointer 10% headshot damage Compact Coupled Small Laser Pointer 10% Crit Chance
  8. Might be good to see whether those of you at EG have a build preference/opinions, before Tidal Basin drops. Some of you have been talking about mask and blueprints. Kind of figured you'd be in a position to also focus on your Armour/Health, Skill Power and DPS. So, 1) What are you focusing on in your builds between Amour/Health, Skill Power and DPS? 2) What weapon combo are you finding works for you? 3) Do you have particular talents you are relying on? 4) Do you think there is a meta atm? And, if so, what is it?
  9. Courtesy of a data miner. Feel free to give it a bump in reddit if you found it interesting.
  10. Patch Notes - March 28th, 2019 Patch Notes: Performance Various improvements to reduce frame drops. Clans Changed the Clan Member UI colour to not conflict with Elite enemies. Fixed an issue where players Clan XP contributions could stop registering. VOIP Changed Push-to-Talk to be the default VOIP setting. UI Changed Apparel Store purchase confirmations to a button hold action. Reduced the UI flickering effect present in the menu. Fixed a visual bug that would incorrectly display a grey duplicate backpack reward when opening apparel caches. Fixed the menu distortion animation playing twice under certain circumstances. Skills Fixed abnormal skill behaviour when equipping a skill after having switched to a grenade. Fixed instances of skills going on cool down when deploying a shield. Fixed an issue where multiple Cluster Seeker Mines could be deployed in short succession. Mods Fixed an issue where donating a weapon with mods attached would remove the mods from the players inventory. Gameplay Fixed daily and weekly missions not resetting for offline players. Improvements made to Co-op health scaling. Fixed an issue where armour/gear scaling would not take World Tiers into account. Fixed skill damage incorrectly being scaled twice for low level players joining a high level group. Fixed players potentially becoming stuck on the “Meet The Division Coordinator” objective after having played in Co-op. Fixed players potentially becoming stuck on the “Meet with Odessa Sawyer” objective. Open World Fixed an issue that would allow players to upgrade neutral control points. Side Missions Fixed an issue that would cause low level players to gain unintended amounts of XP by completing side missions with a high level group member. PC Fixed an issue where some Logitech headphone users experienced missing in-game audio. UI Fixed “Navigate Categories” and “Mark as Junk” being bound to the same button in some occurrences. Xbox One Fixed an issue where the HDR setting slider would not move. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  11. The Division 2 - Maintenance & Patch Notes, March 22nd, 2019 Agents, we're having a scheduled maintenance today, March 22nd at 9:30 AM CET / 4:30 AM ET / 5:30 PM KST / 7:30 ACT PM that will last approximately 3 hours. During this maintenance we will be applying the following fixes: Fixed an issue where players were not being granted Clan XP Fixed an issue where daily and weekly resets would not apply to players who were offline during the time of reset Fixed an issue where players could lose guiding missions and access to guiding mission NPCs, making them unable to further progress Improved survivability of low level players against enemy NPCs when playing co-op with a player of higher level
  12. Headshots: 5 billion Bullets fired: 123 billion NPCs despatched: 3.9 billion Birds shot: 1.3 million
  13. The Division 2 – Patch Notes 14/3 – Part 2 Agents, we’re releasing another patch today that will require to restart the Division 2 servers. The restart will happen at 10:30 PM CET / 05:30 PM ET / 08:30 AM ACT / 06:30 AM KST and the servers are expected to be down for around 20 minutes. Fixed an issue where players could be stuck in the wrong World Tier if they completed Strongholds without meeting the required Gear Score while in a group Fixed an issue where players wouldn’t be able to talk to agent Kelso at the Castle Settlement Fixed an issue where players could obtain multiple Ivory Keys from the same source Should you encounter any of the above-mentioned issues after the servers have restarted, please reply to this forum thread or tweet at us using the #AskTheDivision2
  14. The Division 2 - Patch Notes 16/3 Bug fixes Implemented a fix that should reduce occurrences of client crashes when using skills Fixed an issue where players could be stuck in the wrong World Tier if they completed Strongholds without meeting the required Gear Score while in a group Fixed an issue where players wouldn’t be able to talk to agent Kelso at the Castle Settlement Fixed an issue where players could obtain multiple Ivory Keys from the same source Fixed an issue where map progress would not be saved when completing Open World activities and Side missions in another players’ instance. Fixed an exploit that allowed players to loot Supply Drops multiple times Fixed a bug where players could buy blueprints repeatedly at the vendors by logging out and back in Fixed an issue where combining the Dialed in talent with the Emet Mask could lead to greatly increased Accuracy and Stability
  15. The Division 2 - Patch Notes 14/3 Weapons We removed a work in progress weapon that was not properly named and balanced. Crossbows now deal explosive damage to multiple objects as intended Exotic weapons equipped with silencers will now produce the sound they’re intended to make. NPCs engaged in combat will now react to grenades as intended. Missions The ropes will now deploy properly to allow for extraction at the end of the Beekeeper Jeff side mission. Players should no longer be able to unlock Castle prematurely. This issue would block progression in some instances. Fixed a loot exploit that involved repeatedly killing bosses in some Invaded missions. In Jefferson Plaza, the NPC scene can no longer be interrupted during a boss fight. PC specific PC players playing together while connected to the same network were meeting a number of issues when interacting with each other. This has now been fixed. On PC, FreeSync 2 HDR can now properly be selected in game regardless of your PC’s configuration. Other Stopped "SHD CPU V.2" and "Cyclone Magazine" skill mods from dropping as loot. Player's who already have the items can use them once they unlock the corresponding specialization perk. Players will no longer get stuck on black screens after watching introduction cinematics. We have updated XP rewards for all end game activities, so that they will scale to the player’s level, instead of being flat values. Several corrupted audio issues have been fixed.
