OCTOBER MAJOR UPDATE AND 1.1 PATCH NOTES

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WELCOME

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, we’re extremely happy to be back today in order to present you Patch 1.1. 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!

WHEN WILL PATCH 1.1 BE RELEASED?

We’ll be deploying the patch in two phases - first on PC today, Thursday, October 1, and then on Xbox One and PlayStation 4 consoles next week.

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. Previous saves should be 100% compatible.

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.

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PATCH 1.1 IN A NUTSHELL

Following community feedback and reports, as well as our own ongoing QA tests, we’ve identified 5 major pillars around which to concentrate the Dev Team’s efforts for this first update:

  • Game Pacing
  • Crash Fixes
  • Save Files - Backup, Recovery and Repair
  • Eliminating Major Soft Blocks
  • Overall Bug Fixes

We have first improved the game’s pacing 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 eliminated multiple crashes, on all platforms. 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 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.

We have finally resolved major soft blocks (bugs important enough to cause game-breaking or progression-blocking scenarios), as well as fixed numerous other overall bugs and made small balancing changes.

You’ll find most of the 150+ improvements of this update listed in the complete and comprehensive 1.1 patch notes at the bottom of this post.

WHAT’S THIS ABOUT SAVE RECOVERY?

It’s just as it sounds.

We’ve created an in-game tool that will recover/repair any corrupted Player Profile that could’ve been impacted by previous bugs and crashes. In order to protect from any possible future corruption, the Recovery Wizard will now also regularly create backups - which it will then use if needed.

This automated process will present you with special Main Menu prompts, should any corrupted elements ever be detected on your local installation. If this is your case, simply follow the easy on-screen instructions, and you’ll be good to go!

Please note that this is the first version of the Recovery Wizard, and that development work is still continuing on this front, in order to fine-tune further repair/recovery processes. For the moment, we’ve also included a fail-safe in the form of a wipe assistant 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.

WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?

This 1.1 patch marks the title’s first major update, but certainly not the last. 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.

To this effect, we will continue monitoring all community channels in order to gather player feedback, and especially so over the next few days, in order to measure the impacts of this current patch on your experience with the game.

We are also continuing work on a number of other fronts. 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.

If you encounter any errors with this new version, please don’t hesitate to report them on our Steam or Focus Home Interactive Technical Forums - know that we read everything with attention, and that community-driven tickets led to many issues described below being discovered and fixed in this 1.1 patch.

You can also consult our detailed Bug Reporting Guide 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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THANK YOU

As always, thank you very much for your time, and we hope that you’ve enjoyed reading today’s update! The complete 1.1 patch notes also await you below if you are interested (we recommend grabbing a drink and getting comfortable first, though, as they’re quite extensive).

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 - 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,
The Rogue Factor Dev Team

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 CRASHES - CONSOLES

  • (PS4) Fixed a crash that could occur after Fighter Deployment in multiplayer Custom Matches.

  • (PS4) Fixed a crash that could occur and lead to an unresponsive black screen after closing the application.

  • (PS4) Fixed a crash that could occur at the start of Story missions, when exiting to the Main Menu before the system had completed all required disk operations.

  • (PS4) Fixed a crash that could occur in Story Chapter 6 when exiting to the Main Menu while the Mission Objectives are being updated.

  • (X1) Fixed a crash that could occur when another User resumed from Connected Standby during gameplay in 1v1 Skirmish missions.

  • (X1) Fixed a crash that could occur when performing a Constrained User Change during gameplay in Skirmish 1v1 missions.

  • (X1) Fixed a crash that could occur when performing a User Change during gameplay in Story Mode.* (X1) Fixed a crash that could occur when returning to the Main Menu from the Hideout while holding certain D-Pad inputs.

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.

BUG FIXES - CONSOLES

  • (CONSOLES) QoL - Reduced the number of inputs required to join a multiplayer Lobby when accepting a Party invitation from Story Mode.

  • (PS4) Fixed a bug where restricted social features (UGM / Chat) would still be accessible to age-restricted accounts in multiplayer matches.

  • (PS4) Fixed a bug where Story Chapter 2's intro cinematic would be desynchronised from its audio track.

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 Xemanas

@chaton

for consoles:
mid next week will be thursday, the 8th, one whole month since release.

will there be any kind of compensation for the lost time? any sign of good will?

last edited by ThisSucks

Thanks guys, very much appreciated. Looking forward to trying out the update after my next batch of shifts. Keep up the good work, there is a lot of potential here 👍

@ThisSucks Nah, they'll do the typical scummy company crap everyone else does and ignore/deflect the whole idea that releasing a broken game is somehow ok if you patch it later, good job being innovative Focus, real good job.

I reported my shit on psn but not here I guess. I had issues w completing the campaign and not being given the extra infamy, also a bug w game crashing every time I tried doing a new operations besides the first one

@chaton said in OCTOBER MAJOR UPDATE AND 1.1 PATCH NOTES:

We’ve created an in-game tool that will recover/repair any corrupted Player Profile

Goods news, just can't play since 3 day now and just waiting for a patch ( didn't want to buy an beta game but... this is what I had )

Can you please told us more about delete corrupt file ?
I mean, I can't play game since I keep my 3thr gang corrupt data, just can create new gang or play the story but no have heart to deleta again a gang.

