Necromunda: Underhive Wars - mzulftna



WELCOME

Greetings, friends and fellow Necromunda: Underhive Wars community members -

We hope that this message finds you well.

It is with great pleasure that we’re back today with a fifth major Necromunda: Underhive Wars update, Patch 1.4.4.2, which notably adds a brand new Fighter career, the Servo-Tech - free for all owners of the game and available to Gangs from all 5 playable Houses!

Before moving on to the 1.4.4.2 patch notes (which are, as always, listed at the end of this post), let’s dive in and see how this new playable Fighter career will shake up the underhive’s brutal gang warfare dynamics!


INTRODUCING A BRAND NEW FIGHTER CAREER : THE SERVO-TECH

Capable of hacking into dome subsystems, Servo-Techs use gadgets and their versatile Servo-skull to manipulate the battlefield from a safe distance.

Fighters from this sixth playable career have entered the underhive - ready to bolster the ganger forces of Houses Goliath, Orlock, Escher, Van Saar and Cawdor! Armed with devastating Shock Whips and Manglers, as well as the dreaded Voltaic Pistol and Needle guns (in both Pistol and Rifle variants), Servo-Techs are formidable foes capable of occupying both offensive and support roles on the battlefield.

The signature Servo-skull that constantly hovers around these fighters plays a big part in their fighting capabilities, acting as a flying servitor that provides Servo-Techs with the ability to reach both friends and foes across different elevation levels, through impassable chasms, and even around walls - with some of its abilities using a special type of targeting (and aerial maneuverability) that can even bypass the need for direct line-of-sight!

As well as shaking up existing crew synergies, battlefield tactics and strategies with their 21 brand new skills and 5 new weapons, these tech-savvy fighters also bring their host of new cosmetic options, further extending your ability to create a truly unique underhive fighting force!

The addition of the Servo-Tech fighter career should come automatically with the new 1.4.4.2 patch, without the need for any manual operation on your part. Existing saves should be 100% compatible with today’s update, meaning you’ll be able to recruit Servo-Techs to any and all of your current Gangs, provided these still have free slots in their active or reserve crews.



SKULLS FOR THE SKULL THRONE EVENT SALE BEGINS TODAY

Today’s fifth update and Servo-Tech release also coincide with the annual Skulls for the Skull Throne celebration. This week-long event has always heralded big discounts and new content drops for many titles of the Warhammer and Warhammer 40,000 universes, and this year’s edition is no different.

Starting today until June 10th, Necromunda: Underhive Wars’ base game will receive a 60% discount on Steam, with the Cawdor Gang and Van Saar Gang DLCs both also receiving their own price reductions.



THANK YOU!

This concludes today’s fifth major update, and we sincerely hope you’ll enjoy playing around with new Servo-Tech builds and Gang compositions!

While this patch should install automatically as soon as you update your game, don’t hesitate to reach out to us via the game’s Steam or Focus Home Interactive Technical Forums should you experience any issue.

As always, we would like to take a moment in order to express our heartfelt thanks to all community members for your time, continued support and interest in Necromunda: Underhive Wars.

We wish you all a wonderful day, and we leave you with the complete 1.4.4.2 patch notes below.

See you in the underhive!

Best regards,
- The Rogue Factor Dev Team


COMPLETE PATCH NOTES (v.1.4.4.2)

FIXED CRASHES - HIVE
  • (HIVE) Fixed a rare crash that could randomly occur when launching an Exhibition game.

FIXED CRASHES - GAME MODES
  • (MULTIPLAYER) Fixed a crash that could happen to the game host when a guest player would open their inventory or forfeit the match during the last milliseconds of the turn timer.
  • (MULTIPLAYER) Fixed a crash that could happen when playing two consecutive multiplayer matches against the same matchmaking opponent.

FIXED CRASHES - GENERAL
  • (MISSION) Fixed a crash that could occur when killing a Fighter carrying one or more Objective Items.
  • (MULTIPLAYER) Fixed a crash that could happen when a Fighter tried extracting from a map during the last second of the turn timer.

FIXED BLOCKERS - GAME MODES
  • (STORY) Fixed a soft block that could occur when activating a specific elevator in Story Chapter 7. Fighters already on the elevator would become stuck, preventing them from ever reaching the extraction zone.
  • (STORY) Fixed a bug (and potential soft block) that could occur when a specific elevator would eject a Fighter in Story Chapter 12, potentially leading to that character falling out of the map's bounds.

FIXED BUGS - HIVE
  • (STATS) Fixed a bug that would happen when two identical implants would be equipped by the same Fighter. Removing one of these implants would incorrectly cause both of their effects to be removed.
  • (TASKS) Fixed a bug that could prevent the completion of the "Juve Roster 1" Infamy Task.
  • (COSMETICS) Fixed a bug causing some female Cawdor belt choices to include some invisible (but solid) vertices that would interfere with the physics of the character's loin cloth.
  • (SKILLS) Fixed a bug that could prevent the Hydraulic Slam skill from appearing (and being selected) in the Skill Selection Menu after unlocking it.

