ARC Raiders Patch 2.1 Starts PvE Toggle Beta via Update 1.000.064
Following a hotfix last week that fixed important issues from the Frozen Trail content drop, Embark has today released ARC Raiders patch 2.1, and this brings a significant number of fixes.
Console gamers will see this as ARC Raiders update 1.000.064, and chief among the bugs resolved are those involving Pendola Pass, and not just when it comes to lighting and visibility. The newly introduced grappling hook also saw some fine-tuning, and the Semi-Auto Amplification for the Hairpin is now corrected to deal the proper headshot damage as well.
Also of note, this update also introduces the start of the PvE toggle beta test, which we covered three weeks ago.
ARC Raiders PvE Toggle Beta Kicks Off on October 12 via Patch 1.000.064 | 2.1
ANIMATION
- Fixed an issue where character models would sometimes appear enlarged.
- Fixed an issue where vaulting onto destroyed ARC parts could launch you or debris into the air; vaults on Matriarch, Vaporizer, Hydra, and Firefly remains are now stable.
- Character animations will now have a short cooldown before they swap sides on repeated shoulder swapping.
AUDIO
- Reduced overly loud footstep sounds when outdoors and balanced footstep volume across different surfaces.
- Added clearer visual and audio feedback when melee hits land on weak points, making successful strikes easier to recognize.
- Fixed an issue where shoulder swapping repeatedly could make footsteps audio not play.
- Added sound effects to the Cowboy emote.
- Made several more subtle audio improvements and additions.
ARC
- Frigate hatches now inflict burning damage over time when they open.
- Smoothed collision on Frigate cargo to prevent getting stuck on curved surfaces.
- The Frigate cargo drop has been adjusted to prevent unintended knockouts.
- Fixed unintended interactions between throwables and certain doors on the Emperor.
COSMETIC
- The missing Zenith Outfit toggles will be granted to all players that have completed their fifth Expedition.
- Equipped weapon stencils now display their rarity in the weapon tooltip.
GAMEPLAY
- Fixed an issue where the Broad Shoulders skill did not activate on spawn, preventing sprinting despite being within the increased carry limit; inventory weight now updates correctly after loading in.
- Fixed an issue where the Field Repair skill could fail to work after unlocking it if you had already played a round in the same session. Restarting is no longer required for it to take effect.
- Fixed an issue where the camera would shake violently when another player or vegetation came between the player and the camera while firing.
- Fixed an issue where weight values would initially be calculated incorrectly after loading into a round.
- Fixed an issue where Fight or Flight would incorrectly bypass the penalty from Sprinting on Fumes.
ITEMS
General
- Mobile-Fire Grip Fittings now correctly require Skulker Targeters to research, instead of Skulker Drivers.
- Stamina-restoring consumables can no longer be used while the Sprinting on Fumes cooldown is active.
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- One of the important balancing considerations for Sprinting on Fumes was the penalty that is applied once the ability has ceased. Having items that could bypass that penalty entirely disrupts the intended risk of using the skill.
Grappling Hook
- Made it easier to vault onto ledges and roofs when using the Grappling Hook, especially on Pendola Pass. Auto-vault now triggers more reliably at the top of rope climbs, and ending a swing on walkable ground is more consistent.
- Fixed several issues that occurred when the Grappling Hook let players swing from objects too light to hold their weight.
- Fixed an issue where the Grappling Hook could detach when tethered to fast‑moving objects like the Ballistic Gondola, causing the line to break during lift‑off.
- The Grappling Hook rope now wraps around geometry while the hook is in flight.
- Fixed an issue where Grappling Hooks and Tether Launchers would not release when the player was downed by fall damage.
- Fixed an issue where Grappling Hooks and Tether Launchers with 0 durability would be destroyed instead of broken.
MAPS
General
- Adjusted spawns during Frigate rounds to avoid starting too far from the action under certain circumstances.
- Improved vaulting and traversal on rocky terrain to reduce unintended sliding after climbing.
- Fixed world props in a tunnel sometimes disappearing when viewed from above.
- Improved lighting and reflections in Frigate areas and on Dam Battlegrounds to reduce visual artifacts and improve performance.
- Improved shelter door interactions to prevent players from being squeezed when opening them, with more space provided next to the door.
- Fixed several collision and clipping issues, gaps, and stuck spots across several maps.
Pendola Pass
- Fixed an issue where players could be eliminated despite being inside the Gondola and extracting.
Polished terrain and collision on Pendola Pass—fixed gaps, clipping, and hard-to-traverse spots, reduced visual pop-in, and blocked unintended areas. - Fixed a traversal spot in the Railyard on Pendola Pass where you couldn’t jump up or auto step up as expected.
- Polished Pendola Pass with collision and visual fixes, corrected footstep and impact sounds on station canopies, and improved VFX culling to prevent effects showing through surfaces.
- Adjusted interior snow and terrain blending to prevent landscape from clipping into buildings.
- Adjusted night lighting to be darker with reduced visibility.
- Adjusted ARC Frigate cargo drop points in Pendola Pass to improve accessibility and prevent clipping.
QUESTS
- Fixed quest objective progress bars displaying incorrectly whilst in Speranza.
- Fixed an issue where visiting loot‑icon areas in Pendola Pass did not count toward the “Picking Up the Pieces” quest objective.
- Cinematics for “Sizing Things Up” correctly play after quest completion.
PERFORMANCE
- Reduced memory usage to improve stability on Spaceport, Buried City, and Dam Battlegrounds, with particular benefits on Xbox Series S.
UI
General
- Extended compass and map visibility distance for Gondola markers from 120 to 175 meters.
- Improved placement of pings on the Skulker and Bully when marked from long range.
- In the Weapon Amplification tree, hovering or focusing an upgrade now highlights the path to that node, unless it’s blocked.
- Fixed a bug where spectating could fail to show your squadmates’ HUD info, making it appear they had no Shield.
- Added a new indicator and seen-state tracking for weapon stencils in the customization screen, making newly acquired stencils easier to spot and manage.
Reward Pass
- Fixed an issue where the Reward Pass would not progress correctly. The End-Of-Round Reward Pass screen no longer mistakenly counts milestones from previous rounds.
- Polished the Reward Pass completion screen: updated button labels, fixed an incorrect premium icon on non-upgrade buttons, and adjusted layout to prevent image cropping and text overflow.
- Fixed the Reward Pass tile overstating completed levels and aligned the completion icon and “Completed” label.
- The Reward Pass details screen now shows the name of the active pass.
Outpost
- Fixed an issue where Outpost module recipes would remain in the tracker after installing.
- Added an orange indicator to the Outpost tab when a project step is completed, making new updates easier to spot.
- Fixed an issue where leaving Customization in the Outpost could leave the view out of focus.
- Fixed an issue where exiting decorating in a module room returned you to the base room instead of the room you were editing.
Skill Tree
- Fixed an issue where the Field Salvaging skill could fail to display the right items if unlocked after playing a round in the same session.
- Fixed an issue where camera movement could be prevented if Field Salvaging or Field Repair were interrupted.
- Fixed a bug where End of Round inventory weight and max loadout weight did not reflect character skills like Reduced Weapon Encumbrance or Max Carry Weight.
WEAPONS
- Fixed issue where the Semi-Auto Amplification for the Hairpin did not deal reduced headshot damage.
Don’t forget, the PvE toggle test is only for a week and will end on October 20. So I advise raiders to jump in right now while they still can.
Don’t be surprised to see a hotfix for that be released soon, especially since it’s in the testing phase.
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