Deep below the hive cities of Necromunda, lead, customize and grow your gang in the twisted tunnels of the dystopian Underhive. Face rival gangs in tactical gunfights for power, wealth, survival, and honor.
[img]https://i.imgur.com/t1fR9tr.gif[/img]
[h1]WELCOME[/h1]
Greetings, friends and fellow Necromunda: Underhive Wars players -
We hope this message finds you well.
In the past few weeks, many of you have been asking questions about ongoing development efforts, and when an update would become available for the title. Well, the time is now.
Following last week’s beta-branch deployment test, [b]we’re extremely happy to be back today in order to present you Patch 1.1[/b]. This major update has been in the works from quite some time now and aims, as you’ll discover, to address many of the principal issues that were brought to light since the game’s release on September 8.
And so, without further ado, allow us to dive right into the contents!
[h1]WHEN WILL PATCH 1.1 BE RELEASED?[/h1]
We’ll be deploying the patch in two phases - first [b]on PC today, Thursday, October 1, and then on Xbox One and PlayStation 4 consoles next week[/b].
If your game is set to update automatically, you should now see version 1.1.0.X in the lower corner of the Main Menu. [b]Previous saves should be 100% compatible[/b].
[i]Although the update should be automatic, PC players who have been testing the beta release of this patch in the past few days should now opt out of the beta, and revert to the main branch. [/i]
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[h1]PATCH 1.1 IN A NUTSHELL[/h1]
[b]Following community feedback and reports, as well as our own ongoing QA tests[/b], we’ve identified [b]5 major pillars[/b] around which to concentrate the Dev Team’s efforts for this first update:
[list]
[*] Game Pacing
[*] Crash Fixes
[*] Save Files - Backup, Recovery and Repair
[*] Eliminating Major Soft Blocks
[*] Overall Bug Fixes
[/list]
We have first [b]improved the game’s pacing[/b] by increasing the speed at which players will begin new missions, improving the AI’s decision-making time, as well as reducing the time spent transitioning between turns, rounds and fighters. We’ve also notably removed the final Loot Round in all Exhibition skirmishes, since equipment gains/losses made in this mode do not carry over to the Gang Stash.
We have also identified and [b]eliminated multiple crashes, on all platforms[/b]. To this note, we would like to express a warm thank you to everyone who took the time to reach out and report these in detail - your notes and logs have been a great help.
With these now out of the way, we’ve then created [b]a first version of the automated Recovery Wizard, in order to help people whose saves had previously been affected by these errors to repair and recover their game progression.[/b]
We have finally [b]resolved major soft blocks[/b] (bugs important enough to cause game-breaking or progression-blocking scenarios), as well as [b]fixed numerous other overall bugs[/b] and made small balancing changes.
You’ll find most of the [b]150+ improvements[/b] of this update listed in the complete and comprehensive 1.1 patch notes at the bottom of this post.
[h1]WHAT’S THIS ABOUT SAVE RECOVERY?[/h1]
It’s just as it sounds.
We’ve created an [b]in-game tool that will recover/repair any corrupted Player Profile[/b] that could’ve been impacted by previous bugs and crashes. In order to protect from any possible future corruption, [b]the Recovery Wizard will now also regularly create backups[/b] - which it will then use if needed.
This [b]automated process[/b] will present you with special Main Menu prompts, should any corrupted elements ever be detected on your local installation. If this is your case, [b]simply follow the easy on-screen instructions[/b], and you’ll be good to go!
Please note that [b]this is the first version of the Recovery Wizard[/b], and that development work is still continuing on this front, in order to fine-tune further repair/recovery processes. For the moment, we’ve [b]also included a fail-safe in the form of a wipe assistant[/b] that will give you the choice to revert all game/save files to factory settings, should your save data prove to be unrecoverable even with the Wizard.
[h1]WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?[/h1]
This 1.1 patch marks the title’s first major update, but certainly not the last.[b] The goal of today’s release is to fix most of the major issues brought to light since release, paving the way for future improvements and contents.[/b]
To this effect, we will [b]continue monitoring all community channels in order to gather player feedback[/b], and especially so over the next few days, in order to measure the impacts of this current patch on your experience with the game.
[b]We are also continuing work on a number of other fronts[/b]. Most notably, our team is currently working on new ways to improve gameflow, AI behaviour and overall stability, among others. We’ll be back with more news on these topics in the near future.
[b]If you encounter any errors with this new version, please don’t hesitate to report them[/b] on our [url=https://steamcommunity.com/app/566440/discussions/1/]Steam[/url] or [url=https://forums.focus-home.com/category/338/necromunda-technical-feedback]Focus Home Interactive[/url] Technical Forums - know that we read everything with attention, and that [b]community-driven tickets[/b] led to many issues described below being discovered and fixed in this 1.1 patch.