  16. INTELLIGENCE ANNEX: SKILL MODDING IN THE DIVISION 2 March 12, 2019 We hope everyone missed the Intelligence Annex, as we are returning today to discuss the remaining skills categories in The Division 2 as well as introduce a new system—skill modding. If you missed the first Intelligence Annex dedicated to skills, you can read up on the details here. Let us begin with the last three skill categories that will be featured in The Division 2: PULSE A very popular skill from The Division is making a return for the sequel! At its core, the Pulse skill category scans the surrounding area when activated to provide useful feedback to the player. Scanner This category of the Pulse skill functions similarly to the basic Pulse in The Division—it scans the player's surroundings for hostiles and marks enemies with a visual highlight. The most notable difference here is that the Scanner Pulse is explicitly used for Intel. There are also talents that trigger when shooting pulsed enemies! Remote Sensor This iteration of the Pulse works exactly like the Scanner Pulse but offers more flexibility as a throwable option. The Remote Sensor Pulse continually scans a location after being thrown. Players must be conscious of their target location, as this Pulse can be destroyed by enemies. Jammer The Jammer Pulse acts as an EMP, disrupting hostile electronics as well as other player skills in an area. Players can press and hold the skill to activate an EMP with a larger radius. SHIELD Also returning in The Division 2 is every frontline's favorite accessory for battle. This time around, there are more Shield options available to cater to more granularity in gameplay styles. Ballistic Bulwark Returning from The Division, this Shield category provides full-body coverage for players. Due to its size, only side arms can be used while the Ballistic Shield is equipped. Crusader In contrast to the Ballistic Shield, the lighter Crusader Shield exposes players' legs and head but allows the use of primary weapons. Note that this does not include LMGs and sniper Marksman rifles. Deflector The smallest of all the Shields, the Deflector has a coating of micro-actuators that causes incoming bullets to ricochet to a nearby highlighted target with a clear line of sight to the Agent. Though not a full-body shield, the attention required to re-target means that only a sidearm may be used alongside the shield. FIREFLY Entirely new to The Division 2, the Firefly is a throwable device with a propulsion unit that targets a number of enemies to provide unique types of crowd control in the field. Blinder The Blinder Firefly flashes targeted enemies, leaving them blind and unable to function at full combat effectiveness. Demolisher The Demolisher Firefly destroys enemy weak points, skill proxies, and even environmental objects. Burster The Burster Firefly tags enemies with metallic shrapnel as it passes from one to another. If these hostiles get too close to one another, the Burster Firefly triggers a chain reaction causing devastating explosions. Killing a tagged hostile also sets of the explosion in the nearest other tagged enemy. SKILL MODDING We are also happy to introduce the skill modding system in The Division 2! In addition to picking your skills and respective skill categories, you will also have the option to customize specific details of each skill using two slot options: Gameplay slots—Similar to weapon attachments, skill attachments are placed in these slots. These grant bonuses to the skill but require a certain number of Skill Power to operate. These mods are earned as loot and will be available in different rarities. Unlike weapon attachments, skill mods are not static. Examples include cooldown reduction or bonus damage. Cosmetic FX slot—provides alternative effects and visuals to skills that are purely cosmetic. Skill statistics are not affected by this slot. An example includes changing the color of the Incinerator Turret's flame. We not only wanted to offer an entirely new level of customization into the Division 2, but we also wanted to offer visibility into that customization. As a result, any changes made using your skill mods will be directly reflected in the skill-sheet in real-time. Thank you for reading up on the remaining skills and mods in The Division 2! Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we would love to hear your thoughts! We will be releasing these articles regularly, so remember to keep an eye out! /The Division Dev Team
  17. INTELLIGENCE ANNEX: THE LIVING WORLD IN THE DIVISION 2 March 11, 2019 Agents! Intelligence Annex is back today, this time detailing the living world of Washington, D.C. in The Division 2. Our goal for the sequel was to create experiences for you as the player that would not only surprise you but also keep you coming back for more. To achieve this, we developed our "Living World Simulation"—a series of rules that allow all activities and encounters in the open world to spawn systematically. Your open world adventures will be both unique and dynamic in The Division 2, encouraging travel and exploration as a result. THE WORLD The Division 2 takes place seven months after the events that transpired in Manhattan. While you were cleaning up the streets of New York, D.C.'s civilians have been left to their own devices. Those who have survived the initial outbreak did not wait for a rescue operation. They banded together as factions, collecting resources