FIXED BUGS - GAME MODES
  • (STORY) Fixed a bug that would cause Vex's dialogue box to disappear when activating the elevator during Tessera's dialogue, in Story Chapter 3.
  • (MULTIPLAYER) Fixed a game state bug that would cause various animations to trigger a bit too soon.
  • (OPERATION) Fixed a bug causing some resources gained during the last Operation to be carried over to a new one.

FIXED BUGS - MAP SPECIFIC
  • (MAP) Fixed a bug causing the "Jump" action to become available at invalid locations along one of the borders of the Nautica Station map.

FIXED BUGS - GENERAL
  • (UI / COMBAT) Fixed a bug that would prevent a Fighter's stat panel from properly refreshing after being targeted by an Initiative buff.
  • (UI / COMBAT) Fixed a bug preventing an enemy Fighter's active buffs/debuffs from correctly being listed until the Player would hover over this character with the reticle an active-targeting ability.
  • (UI / COMBAT) Fixed a bug causing the incorrect feedback icon to appear after performing the Hit and Run skill.
  • (UI / OBJECTIVES) Fixed a bug causing the incorrect display of the text from some mission objectives involving the gathering of Objective Items.
  • (LOCALIZATION) Fixed various localization and translation issues.



Necromunda: Underhive Wars - mzulftna



Greetings, friends and fellow Necromunda: Underhive Wars players!

As always, we hope that this message finds you well.

Following last month’s fourth Major Update, we’re back today with a small-yet-important hotfix that was requested by multiple community members, in response to the possible corruption of some (generally older) Commander Profiles.

Since this particular piece of save game data holds information about all completed Infamy Tasks, as well their associated Infamy Points, we thought it important to provide all players with an optional tool that will - should the need arise - allow you to repair and reinitialize said Commander Profile.



A TOOL TO REINITIALIZE AND RECALCULATE INFAMY POINTS


What is this tool for?

The Commander Profile is at the heart of your Necromunda: Underhive Wars experience. It is the system that continuously monitors and tracks the completion of Infamy Tasks, in order to award their associated (and most useful) Infamy Points.

In some instances (especially in older saves), it is possible for corrupted data to have been introduced over time within the Commander Profile, and to interfere with the normal game flow. If this is your case, you may have noticed some Infamy Tasks failing to register as complete (even though their achievement conditions have been met), or that some of the associated Infamy Points have not been granted as they should’ve been.

If this is your case, you might want to recalculate your Infamy Points (but do so only if needed - please read on).

How does it work?

The new optional tool will first delete, then entirely rebuild a player’s Commander Profile, which contains a list of all completed Infamy Tasks and their associated Infamy Points.

In doing so, the tool will repair any existing profile corruption and attempt to reallocate previously gained Infamy Points. Gang saves themselves will be unaffected.

DISCLAIMER - Limits of the repair tool

Because of how the system tracks progression, some Infamy Tasks cannot be recovered, and have to be reinitialized entirely.

These will be reset to their default values (as if the title was booted for the very first time), and it will be possible to reobtain their associated Infamy Points by playing the game and meeting their unlock conditions once more.

In other words, don’t use this tool unless you have to. It’s normal for spent Infamy Points to be momentarily unavailable if you have previously forfeited an Operation - these will be returned to you when you next complete a new Operation. You should not use the repair tool to try and circumvent this system, unless you’re ready to re-unlock some Infamy Tasks from scratch.

How to use the Commander Profile Repair tool?

Launching the tool is really easy:

  1. Launch the game
  2. From the Main Menu, head over to Options
  3. Navigate to the Gameplay Options. You’ll find the button at the bottom of the tab.
  4. That’s it! Once the operation is complete, you’ll be returned to the Main Menu.


THANK YOU!

This concludes today’s small hotfix update - we hope this new tool will be useful to those of you who might have experienced issues with the tracking of Infamy Tasks and Points in the past.

As always, we would like to take a moment and express our gratitude to all community members for your time, patience and continued support - we truly appreciate your most valuable participation and feedback, and we’ll be back soon with more Necromunda news!

Until next time, stay safe everyone, and we’ll see you in the underhive!

Best regards,

The Rogue Factor Dev Team




Necromunda: Underhive Wars - mzulftna


Greetings, friends and fellow Necromunda: Underhive Wars players -

As always, we hope that this message finds you well.


It is with great pleasure that we’re back today with a fourth Major Update, Patch 1.3.4.6, which brings a host of community-requested AI improvements and bug fixes for all owners of the game.

As with its December counterpart, this new update also introduces a brand new faction to the underhive - the unwavering zealots of House Cawdor!

And so, without further ado, let’s dive right in!