You can also consult our detailed [url=https://steamcommunity.com/app/566440/discussions/1/2942494909176736182/]Bug Reporting Guide[/url] if you would like to know how to join your logs and save files to your reports - these play a big part in helping us to quickly reproduce, isolate and fix bugs of all kinds.
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[h1]THANK YOU[/h1]
As always, thank you very much for your time, and we hope that you’ve enjoyed reading today’s update! [b]The complete 1.1 patch notes also await you below[/b] if you are interested (we recommend grabbing a drink and getting comfortable first, though, as they’re quite extensive).
[b]We would also like to express our most sincere thanks to all of you for your patience, participation and continued support in the weeks since release[/b] - we are committed to the long-term support of Necromunda: Underhive Wars, and we’ll make sure to continue basing future development efforts on the community’s most valuable feedback.
With this, we wish you all a great upcoming weekend, and we’ll see you in the underhive!
Best regards,
[i]The Rogue Factor Dev Team[/i]
[h1]COMPLETE PATCH NOTES (v.1.1.0.X) [/h1]
[b]PACING IMPROVEMENTS[/b]
[list]
[*] (PACING) Optimized the time required for the AI Fighters to determine their course of action and to end their turn once all actions are completed.
[*] (PACING) Increased speed of all map intro videos by 50%, reducing the waiting time at the beginning of each mission.
[*] (PACING) Increased the speed of teleporting Fighters who end their turn in unsafe areas (such as Zip Line landings, Deployment Zones or others) by 50%.
[*] (PACING) Increased the speed of all camera fades (new Turn, new Round, Fighter Deployment)
[*] (PACING) Removed the End Turn announcement banner on the player’s turn.
[*] (PACING) Completely removed the final Loot Round in all Exhibition Skirmish matches, since no lasting effects to the Fighters or Gang Stash are applied in this mode.
[/list]
[b]PROFILE / SAVE CORRUPTION BACKUP, REPAIR AND RECOVERY[/b]
[list]
[*] (GLOBAL) Added a first version of the Recovery Wizard to backup, repair and clean corrupted Saved Profiles and data.
[/list]
[b]FIXED CRASHES - HIVE[/b]
[list]
[*] (HIVE) Fixed a crash that could occur when trying to load corrupted Gang data.
[/list]
[b]FIXED CRASHES - COMBAT (GAME MODE SPECIFIC)[/b]
[list]
[*] (STORY) Fixed a crash that could occur when loading any Story Chapter with a previously deleted or corrupted Profile.
[*] (STORY) Fixed a crash that could occur when trying to skip Chapter 1's intro cinematic sequence before the loading process was completed.
[*] (OPERATIONS) Fixed a crash that could occur when launching a Retrieval: Archeotech Operation mission in Deadly difficulty.
[*] (OPERATIONS) Fixed a crash that could occur when quitting to the Main Menu during Fighter Deployment in Operation missions.
[*] (OPERATIONS) Fixed a crash that could occur when the player would still be able to switch between Hive tabs, after selecting a mission from the Operations menu.
[*] (MULTIPLAYER) Fixed a crash that could occur to the Client if the Host ended his/her turn while the Client's Strategy View was opened.
[*] (MULTIPLAYER) Fixed a crash that could occur to the Host or Client during Mission Report at the end of a multiplayer session, also disconnecting the other player.
[/list]
[b]FIXED CRASHES - COMBAT (GENERAL) [/b]
[list]
[*] (COMBAT) Fixed a crash that could occur when hitting two or more fighters with the same Frag Grenade.
[*] (COMBAT) Fixed a crash that could occur when starting a turn with a Stunned Fighter.
[*] (COMBAT) Fixed a crash that could occur when the current target got out of Focus.
[*] (COMBAT) Fixed a crash that could randomly occur when firing certain weapons in both solo and multiplayer.
[*] (COMBAT) Fixed a crash that could randomly occur when performing certain actions, in both solo and multiplayer.
[/list]
[b]FIXED BLOCKERS - HIVE[/b]
[list]
[*] (HIVE) Fixed a soft lock preventing players from continuing past the "Improving Fighter Stats" hive tutorial under some circumstances.
[/list]
[b]FIXED BLOCKERS - COMBAT (GAME MODE SPECIFIC)[/b]
[list]
[*] (STORY) Fixed a soft lock allowing fighters to become stuck by jumping outside of the map bounds in Chapter 3.
[*] (STORY) Fixed a soft lock occuring when a Fighter would get stuck in part of the environment after vaulting over a specific object in Chapter 1.
[*] (STORY) Fixed a soft lock occuring when fighters would be unable to jump down from a specific container in Chapter 8.
[*] (STORY) Fixed a soft lock occuring when further actions would be impossible after sabotaging a specific Health Dispenser with a Saboteur in Chapter 3.
