Necromunda: Underhive Wars

Necromunda: Underhive Wars

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chaton Oct 1, 2020 @ 9:04am
1.1 Patch Notes
You can find below the patch notes. Head over to https://steamcommunity.com/games/566440/announcements/detail/2882824752342789572 for more info!


COMPLETE PATCH NOTES (v.1.1.0.X)

PACING IMPROVEMENTS

  • (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.

PROFILE / SAVE CORRUPTION BACKUP, REPAIR AND RECOVERY

  • (GLOBAL) Added a first version of the Recovery Wizard to backup, repair and clean corrupted Saved Profiles and data.

FIXED CRASHES - HIVE

  • (HIVE) Fixed a crash that could occur when trying to load corrupted Gang data.

FIXED CRASHES - COMBAT (GAME MODE SPECIFIC)

  • (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.

FIXED CRASHES - COMBAT (GENERAL)

  • (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.

FIXED BLOCKERS - HIVE

  • (HIVE) Fixed a soft lock preventing players from continuing past the "Improving Fighter Stats" hive tutorial under some circumstances.

FIXED BLOCKERS - COMBAT (GAME MODE SPECIFIC)

  • (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.

FIXED BLOCKERS - COMBAT (GENERAL)

  • (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.

BUG FIXES - HIVE

  • (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.

BUG FIXES - COMBAT (GAME MODE SPECIFIC)

  • (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.

BUG FIXES - COMBAT (MAP SPECIFIC)

  • (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.

BUG FIXES - COMBAT (GENERAL)

  • (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.

BUG FIXES - AUDIO

  • (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.

BUG FIXES - LOCALIZATION

  • (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.

BALANCING CHANGES

  • (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)
Last edited by chaton; Oct 1, 2020 @ 9:09am
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Showing 1-15 of 41 comments
Fricken Oct 1, 2020 @ 2:54pm 
Thx
Weaponmaster 55 Oct 1, 2020 @ 3:08pm 
Look at this right now. What a spectacle!

All the whiny bastards flooding the discussion boards lately, jumping on every post crying about bugs and hating on anyone that doesn't agree with their incessant complaining.

Where are they now?

Something positive appears and there is only one comment in 5 ♥♥♥♥♥♥♥ HOURS, to say "tnx".

Sums up modern gamers completely.

Overly entitled, complaining ♥♥♥♥♥.

On a personal note though:

THANKS DEVS, FOR ALL THE HARD WORK IN THESE TRYING TIMES. I ALREADY COMPLETED THE STORY AND PLAYED OPS, WHILE IT WASN'T PERFECT ITS A GREAT GAME AND THIS UPDATE WILL IMPROVE IT. CAN'T WAIT FOR MORE GANGS AND EXTRA STUFF FOR EXISTING GANGS LIKE CYBER DOGS FOR ORLOCKS. ALSO, PLEASE ADD SPYRERS!!!!
€ndo®phin™ Oct 1, 2020 @ 3:35pm 
Originally posted by Weaponmaster 55:
Look at this right now. What a spectacle!

All the whiny bastards flooding the discussion boards lately, jumping on every post crying about bugs and hating on anyone that doesn't agree with their incessant complaining.

THIS, i totally second to that.
Thanks Devs for your continious work, despite maybe not so sucesfull start. Looking forward to more polishing of your game and of course lot of new gangs & content dlc's in my favorite Necromunda setting. You made my teen dreams from 90' come finally true. :steamhappy:
Last edited by €ndo®phin™; Oct 1, 2020 @ 3:44pm
Ad Hominem Oct 1, 2020 @ 3:58pm 
This game looks pretty awesome but I'm put off by all the negative reviews talking about bugs and such. How is it at this point after launch?
Bababooey Oct 1, 2020 @ 4:01pm 
Originally posted by €ndo®phin™:
Originally posted by Weaponmaster 55:
Look at this right now. What a spectacle!

All the whiny bastards flooding the discussion boards lately, jumping on every post crying about bugs and hating on anyone that doesn't agree with their incessant complaining.