CAWDOR DLC: ENTER THE CULT OF THE REDEMPTION AND THEIR LITANIES OF VIOLENCE
The Cawdor bring a fanatical bent to Necromunda: Underhive Wars’ explosive vertical combat, and acquiring this DLC will allow you to take control of these ferocious cultists in both Operations, Skirmish and Multiplayer game modes.

Bound by their beliefs and forever hiding their faces behind elaborate masks, Cawdor zealots will shrug off pain and blows that would cripple other fighters, maintaining their full battle capabilities even when grievously wounded.

These battle-hardened fanatics also come packing their unique and iconic looks, weapon skins, House perk and, of course, numerous combat skills. As always, you’ll be able to customize every gameplay and cosmetic aspect of this new force, ranging from their armor pieces, weapons, consumables, color schemes, and much more!


As before, players who do not own this DLC will still be able to face off against human or AI-controlled Cawdor opponents, bringing new content to all Necromunda: Underhive Wars community members.



PATCH 1.3.4.6 SUMMARY


Patch 1.3.4.6 follows a tested-and-proved formula you should now be familiar with, if you’ve followed our previous October, November and December Major Updates.

Along with the new Cawdor DLC, Necromunda’s Dev Team has once again prioritized community feedback and reports in order to continue iteration on the experience.

This new patch also brings much requested AI improvements, with a special focus on enemy aggressivity. Indeed, we’ve been hard at work rethinking some of the decision-making algorithms to make big and small tweaks that will make a big difference in the general threat that AI-gangs will pose to their rivals (both human and other AIs), notably:

  • AI Fighters will now favor attacking enemies over buffing allies.
  • AI Fighters are now less likely to buff themselves if this cannot be immediately followed up by an offensive action.
  • AI Fighters with long-range capabilities will now seek to maintain an optimal distance from their foes, in order to maximize both their offensive and defensive capabilities.
  • AI Fighters will no longer spend AP on some environment interactions that provide no immediate use/benefit to them or their teammates.
As with all previous patches, we’ve also put a lot of effort into removing various reported crashes, soft blocks and numerous bugs on all platforms - the complete list of which can be found in the exhaustive 1.3.4.6 Patch Notes below.



WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?


With this fourth major patch and second DLC now live, our team is now working on a new piece of content that will benefit all owners of the game, and all existing gangs. We’ll be back with more details on this upcoming update in the near future.

In the meantime, if you encounter any errors with this new game version, please don’t hesitate to report them on our Steam or Focus Home Interactive Technical Forums, where we continue to monitor all community-driven tickets with attention.

As always, we also invite you to consult our detailed Bug Reporting Guide if you would like to know how to join your logs and save files to your reports - these continue to play an important part in our post-launch support activities, and we thank you for your participation!




THANK YOU!

This concludes today’s update. Once again, we would like to complete today’s update post by saying a heartfelt thank you to all community members for your time, patience and continued support - we truly appreciate your most valuable participation and feedback, and we hope you’ll thoroughly enjoy today’s new update and Cawdor DLC!

As is now tradition, we’ve compiled the complete 1.3.4.6 patch notes below for your reading pleasure.

We wish you all a wonderful day or evening, and we’ll see you in the underhive!

Best regards,
The Rogue Factor Dev Team

COMPLETE PATCH NOTES (v.1.3.4.6)


SAVE FILES / DATA INTEGRITY IMPROVEMENTS

  • (SAVES) Fixed a rare bug where a gang's save file could be deleted when force-quitting the title right after completing a Conquest mission.

AI IMPROVEMENTS

  • (AI) AI fighters are now generally more likely to favor attacking enemies rather than buffing allies, in order to generate more challenge from AI gangs.
  • (AI) When low in remaining Action Points, AI fighters are now more likely to favor attacking enemies rather than buffing themselves with skills such as Tune-Up.
  • (AI) AI fighters are now less prone to buffing themselves if doing so cannot be immediately followed up by an offensive action.
  • (AI) AI fighters should no longer attempt to end their turn (or adopt an Overwatch/Ambush Stance) in unsafe zones.
  • (AI) AI Deadeyes will now attempt to maintain a safe distance from their foes, in order to take advantage of their long-range offensive capabilities.
  • (AI) AI Lay-Mechanics will no longer spend Action Points to perform the Tinkerer skill in order to repair Zip Line Connections which they do not intend to use.

BALANCING CHANGES

  • (XP) Using the "Controlled Memory Wipe" will now cause fighters to lose an amount of XP equivalent to all gains made by previously learning and upgrading that skill.
QUALITY-OF-LIFE CHANGES

  • (UI) Fixed some inconsistencies between different message prompts during the different stages of Fighter Deployment.