and building settlements—all in an effort to defend their keep against opposing factions. Friend or foe, all factions have needs that must be met for survival and will stop at nothing to achieve these needs. This results in faction against faction territory wars–the foundation of The Division 2's living world. CONTROL POINTS Control Points are strategic locations where factions, friendly or hostile, stockpile resources. When a particular faction holds these points, they carry out a variety of activities necessary to sustain the point itself. If a point is low on food, for example, the faction will send scavengers out into the open world to gather resources. This creates an opportunity for other factions to eliminate the convoy and take the supplies to fit their own agenda. With Control Points scattered throughout the map, plenty of movement and activity is generated for you as the player. Should you intervene in friendly faction affairs, you may find yourself training recruits or gathering supply drops near Control Points. If the point is hostile, you will be tasked with rescuing hostages or removing enemy threats from the area. Should you choose not to intervene, you can witness civilians and enemies clashing as they travel in and out of Control Points to perform these activities themselves. During the story campaign, Division Agents will earn the trust of the settlement leaders and be given command of settlement assault teams. Agents may approach hostile Control Points and fire a flare to call on their settlement allies. If the Agent is successful in defeating the Control Point's guards and holding against any incoming counter attack, the settlement forces will take over ownership of the Control Point. BOUNTIES & PROJECTS The Division's High Value Targets system is returning, new and improved, in the form of Bounties. This time around, bounties are not only hand-crafted but also procedurally generated. When choosing a specific bounty, the faction ringleaders associated with that bounty select a location fitting to the abilities of the squad that accompanies them. These bosses have been busy building their own agenda, which includes eliminating Division Agents like yourself. As a result, they may also have access to SHD Tech and all the abilities that come alongside it. As bounties increase in difficulty, the leaders will be accompanied by larger and more well-equipped squads and can even roll deep with additional bosses! Projects take the Assignments system from The Division and rework them into a feature that emphasizes the dynamic nature of the open world. Earned early on in the leveling experience, Projects are calls-to-action by Settlement Leaders and the Division Coordinator as you explore D.C. Ranging from completing Challenging missions to emoting with other players, there is a variety of means that you can have a hand in civilian affairs and be rewarded for it. Completing Projects rewards blueprints, mods, crafting materials, experience, and bounties! To learn more about bounties and projects, check out our Intelligence Annex. END GAME Throughout the campaign, the factions will develop deadlier Elite Activities which provide high-risk, high-reward opportunities for enterprising agents. However, even these will not prepare Agents for the Black Tusk invasion. Upon reaching end game, the rules will change. A new faction, the Black Tusk, invades the world triggering a variety of open world activities. In addition to the usual faction activities, Black Tusk launches operations unlike anything previously seen: Warhound Convoy, Settlement Blockade, and Aerial Surveillance. You might find a flying Drone patrolling the streets, or a robotic Warhound carrying supply crates to areas in the world. Depending on your loadout and gear score, these activities can be either a threat or an opportunity. We will not spoil too much here; we will leave the rest up to you! Beyond that, the Black Tusk invasion forces the other factions of D.C. out of their strongholds. Control Point ownership becomes entirely dynamic with the settlements and the factions launching attacks on Control Points all across the city. Even the strength and rewards of Control Points become dynamic. Defeating hostile activities launched by faction Control Points causes them to concentrate their forces and raise the defense level of the Control Point. High-level Control Points store more valuable gear in their heavily-guarded supply rooms. Remember that the game is still under development and all the names and details are subject to change. Overall, we want your actions in The Division 2 to serve a larger purpose, and we have built the experience from the ground up to support just that. We are excited to hear your thoughts with The Division 2's launch on March 15th! Thanks for checking out our Intelligence Annex, and be sure to keep an eye out for future devblogs! /The Division Dev Team