[*] (STORY) Fixed a soft lock preventing fighters from dropping/securing Objective Items at certain locations in Chapter 9 and 11.
[*] (MULTIPLAYER) Fixed a soft lock that blocked mission progression when the Host would be unable to end his/her turn after throwing a Cryo-Capsule in certain locations.
[/list]
[b]FIXED BLOCKERS - COMBAT (GENERAL)[/b]
[list]
[*] (COMBAT) Fixed a soft lock occuring in Royal Rumble where the final looting round would never be triggered when a team's last Fighter was put Out of Action.
[*] (COMBAT) Fixed a soft lock occuring when the AI would try to Charge/Ambush a target located on another level with incorrect pathfinding, entering an infinite run animation.
[*] (COMBAT) Fixed a soft lock occuring when the AI's Charge/Ambush pathfinding would be blocked by a character other than the target, entering an infinite run animation.
[*] (COMBAT) Fixed a soft lock occuring when the turn would not end if a Fighter would die from AOE effects while pathfinding to perform an Ambush attack.
[/list]
[b]BUG FIXES - HIVE[/b]
[list]
[*] (HIVE) Fixed a bug allowing free purchases of items from the Shop when the Gang did not have sufficient Credits.
[*] (HIVE) Fixed a bug making it impossible to compare a Lay-Mechanic weapon to the one currently equipped by the Fighter.
[*] (HIVE) Fixed a bug making the Main Menu’s Continue button unusable when pressed right after completing a Story Chapter.
[*] (HIVE) Fixed a bug where AI settings could not be changed in the Custom Match lobby.
[*] (HIVE) Fixed a bug where using the arrow keys to navigate the Custom Match screen would skip the Turn Timer slider.
[*] (HIVE) Fixed various other UI/UX issues affecting certain resolutions and/or panels.
[/list]
[b]BUG FIXES - COMBAT (GAME MODE SPECIFIC)[/b]
[list]
[*] (STORY) Fixed a bug allowing Lay-Mechanics to use the Health Dispensers infinitely and for 0AP in Chapters 11 and 14.
[*] (STORY) Fixed a bug in Chapter 14 where only one character would be able to interact with the deployed Health Dispenser.
[*] (STORY) Fixed a bug in Chapter 14 where the safe area around Deployment Zones would not activate correctly, potentially locking overlapping fighters in place until one was put Out of Action.
[*] (STORY) Fixed a bug in Chapter 15 where enemy reinforcements would keep spawning if the game was saved and reloaded after sealing the doors.
[*] (STORY) Fixed a bug where all audio would be missing when launching Story Mode after forfeiting an Operation mission.
[*] (STORY) Fixed a bug where some voice-over lines would be missing from Chapter 9's outro and Chapter 15's intro cinematics.
[*] (OPERATIONS) Fixed a bug causing the incorrect tracking of House Request progress and rewards in Operations.
[*] (OPERATIONS) Fixed a bug causing the Training Ground facility's Credit rebate not to be applied to the cost of recruiting new fighters.
[*] (OPERATIONS) Fixed a bug where successfully extracting all fighters from Retrieval-type Operations scenario would lead to incorrect results in the Mission Report.
[*] (MULTIPLAYER) Fixed a bug that could prevent the Host and Client from changing teams in a Custom Match lobby.
[*] (MULTIPLAYER) Fixed a bug that would allow fighters to end their turn where another one would later Deploy, blocking both characters until one was put Out of Action.
[*] (MULTIPLAYER) Fixed a bug where a Client would be unable to set his/her status to Ready if the Host had previously cancelled a Matchmaking search.
[*] (MULTIPLAYER) Fixed a bug where Loot/Reward Caskets would not be correctly added to the Gang Stash at the end of Contest skirmishes.
[*] (MULTIPLAYER) Fixed a bug where the Host would be unable to launch the Skirmish mission after inviting a Client in the Custom Match mode.
[*] (MULTIPLAYER) Fixed a bug where the Host would incorrectly receive a "No Gang" warning after being disconnected from a Skirmish mission.
[*] (MULTIPLAYER) Fixed a bug where the Mission Report would not accurately reflect victory/defeat/placement results at the end of a match.
[/list]
[b]BUG FIXES - COMBAT (MAP SPECIFIC)[/b]
[list]
[*] (MAP) Fixed a bug preventing fighters from dropping/securing Objective Items at certain locations on the Container Fort map.
[*] (MAP) Fixed a bug where a Fighter could fall through the ground near the Deployment Point on the Cargo Dome Arena map.
[*] (MAP) Fixed a bug where a Fighter would get stuck in part of the environment after vaulting over a specific object in the Discharge Station map.
[*] (MAP) Fixed a bug where deployed fighters would be spawned at an invalid location on the Discharge Station map.