So this is my question : Should I keep my corrup data who will be fix next week ( I am on ps4 ) or it's already too late for this fles ?
Second question, what about deleted gang ? we will have them back after the patch note or this one are lose in the warp for eternity ?

Thinks you

last edited by TheBibounde

Hey @TheBibounde,

We recommend to keep your corrupted data. When you launch the game on PS4 next week, the system will automatically detect any corrupted data and ask you if you want a recovery assistant. It should help you get some progress back. Note that this is the first version of the Recovery Wizard and we will keep developing it, in order to improve the process.

Regarding deleted gangs, it will not be recovered by the system.

Hello @gasmask129,

Can you tell us more detail about the issues you are experiencing? Which campaign is it?
For the crash, can you see if that persists after the patch that should arrive next week on PS4?

Thanks.

@chaton thinks for the answer

So you recommend me to not play your game until the newt week.
( I repeat again, I just can create new gang and play the story mode because of the corrupt files, I have to delete them if I want to play)

So I bought your video game 2 weeks ago, and today after lose 30 hours of game you telling me to wait for one week more with my corrupt files and MAYBE in 5 or 7 days I wil can play.

So what do we do ?
I gave you like 40euors to play a video game. 3 weeks later the game still don"t work and you recommend me to just not play your game.

commercially what do we do ?
I did not receive what I bought

tell me what is planned for players who have lost their data.

Thinks

last edited by TheBibounde
  • Boltguns and Heavy Bolters are still not in the equipment pool.

  • The item level in the shop not adjusting is still not fixed.

And while I was testing the new patch, the savegame of my main gang broke and I could not load it anymore (not as bad as I manually back up every change), but in all honesty:

I'm done ALPHA testing this mess, no further reports / logs / savegames from my side. Done with this game. Good night and good luck!

@chaton
It’s completing the campaign like in the infamy menu you get 9 infamy for completing the story completely but my gangs still start operation at 1 infamy as opposed to 10 it should after being awarded the 9 for beating the story.
Anytime I started a gang the initial new operation would be selectable, after completing the first one the game would crash when another operation was selected until it corrupted the save. It was always that way until last night where I couldn’t even start an operation with an Escher gang and corrupted my save as well as it would bug out right after selecting the operation. kinda stuck between just starting a new operation and the infamy screen so that’s why I think it corrupts the game can’t find a a place to start up as it’s in between menus
Also I was doing max level missions before and no Bolters or heavy bolters seemed to be in the lootpool is that also a thing?

When will you fix inverted mouse? You have no idea how hard it is to play the game if a person is used to inverted mouse.

@chaton So what is the compensation to people for your use of them as alpha testers? I have a mind to get the ACCC involved.

@gasmask129,

Thanks for the detail. The issues you pointed out are known by the team. They will be addressed as soon as possible.

We aim to release the patch on consoles this week. Can you tell us if you still experience the same crash issues when the patch is live? Thanks!

@SwordOfJustice this issue has also been passed on to the team. They are investigating.

Its hilarious seeing them skip over all the angry (justifiably) comments and answer exclusively the "soft ball" comments.

Obviously it's not the fault of the poor customer service employees that the company they're just trying to earn a living at is a complete joke inside an industry rife with jokes.

My question is, where's the apology? Is there an official Focus Interactive apology for releasing what was clearly a broken and unfinished product? Why do I see people claiming their request for refunds are being met by deaf ears?

Are they lying or are you guys honestly refusing returns of what is an indefensible mess and not the product advertised?

@venerablemarine said in OCTOBER MAJOR UPDATE AND 1.1 PATCH NOTES:

My question is, where's the apology? Is there an official Focus Interactive apology for releasing what was clearly a broken and unfinished product? Why do I see people claiming their request for refunds are being met by deaf ears?

As appropiate as it is, I would NEVER expect a french to apologize.

Focus Home Interactive is a real bad company.

Considering I had my refund declined I suppose my activity on this forum continues even if on deaf ears. So is this so called "patch" per ready yet.

a whole month has passed.

no patch, just empty promises

@Messedupmillie

It blows my mind they can deny refunds, the game is clearly not a finished product, it wasn't marketed as unfinished, and the company has basically covered their eyes and ears to anyone who isn't happy to eat a brick of dry shit until they finally "fix" (whatever that'll look like) the damn game.

The video game industry is just sad now, dregs like Focus Interactive are allowed to scam consumers of their money and basically nothing is done about it, makes me sad that my favorite hobby is just a cheap buck to greasy suits and a place to explore new shady business practices

Hello,

The patch just went live on PS4. It will come later to Xbox One due to cert process that took longer than expected. We'll try to deliver it as soon as possible. Thank you.

The update, now live PC and PS4, and coming soon to Xbox One, should have fixed a lot of issues reported by the community, and we sincerely hope it lets many of you enjoy the game.

We understand that some of you are unhappy with the situation and the time it took to release the patch, but it's here for most of you now. I'd like to remind everyone here that you have to stay respectful in this forum.

We're sorry for your frustration but this is never a reason to insult other players or community staff. Our forum rules are here if anyone needs a reminder.