  18. Welcome to another episode of Intelligence Annex—the series in which we dive deep into the features and systems that you will find in The Division 2. Today, we are going to discuss two fundamental systems of the open world—Bounties and Projects. BOUNTIES Bounties are the new and improved iteration of the High Value Target system that was available in The Division. At their core, bounties put a price on the heads of enemy bosses to reward Agents for eliminating hostile threats to the city. Washington, D.C. is anything but safe, and it is the responsibility of Division Agents to keep these ringleaders off the streets. A new addition to the system is that, in addition to hand-crafted bounties, many bounties are procedurally generated. These bosses have been busy building their own agenda, which includes eliminating Division Agents like yourself. As a result, they may also have access to SHD Tech and all the abilities that come alongside it. As an example, a Hyena boss may utilize armor kits or Striker Drones in combat. Each side mission and locations all over Washington D.C have been designed to support exciting battles with a variety of enemies. Each time a player chooses to track a boss, that boss selects a location fitting to the abilities of the squad that accompanies them. The combinations of encounters are endless if you partake in the system! As bounties increase in difficulty, the leaders will be accompanied by larger and more well-equipped squads and can even roll deep with additional bosses! You can earn bounties through a variety of sources: Named zone liberation projects as you progress through the main campaign. Defeat the leaders of the factions in the neighborhoods of D.C. to truly liberate them. Base of Operations Staff Member Otis Sikes offers bounties that require Target Intel currency to begin. There are also specific Perks you can unlock to increase the number of bounties you receive from Otis that scale in difficulty. Clans of certain ranks also unlock perks that add weekly bounties for all members. The Snitch, a mysterious information broker, offers bounties to any agent who can find him. It's his "civic duty", after all. Upon reaching the end game, you will gain access to the Priority Target Network—a progression tree of weekly bounties which tell the continuing story of D.C.. Completing these bounties progresses you through the tree up to a final, Heroic Bounty that delivers the best rewards upon completion. These bounties each cost Target Intel and will be one of the many evolving challenges available in The Division 2. Remember that progress through the Priority Target Network resets weekly, so you have to eliminate as many bosses as you can within the allotted period! We are also happy to announce that players will retain failed bounties in order to give the challenge another go, but be careful – these targets may relocate and will bring in fresh help to defend themselves! PROJECTS Projects take the Assignments system from The Division and rework them into a feature that emphasizes the dynamic nature of the open world. Earned early on in the leveling experience, Projects are calls-to-action by Settlement Leaders and the Division Coordinator as you explore D.C. The settlements have needs and goals they cannot meet without your help, and they will definitely make it worth your while! There are a variety of Projects available in The Division 2: Settlement—During the campaign, settlement projects will demand water, food, components, and gear donations to make Settlements more efficient and secure. In End-game, Daily/Weekly Settlement Projects reflect their rising ambition. Outfit strike teams to flush out enemy factions, clear named zones of enemies, or even spread good cheer by emoting with other players! Safe House—these Named Zone Liberation Projects continue the activities of the Agents who came before you. Capture and resupply control points, disrupt hostile activities, and locate hidden SHD caches in order to flush out the faction leaders hiding in the zone. End-Game Priority Missions—Daily Projects that require the completion of Hard and Challenging missions. Completing any of these Projects rewards blueprints, mods, crafting materials, experience, and bounties! Thanks for joining us for today's dive into Bounties and Projects! Remember that these are just some of the Bounties and Projects you can expect to find in The Division 2. Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we would love to hear your thoughts! /The Division Dev Team
  19. Agents! Welcome back to Intelligence Annex—our series of development blogs detailing all things in Tom Clancy's The Division 2. Today we are here to discuss the options available to you when searching for a clan, when managing one as well as a brief introduction to clan progression and the clan quarters. OVERVIEW A new feature in The Division 2 is the ability to create and manage clans in-game. Clans are designed to make it easy for you to find likeminded players to play with, and to make clan management a user-friendly experience. Clans will focus on building tight knit communities with common goals, and will consist of up to 50 accounts, with up to four characters each. The ability to create a clan is unlocked early as a part of The Division 2's story progression. Anyone who has unlocked the feature can create their own, but to start progressing a clan, a total of four members is required. Clan members can keep themselves informed through the clan feed, keeping you up to date with clan activity and progression. The ability to leave messages on the feed will enable members to easily stay in touch with each other and it also allows for leadership to pin important messages in order to coordinate events. In addition, each clan will have access to two voice channels for up to 25 members each, allowing you to socialize with each other at all times, regardless of where in the game you are or what activity you currently are partaking