[*] (MAP) Fixed a bug where the Extraction Zones of the Water Still map would not activate correctly in Secure Area missions.
[*] (MAP) Fixed a bug where the Gear Factorum map's Strategy View (3D Map) would display incorrectly.
[*] (MAP) Fixed a bug allowing fighters to jump through large objects on the Discharge Station and Heat Sink Epsilon 73 maps.
[*] (MAP) Fixed a bug causing one Health Dispenser to be unusable on the Nautica Station map.
[*] (MAP) Fixed a bug making it possible to trigger Overwatch through a wall on the Abandoned Infirmary map.
[/list]
[b]BUG FIXES - COMBAT (GENERAL)[/b]
[list]
[*] (COMBAT) Fixed a bug allowing Fighters to grab Resource Caskets through certain walls in HQ Assault missions.
[*] (COMBAT) Fixed a bug allowing fighters to move items and equipment to/from the inventory while Stunned.
[*] (COMBAT) Fixed a bug causing previously Out of Action Fighters that were now revived to keep the Heavily Wounded debuff.
[*] (COMBAT) Fixed a bug causing some effects to be missing from the Cellular Reconstruction Serum Item.
[*] (COMBAT) Fixed a bug causing the appearance of debug spheres while choosing a target location for the Death From Above skill.
[*] (COMBAT) Fixed a bug causing the incorrect display of "0%" as the chance-to-hit for the Machine Strike skill.
[*] (COMBAT) Fixed a bug causing the MP/AP costs of looting bodies and equipment not being displayed.
[*] (COMBAT) Fixed a bug causing the Weapon Cleaning Kit item to be unusable.
[*] (COMBAT) Fixed a bug preventing fighters from dropping Objective Items within the radius of active Aura skills.
[*] (COMBAT) Fixed a bug preventing players from equipping looted weapons to a Fighter's right hand when using a GamePad.
[*] (COMBAT) Fixed a bug that could prevent players from displaying the Tactical Overlay (X-Ray view) after using certain Interactable Objects.
[*] (COMBAT) Fixed a bug that could prevent players from displaying the Unavailable Skills info-panel.
[*] (COMBAT) Fixed a bug where Aura buffs would not be applied to allied fighters entering the radius after the initial activation.
[*] (COMBAT) Fixed a bug where Gangs could earn a "Decisive Victory" even if all their fighters were put Out of Action by environmental damage on certain Secure Area missions.
[*] (COMBAT) Fixed a bug where some Objective Markers would be missing from the Strategy View when reloading a Retrieval: Weapon Prototype mission.
[*] (COMBAT) Fixed a bug where the aiming of melee/ranged skills would be incorrectly blocked by a corpse lying between the attacker and the target.
[*] (COMBAT) Fixed a bug where upgrading the Orlock variant of the Chain Hit Brawler skill would render it unusable in future missions.
[/list]
[b]BUG FIXES - AUDIO[/b]
[list]
[*] (AUDIO) Fixed a bug where no sound and an incorrect animation would be played if rappelling down from a ledge framed by a low wall.
[*] (AUDIO) Fixed a bug where some sound effects would not be triggered on the AOE hazards created by Sabotaged Control Stations.
[*] (AUDIO) Fixed a bug where the reverb layer would be missing from Zip-Line interactions.
[/list]
[b]BUG FIXES - LOCALIZATION[/b]
[list]
[*] (LOCALIZATION) Fixed a bug causing the incorrect description of the Order: Planning skill's buff effects.
[*] (LOCALIZATION) Fixed a bug causing the incorrect description of the Ranged/Melee Specialist talent effects.
[*] (LOCALIZATION) Fixed a bug displaying a missing string in the Pistol Expert talent's buff description.
[*] (LOCALIZATION) Fixed a bug displaying placeholder variables in the Gang Stash's description of looted consumable items.
[*] (LOCALIZATION) Fixed a bug incorrectly indicating +MP instead of +AP in the Joltseed item's description.
[*] (LOCALIZATION) Fixed a bug on a tutorial incorrectly indicating that AP and MP were refunded when cancelling previously-activated Stances.
[*] (LOCALIZATION) Fixed a bug where changing the game's language while in a Skirmish mission would not update the Objectives panel.
[*] (LOCALIZATION) Fixed various other small localisation/translation issues in all languages.
[/list]
[b]BALANCING CHANGES[/b]
[list]
[*] (WEAPON) Fists: Critical Hit Chance (5% -> 3%), Hit Precision (-25% -> -15%), Dmg Spread (50% -> 35%), Power (75 -> 50)
[*] (WEAPON) Hand Flamer: Power (80 -> 85)
[*] (WEAPON) Flamer: Dmg Spread (15% -> 10%), Power (90 -> 95)
[*] (WEAPON) Cryo Gun: Dmg Spread (15% -> 10%), Power (100 -> 110)
[/list]