THIS, i totally second to that.
Thanks Devs for your continious work, despite maybe not so sucesfull start. Looking forward to more polishing of your game and of course lot of new gangs & content dlc's in my favorite Necromunda setting. You made my teen dreams from 90' come finally true. :steamhappy:


Do you think the negative reactions helped to spur them into doing something? Praising the game when so little other than art was good was not going to force them to do something. We have yet to see if the patch fixes anything or not. I will give it a try and provide feedback.
MercytheMad Oct 1, 2020 @ 4:09pm 
I think they were working as fast as possible on the patch the whole time, regardless of negative or positive sentiment because they had been made aware of game-breaking bugs and it's their job to fix those.

They said that the detailed bug reports and constructive feedback from the community helped a lot.
Bababooey Oct 1, 2020 @ 4:55pm 
First match post patch they shot one of my guys one time and hit themselves with grenades two times. They still dont fight back.
Weaponmaster 55 Oct 1, 2020 @ 5:16pm 
Originally posted by Bababooey:
First match post patch they shot one of my guys one time and hit themselves with grenades two times. They still dont fight back.

Did you read the patch notes?
Bababooey Oct 1, 2020 @ 5:28pm 
Originally posted by Weaponmaster 55:
Originally posted by Bababooey:
First match post patch they shot one of my guys one time and hit themselves with grenades two times. They still dont fight back.

Did you read the patch notes?


So the appearance of something happening but failure to fix the biggest problem with the game, The AI will not fight back. I have only ever had one ctd my problem is with the AI being a spectator.
BLACKcOPstRIPPa Oct 1, 2020 @ 6:14pm 
Thank you for the work done so far, keep it up:)

Some very good changes, fixing bugs etc
Please keep working on AI aspect though, better choices, like not to run in circles just to return to start location and crouch.
Or run arond and buff their weapon etc and get with in range but then not shoot, and run around to hide. fix those kind of things, AFTER all the game breaking bugs are solved.
The corrupt saves etc, once you guys are certain that resolved AI and new gangs for DLC should be next:)
Ratham Oct 1, 2020 @ 7:15pm 
Originally posted by Weaponmaster 55:
Look at this right now. What a spectacle!

All the whiny bastards flooding the discussion boards lately, jumping on every post crying about bugs and hating on anyone that doesn't agree with their incessant complaining.

Where are they now?

Something positive appears and there is only one comment in 5 ♥♥♥♥♥♥♥ HOURS, to say "tnx".

Sums up modern gamers completely.

Overly entitled, complaining ♥♥♥♥♥.

On a personal note though:

THANKS DEVS, FOR ALL THE HARD WORK IN THESE TRYING TIMES. I ALREADY COMPLETED THE STORY AND PLAYED OPS, WHILE IT WASN'T PERFECT ITS A GREAT GAME AND THIS UPDATE WILL IMPROVE IT. CAN'T WAIT FOR MORE GANGS AND EXTRA STUFF FOR EXISTING GANGS LIKE CYBER DOGS FOR ORLOCKS. ALSO, PLEASE ADD SPYRERS!!!!
Why are there always people like you saying that people complaining about a broken/subpar product they paid for are "entitled"...?
Mogendo Oct 2, 2020 @ 2:15am 
Had one CTD, loaded again and picked up exactly where it left off...so no problems for me :) . Enjoying the game since release.
Last edited by Mogendo; Oct 2, 2020 @ 2:15am
Salinga Oct 2, 2020 @ 4:57am 
CTD in MP 1v1 after use of two Kyros. This Game makes so much fun in MP, hope you get it fixed.
nimrock Oct 2, 2020 @ 7:35am 
Originally posted by Weaponmaster 55:

Something positive appears and there is only one comment in 5 ♥♥♥♥♥♥♥ HOURS, to say "tnx".
Could it be couse few really cares about game after bad launch?
All time peak 3,375
24 hour peak 440.
Less then month from release.
Don`t get me wrong, it is good they are working but playernumbers are rather not promissing.
GooseHammer Oct 2, 2020 @ 8:26am 
Yeah that's great and all but seeing as we have paid to beta test this game essentially, it's hard to be enthusiastic. These are all things that should have been fixed before the game was released and we all know it. Devs, if your corporate overlords give you ♥♥♥♥ for this game being a flop tell them it's their fault for forcing you to release it before it was finished. It gives me no joy to say it, but this game is dead. I'm not mad, I'm just disappointed. Goodbye.
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