in. JOINING A CLAN When searching for a clan, you will be presented with a number of options enabling you to find a clan that best suits your particular needs or playstyle. Activities – The primary focus of the clan, PvE, PvP or both. Most Active Times – The time of day the clan is the most active. Atmosphere – The general atmosphere of the clan; would you prefer a relaxed easy-going clan, a clan focused on certain aspects of the game or a highly competitive PvP clan? Mic Requirement – If the clan requires a microphone to be able to join. Language – The primary spoken language of the clan. Region – The geographical location of the clan members. CREATING & MANAGING A CLAN One of the first steps when creating a clan is to design your insignia, which will serve as the visual representation of your clan in The Division 2. When designing your insignia, you will be able to choose from a selection of icons, background and border types to create your own unique design. Next, you need to name your newfound creation. A clan name can be between 4 to 15 letters long and the clan tag, which is visible to all players, consists of 3 capitalized letters. You can also write a presentation to introduce your clan to your players. Finally, each clan can set their preferred privacy level, consisting of three distinct levels: Open – Searchable and open for all players. Invite Only – Searchable but requires an application to be sent and reviewed by clan leadership. Private – A private clan is not searchable and can only be joined through an invite sent by the clan's leadership. Clan membership is organized into four ranks, allowing for improved organisation and a clear structure: Commander – The leader of the clan which has access to all administrative functions of the clan. Lieutenant – The officer rank, which will be able to send out invites, review applications, promote and demote members as well as moderate the clan feed. Agent – The established clan member able to invite potential recruits to the clan. Recruit – The recruit is a new member of the clan with limited access to administrative clan functionality. When reviewing applications as a Commander or Lieutenant, you will be able to inspect the applicant's characters, including gear, in order for you to quickly make an informed decision. CLAN PROGRESSION All in-game actions taken by members yielding experience points will also yield CXP (Clan XP), which is a new form of experience in The Division 2. Earning CXP will level up your clan, earning you and your friends additional benefits for each level on your Clans journey to level 30, as well as unlocking additional customization options for the insignia, showcasing your clan's veterancy. Clans will collectively work towards common goals in The Division 2, in the shape of weekly projects and an upgradeable clan cache, both yielding rewards for all members upon completion. The weekly clan cache requires a weekly CXP goal to be reached with additional stretch goals. There are 3 tiers of reward - bronze, silver and gold. Reaching the bronze tier will unlock guaranteed rewards, while reaching the silver and gold tiers will further improve the week's rewards each time. Clan projects are weekly tasks that grants a boost of CXP upon completion, each focusing on a particular aspect of the game. If your clan manages to complete all weekly projects, the clan will receive an additional, significant amount of CXP. CLAN QUARTERS The East Wing of the White House will serve as your clan's home, providing you with a space to socialize and regroup. Here you will find your clan stash to collect your weekly rewards, as well as the clan vendor, a unique vendor available only in the East Wing. As a natural part of the clan's level progression, the quality of the items offered by the clan vendor will improve. Certain levels will also unlock the ability to purchase unique cosmetic headgear, featuring your insignia, enabling you to represent your clan wherever you go. The clan quarters will showcase your clan's top three weekly CXP contributors, giving recognition to your most dedicated members' accomplishments. There is more to discover in the clan quarters, that you will have to discover by yourself at release! Thanks for joining us for today's look into clans! Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we would love to hear your thoughts! We will be releasing these articles regularly, so remember to keep an eye out! /The Division Dev Team
  20. To prepare yourself for the arrival of The Division 2, you can start by unlocking rewards through playing The Division 1. Update 1.8.2 brings with it the Shields program. Let's take a look at what they are, how to unlock them and what rewards you will get.
  21. Being the sequel to Tom Clancy's The Division, the second installment brings with it many new features and gameplay mechanics. From the 8 Player Raids and the Communities, to the Specializations and Clans. Let's take a look at all of them in this video.
  22. Six months after the Green Poison outbreak the SHD has moved to Washington D.C. There are rumors of a coup that could plunge the United States into the next civil war. Our task is to prevent that from happening.
  23. Tom Clancy's The Division 2 is released in early 2019 and we'll see gameplay and trailers during E3 2018. So, before we're diving into all that let's take a look at all the features, mechanics and content we would like to see in the game.