FIXED CRASHES - GAME MODES

  • (CONQUEST) Fixed a crash that could occur after starting and abandoning multiple successive missions in Conquest.
  • (MULTIPLAYER) Fixed a crash that could occur to a client after ending their turn in very specific conditions.
  • (MULTIPLAYER) Fixed a crash that could occur to a client at the Mission Recap panel after the host would forfeit a multiplayer match.
  • (MULTIPLAYER) Fixed a crash that could occur to the host when any player would attempt to use a "Build" skill during the very last second of their turn timer.
  • (MULTIPLAYER) Fixed a crash that could occur when trying to examine another client's player profile during a 1v1v1 match.
  • (MULTIPLAYER) Fixed a rare crash that could occur to the host after a client's fighter would attempt to use the "Tinker" skill on a Zip Line, under very specific circumstances.
  • (STORY) Fixed a crash that could occur after completing the final objective in Story Chapter 15.
  • (STORY) Fixed a crash that could occur after selecting the "Save and Return to Main Menu" option in Story Mode.
FIXED CRASHES - GENERAL

  • (COMBAT) Fixed a crash that could occur after an objective-carrying fighter would be put Out of Action in certain Retrieval scenarios.

FIXED BLOCKERS - GAME MODES
  • (MULTIPLAYER) Fixed a desync issue that could occur when a player's fighter would walk after triggering the grenade launching stance/reticle, potentially causing some clients to enter a soft-lock state.
  • (STORY) Fixed a rare bug that could cause a soft lock in Story Chapter 9 by preventing the Objective Crates from correctly spawning on the train.
  • (STORY) Fixed a rare bug that could cause a soft lock in Story Chapter 3 by preventing the Objective Toolbox from correctly spawning in.

FIXED BLOCKERS - GENERAL
  • (COMBAT / AI) Fixed a soft lock that could occur when a fighter's Ambush state would be triggered and be unable to successfully complete.
  • (LOADING) Fixed a rare soft lock that could occur when reaching 50-51% of the loading process for Story missions or new Operations with profiles meeting some specific conditions. This could sometimes also lead to a title crash.
FIXED BUGS - HIVE
  • (CUSTOMIZATION) Fixed a bug causing a broken fighter model to be momentarily displayed when choosing Gang Colors in the customization screen.
  • (CUSTOMIZATION) Fixed a bug where stressing the customization screen's "Randomize" button could result in some overlapping assets.
  • (HIVE / HIRING) Fixed a bug causing the "Curious" and "Protean" traits to be generated on too many fighters.
  • (HIVE / STATS) Fixed a bug causing some defeated fighters to be counted twice in the Gang Stats screen.
  • (HIVE / STATS) Fixed a bug preventing certain Gang Stats from being recorded properly in specific circumstances.

