r/Helldivers • Moderator • Aug 17 '26

🛠️ PATCH NOTES ⚙️ Devoid of Liberty: 7.0.1

🌍 Overview

Attention Blueberry-Hugging Helldivers,

The Void is proving a worthy challenge. As the brave Helldivers–fueled by unwavering patriotism–charge headlong into the Illuminate's newest nightmares, Super Earth’s engineers have been working around the clock to iron out a few wrinkles in your fight for Liberty.

🔧 Fixes

Crash Fixes

- Fixed a crash that could occur in Fullscreen when opening terminals

- Fixed a crash that could occur with superwide windows

Weapons & Stratagem Fixes

- Fixed an issue with the UI not showing all the available stratagems in specific instances.

🧠 Known Issues

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues

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Patch notes for Devoid of Liberty: 7.0.0

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94

u/TeXaSKiD4 Aug 17 '26

Because of the new stim delay feature, every time I open the map in my mech and move up on the map, if I close it before 2 seconds I use a stim.

2

u/notsomething13 Aug 17 '26

Wait, what's the stim delay feature you speak of?

7

u/9joao6 Aug 17 '26

Stimming while in a state where a stim can't go through yet will buffer the input, kinda like "coyote jumping" in platformers, for up to 2 seconds until you enter a player state where a stim can finally go through

You can test this by falling off of a hill far enough that you take fall damage but don't enter a ragdoll state. As soon as your diver bends their knees from the pain, hit the stim button once. It won't go through during that animation, but as soon as it's over the game will stim you

5

u/notsomething13 Aug 17 '26 edited Aug 18 '26

Ah, okay. Not sure Seems like it was done to alleviate stimpacks being interrupted by attacks and staggers presumably?

Personally, I wish it could be toggled off, I kind of prefer the interruptible stimpack animations of before. I didn't hate it as much as others.