FIXED BUGS - GAME MODES
  • (CONTEST / PC) Fixed a bug allowing PC players to Alt+F4 out of the game to avoid consequences of Matchmaking/Skirmish Contest missions.
  • (MULTIPLAYER) Fixed a bug allowing empty chat messages to be sent on PC.
  • (MULTIPLAYER) Fixed a bug causing clients to receive an incorrect "Invalid Crew" warning popup when returning to the Hive after Skirmish or Contest missions.
  • (MULTIPLAYER) Fixed a bug that could cause client desynchronization during either host or AI turns in some specific situations.
  • (MULTIPLAYER) Fixed a bug that could cause Objective Items to disappear (for client players) after being dropped by an Out of Action fighter.
  • (MULTIPLAYER) Fixed a bug that could cause some Objective Items to duplicate when picked up by a fighter in Retrieval missions, allowing the duplicated item to be picked up as well.
  • (OPERATIONS) Fixed a bug causing the "Neuro-inhibitor" item to apply its XP bonus to player-controlled fighters after missions in which only AI gangs would participate.
  • (OPERATIONS) Fixed a bug preventing the system from correctly registering resources stolen by players from an enemy gang during HQ Attack missions.
  • (OPERATIONS) Fixed a bug that could prevent certain Gang Stats from being properly recorded at the end of an Operation.
  • (OPERATIONS) Fixed a bug that could prevent the turn-by-turn autosave function from properly completing in certain Scenarios, also causing its visual indicator to permanently remain on screen.
  • (STORY / UI) Fixed a bug causing unknown items to be visible in the Strategic View (Map) in Story Chapters where fighters were auto deployed.
  • (STORY) Fixed a bug that could cause some abnormally long loading times after completing the Intro Cinematic of some Story Chapters, under very specific conditions.
FIXED BUGS - HOUSE SPECIFIC
  • (ORLOCK) Fixed a bug causing an animation jank (frame skip) when Orlock fighters would run into floor traps.
  • (VAN SAAR) Fixed a bug preventing Van Saar fighters from receiving their House's Maximum Stat bonuses.
  • (VAN SAAR) Fixed a bug preventing players from picking custom Van Saar hair/tattoo colors after previously randomizing them.
  • (VAN SAAR) Fixed a bug causing the names of some female Van Saar fighters to be displayed entirely in lowercase.
  • (VAN SAAR) Fixed a bug sometimes causing the visual flickering of the Van Saars' data tether (techno ponytail).
FIXED BUGS - MAP SPECIFIC
  • (INTERACTABLES) Fixed a bug preventing fighter interactions with a single Zip Line Connection on the Chemical Pools map.
  • (INTERACTABLES) Fixed an interaction bug while closing a specific Door (after previously opening it in the same turn) on the Discharge Station map.
FIXED BUGS - GENERAL
  • (ANIMATION) Fixed a bug causing the wrong animation to be triggered by certain House Variants of the "Intimidation" skill.
  • (CAMERA) Fixed a bug causing the camera to adopt an incorrect position at the end of a mission.
  • (COLLISIONS) Fixed a bug causing Objective Crates and/or Caskets to float in the air after stacking (dropping) two of them on top of one another, then picking up the object at the bottom.
  • (COLLISIONS) Fixed a bug causing weird interactions between dropped Objective Items and moving Elevators.
  • (COLLISIONS) Fixed a bug with the bottom collider of a specific 3D prop that could allow a fighter's Overwatch reaction to be triggered through the floor or ceiling.
  • (COMBAT) Fixed a bug sometimes preventing the Engagement circles of different fighters to properly collide, especially when at different heights (on ramps, stairs, etc.).
  • (COMBAT) Fixed a bug that could trigger an Unsafe Zone warning when trying to confirm a Forfeit during Conquest missions.
  • (EQUIPMENT) Fixed a bug preventing the "Neuro-inhibitor" item from properly applying its XP bonus to a fighter at the end of a mission.
  • (OBJECTIVES) Fixed a bug that would cause a player to be ranked in 2nd place after extracting with the objective in Retrieval: Archeotech missions while an AI fighter would be holding a Salvage Casket.
  • (SKILLS) Fixed a bug allowing fighters to perform the "Death from Above" while targeting an area on their current elevation. This could sometimes even lead the fighter to stun itself after landing in the skill's AoE zone.
  • (SKILLS) Fixed a bug allowing the use of the Leader's "Heroic: Barrage" ability for 0 Action Points in certain specific situations.
  • (SKILLS) Fixed a bug causing the "Build: Roaring Forge" skill to cost the same amount of AP at ranks 2 and 3.
  • (SKILLS) Fixed a bug causing the "Gatling Frenzy" debuff to be only applied by the skill's first shot.
  • (SKILLS) Fixed a bug incorrectly allowing players from selecting a fighter's hand from which to perform the "Machine Strike" skill.
  • (SKILLS) Fixed a bug incorrectly causing a fighter's "Gunpoint Affinity" passive buff to be applied when targeted by an enemy's Overwatch attack.
  • (SKILLS) Fixed a bug preventing the "Heavy-Footed" passive skill effects from correctly triggering.
  • (SKILLS) Fixed a bug preventing the Saboteur's "Homemade 'Nade" skill from properly dealing damage to Barricades.
  • (VFX) Fixed a bug preventing blood splatter VFXs from correctly triggering when using Fist and Drill melee attacks with female Lay-Mechanics of the Orlock, Escher and Van Saar houses.
  • (WEAPONS) Fixed a bug that would reset the Heat level of some Plasma weapons when storing them in a fighter's Backpack.

FIXED BUGS - MISC
  • (LOCALIZATION) Fixed various localization and translation issues.
  • (LOCALIZATION) Fixed the incorrect description of the contents of some post-match Reward Crates.
  • (UI) Fixed a bug causing the "Toggle Free Camera" prompt to sometimes remain visible after opening the Strategic View.
  • (UI) Fixed a bug causing the Weapon Jam indicator to sometimes remain visible after switching fighters.
  • (UI) Fixed a bug causing the "Your Turn" or "Deployment Phase" indicators to sometimes remain visible (in very low opacity) after their removal animation.
  • (UI) Fixed a bug sometimes preventing the appearance of damage indicators when using Melta weapons.
  • (UI) Fixed a bug causing players to see the targeting reticle turn red (indicating an enemy) while hovering their aim over one of their own turrets.
  • (UI) Fixed a bug where opening the buff panel while aiming the skill "Aimed Shot" would result in the panel to keep opening and closing when switching between targets.
  • (UI) Fixed a bug causing a misalignment of the gang members' icons in the Fighter Deployment screen.
  • (UI Fixed a bug causing an HTC (hold to confirm) prompt to appear in the inventory when quickly switching between the End Turn and Inventory actions.
Necromunda: Underhive Wars - mzulftna
Greetings!

We are delighted to reveal that House Cawdor is going to war on February 16 as the second gang DLC of Necromunda: Underhive Wars!

This ferocious cult of battle-hardened fanatics is ready to convert and conquer the Underhive!



Ward off battle damage as you carry the Cawdor’s prophecy of universal destruction.

The Cawdor bring a fanatical bent to the action-packed, vertical shootouts in Necromunda: Underhive Wars in both single and multiplayer modes. Bound by their beliefs and forever hiding their faces behind elaborate masks, Cawdor zealots will shrug off blows that would cripple other fighters, maintaining their full battle capabilities even when grievously wounded.



Cawdor fighters also allow for the same suite of heavy gameplay and cosmetic customization as all other gangs. Recruit, customize and grow these mysterious cultists to create a truly unique and dangerous gang through your own choices of careers, perks, skills, armor pieces, weapons, consumables, color schemes, and much more!



The arrival of the Cawdor gang follows on from the release of the Van Saar gang and several major patches, as part of Necromunda: Underhive Wars’ post-launch support.

Necromunda: Underhive Wars is available now on PC. The Cawdor Gang will be released on February 16.
Necromunda: Underhive Wars - Netheos


Greetings, friends and fellow Necromunda: Underhive Wars players -

As always, we hope that this message finds you well.

It is a huge pleasure for us to be back today with the game’s third Major Update, Patch 1.2.4.2, which one again brings a host of improvements and fixes to the game, as well as introducing a brand new faction, the techno-clad fighters of House Van Saar!

https://youtu.be/gei6RRpF70I
We're also happy to celebrate this release with a 40% discount, and an additional discount of 10% for all owners of Mordheim: City of the Damned!

As usual, we’ve got lots to cover in today’s post and accompanying patch notes, so grab your favorite beverage, make yourself comfortable, and let’s dive right in!



VAN SAAR DLC: NECROMUNDA’S TECHNOLOGICAL POWERHOUSE JOINS THE BATTLE!

The agents of House Van Saar are the latest to join the fray in the violent depths of the underhive! Flaunting high-tech weaponry and unprecedented discipline, Van Saar fighters are also clad in signature protective suits that increase their regenerative capabilities and allow them to ward off damage, making them a fearsome force on the battlefield.

Acquiring this DLC allows you to take command of the Van Saar gangs, who come packing their unique looks, weapon skins, House perk and numerous combat skills. Lead these advanced fighters in both the Operations and Multiplayer game modes, where you will be able to recruit, grow, manage and customize all aspects of your new forces.

Driven by their House’s wealth and techno-doctrine, Van Saar fighters will strive to dominate the competition through advanced tactics – controlling the ebb and flow of the battle with their ranged firepower and unique ability to deploy devastating plasma turrets.

Players who do not own this DLC will still be able to face off against human or AI-controlled Van Saar opponents, bringing new content to all Necromunda: Underhive Wars community members.

https://store.steampowered.com/app/1437130/Necromunda_Underhive_Wars__Van_Saar_Gang/



PATCH 1.2.4.2 SUMMARY

Patch 1.2.4.2 follows a formula you should now be familiar with, if you’ve followed our previous October and November Major Updates.

Along with the new Van Saar DLC, the Dev Team has continued to focus on community feedback and reports, as well as internal QA tests, in order to continue iteration on many aspects of the experience.

We’ve continued working on the AI and game pacing by making further improvements to the bots’ overall decision-making processes, as well as reducing the time required for these to be completed. AI fighters will now also make notably better tactical decisions in Retrieval missions, perform better pathfinding calculations, as well as display improved accuracy when throwing grenades and other explosives.

As before, we’ve also put a lot of effort into removing various reported crashes, soft blocks and numerous bugs on all platforms - the complete list of which can be found in the detailed 1.2.4.2 Patch Notes below.



RELEASE WINDOWS

If you’re reading this message, the 1.2.4.2 update should already be LIVE. Release times for the Van Saar DLC contents are shown on the image above.

If your game is set to update automatically, you should now see version 1.2.4.2 in the lower corner of the Main Menu. Previous saves should be 100% compatible.



WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?

With this third Patch and first DLC now fully deployed, our team has already started working on yet another Major Update, which should arrive in early 2021.

Our plan is to continue making fixes and improvements to the base game, while also bringing even more new contents. As always, community feedback and reports will remain one of the main driving vectors behind future development efforts.

We’ve also been told of mysterious disappearances taking place in the lower levels of Hive Primus - whispers of entire patrols - and even fully armed, veteran gangers - simply vanishing in the darkness of its lawless depths.

While these occurrences are not, per se, unusual, they seem to coincide with the reported discoveries of more and more cryptic scrawlings, and of the growing echoes of strange chants sometimes being heard reverberating through the halls of the underhive’s abandoned manufactorums. Denizens of all Sectors are, however, ordered to pay no heed to these seditious rumours and to maintain all production quotas - failure to comply being, of course, subject to severe punishment.

We’ll be back with more details on future Necromunda: Underhive Wars updates after the holidays. In the meantime, if you encounter any errors with this new game version, please don’t hesitate to report them on our Steam or Focus Technical Forums, where we continue to monitor all community-driven tickets with attention.

As always, we also invite you to consult our detailed Bug Reporting Guide if you would like to know how to join your logs and save files to your reports - these have played a huge part in helping us quickly reproduce, isolate and fix bugs of all kinds since launch.



THANK YOU!

Once again, we would like to sincerely thank all community members for your time and continued support - we’ve made a lot of progress since the game’s release back in September, and we’ll continue to do so in the coming month. We truly appreciate your patience, participation and most valuable feedback!

We sincerely hope that you’ve enjoyed reading today’s update, and that you’ll love all the improvements this new patch brings to the game - not to mention commanding the high-tech forces of House Van Saar!

Before leaving you with the complete 1.2.4.1 patch notes below, we would finally like to take a moment to wish each and every one of you a wonderful holiday season - we sincerely hope you’ll be able to find a lot of joy, love and comfort - even in these strange times.

With this, we wish you all a great day. Stay safe everyone, and we’ll see you in the underhive!

Best regards,
The Rogue Factor Dev Team

COMPLETE PATCH NOTES (v.1.2.4.2)

QUALITY OF LIFE IMPROVEMENTS
  • (COMBAT) Added a Free Camera system which allows players to freely rotate the camera around AI/Human fighters they are currently spectating. This setting can be toggled on and off at will during missions.
QUALITY OF LIFE IMPROVEMENTS
  • (COMBAT) Added a Free Camera system which allows players to freely rotate the camera around AI/Human fighters they are currently spectating. This setting can be toggled on and off at will during missions.
SAVE FILES / DATA INTEGRITY IMPROVEMENTS
  • (SAVES) Fixed a save corruption issue that could cause some loading sequences to become stuck at -65%, requiring a title reboot.
  • (SAVES) Fixed various issues that could lead to different levels of save data corruption.
AI IMPROVEMENTS
  • (AI) Improved the capacity of AI fighters to determine the best hand from which to perform Melee and Ranged skills, depending on the equipped weapons, their state and available AP.
  • (AI) Improved the AI's decision-making time.
  • (AI) Improved the AI's decision-making processes and tactical considerations in all Retrieval scenarios.
  • (AI) Improved the AI's throwing precision when using grenades and other explosives.
  • (AI) AI fighters will no longer attempt to use Ranged Offensive skills in Pit Brawl scenarios.
  • (AI) AI fighters will no longer attempt to move while Stunned.
AI-RELATED CRASH AND BUG FIXES
  • (AI) Fixed a crash that could occur when an AI fighter would be interrupted by an enemy Overwatch.
  • (AI) Fixed a crash that could occur when an AI fighter would use the Machine Strike skill in very specific conditions.
  • (AI) Fixed a rare crash that could occur during the AI's turn.
  • (AI) Fixed a soft lock that could occur when an AI fighter would be incapable of ending its Turn.
  • (AI) Fixed a bug allowing AI fighters to use Grenades in the Pit Brawl game mode.
  • (AI) Fixed a bug causing AI fighters to immediately end their turn after being targeted by an Ambush, Overwatch of Heavy Barrage attack.
  • (AI) Fixed a bug causing incorrect AI Pathfinding on the Gear Factorum map.
  • (AI) Fixed a bug causing incorrect AI Pathfinding on the Sludge Sea map.
  • (AI) Fixed a bug causing incorrect AI Pathfinding on the Stinger Mould Sprawl map.
  • (AI) Fixed a bug preventing AI Fighters from using both hands when performing Offensive Melee skills.
  • (AI) Fixed a bug that would sometimes cause AI fighters to wait until the last second of the End Turn Timer before ending their Turn.
BALANCING CHANGES
  • (COMBAT) Modified the cost of certain Consumables, such as Slaught and Spur, to remove the ability of exploiting their combined use with other cost-reducing skill effects.
FIXED CRASHES - HIVE
  • (HIVE) Fixed a crash that could occur when trying to load a Gang or create a new one.
  • (HIVE) Fixed a crash that would occur when selecting the option to abandon a Sector with no Operation currently in progress.
FIXED CRASHES - GAME MODES
  • (STORY) Fixed a crash that could occur when a fighter would end its turn under specific conditions in Story Chapter 03.
  • (STORY) Fixed a crash that would occur when performing a Save and Quit operation after triggering a specific trap in Story Chapter 03.
FIXED CRASHES - GENERAL
  • (COMBAT) Fixed a crash that could sometimes occur when a fighter would trigger two or more enemy Stance reactions at the exact same time.
FIXED BLOCKERS - HIVE
  • (HIVE) Fixed a soft lock that could occur during the loading process, after creating a new Gang.
  • (HIVE) Fixed a soft lock that could occur in rare situations and prevent players from exiting the Infamy Screen, forcing a title reboot.
FIXED BLOCKERS - GAME MODES
  • (OPERATION) Fixed a soft lock that could occur during the loading of a new profile's first Operation mission.
  • (OPERATION) Fixed a soft lock that could occur during the loading of an Operation in Deadly difficulty.
FIXED BLOCKERS - GENERAL
  • (COMBAT) Fixed a soft lock that could occur when skipping turns in the Pit Brawl and Royal Rumble game modes.
FIXED BUGS - HIVE
  • (HIVE / UI) Fixed a bug causing fighter Trait names to be replaced by placeholder text after returning to the Customisation Menu after a Mission.
  • (HIVE / UI) Fixed a bug causing some Gang Customisation UI elements to disappear after performing a specific sequence.
  • (HIVE) Fixed a bug causing an Unreal crash report to be displayed on PC after closing the game with the Alt+F4 command, or using the Save and Quit to Desktop menu button.
  • (HIVE) Fixed a bug causing some players to lose their fighters' unspent Max Stat Upgrade points after updating the game from the release build to the October Patch build.
FIXED BUGS - GAME MODES
  • (MULTIPLAYER) Fixed a bug causing incorrect information to be displayed in the Mission Report in some situations.
  • (MULTIPLAYER) Fixed a bug causing the incorrect team name to be displayed above certain fighters in Matchmaking battles.
  • (MULTIPLAYER) Fixed a bug preventing the Host from building (placing) Lay-Mechanic structures in multiplayer matches.
  • (OPERATIONS) Fixed a bug causing the incorrect display of a Decisive Victory / Flawless Defense message after Forfeiting an HQ Defense mission.
  • (OPERATIONS) Fixed a bug sometimes causing only one available mission to appear, instead of two.
FIXED BUGS - MAP SPECIFIC
  • (COMBAT / MAP) Fixed a bug causing fighters to be teleported inside a water container when ending their turn in a specific location on the Water Still map.
  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck after jumping on a pallet object from the Deployment area on Cargo Dome Arena map.
  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck inside wall geometry after being teleported outside of an End Turn safe zone on the Switchyard map.
  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck on a part of the environment on the Vault Fortress map.
  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck on a part of the environment or to leave the playable bounds on the Stinger Mould map.
  • (COMBAT / MAP) Fixed a bug preventing fighters from jumping off one of the train platforms on the Switchyard Alley map.
  • (COMBAT / MAP) Fixed a series of bugs with the incorrect placement of End Turn safe zones associated with certain doors on various maps.
FIXED BUGS - GENERAL
  • (COMBAT / UI) Fixed a bug causing the overhead bar to disappear on fighters revived after being put Out of Action.
  • (COMBAT / UI) Fixed a bug displaying the Chain Hit skill's buff effects as stacking after multiple uses. These effects do not stack.
  • (COMBAT / UI) Fixed a bug displaying the Chain Hit skill's buff effects upon selecting the skill, prior to using it.
  • (COMBAT / UI) Fixed a bug displaying the Galvanize skill's buff effects as stacking after multiple uses. These effects do not stack.
  • (COMBAT) Fixed a bug allowing Brawler fighters to select the Death From Above skill while no valid targets were present.
  • (COMBAT) Fixed a bug allowing players to earn a Decisive Victory on Pit Brawl missions, even if all their fighters had been put Out of Action.
  • (COMBAT) Fixed a bug allowing the incorrect placement of Turrets and Health Dispensers under certain elevators.
  • (COMBAT) Fixed a bug causing fighters to remain in an Engage state after being separated from their Melee opponent by a moving elevator.
  • (COMBAT) Fixed a bug causing Out of Action fighters to lose effects from Talents, Virtues and/or Vices for the rest of the battle after being revived with an Adrenaline Shot.
  • (COMBAT) Fixed a bug causing some traps to be triggered as they were being deployed.
  • (COMBAT) Fixed a bug preventing fighters from picking-up an Objective Item after it had previously been dropped on the ground.
  • (COMBAT) Fixed a bug preventing fighters from using Stance skills until the end of the current battle after loading a previously-saved mission.
  • (COMBAT) Fixed a bug preventing the Death From Above skill from dealing damage in some situations.
  • (COMBAT) Fixed a bug preventing the Diversion passive skill from triggering properly after performing the Homemade 'Nade skill.
  • (COMBAT) Fixed a bug sometimes preventing fighters from correctly extracting from Retrieval: Archeotech missions while carrying a High Value Casket.
  • (COMBAT) Fixed a bug where buff effects from the Lucky Shooter talent would remain active after the fighter's first ranged attack.
  • (COMBAT) Fixed a bug causing visual LOD artifacts on the VFXs of the Escher Pheromone Canister.
FIXED BUGS - MISC
  • (ACHIEVEMENTS) Fixed a bug causing the incorrect progression tracking of Infamy Tasks linked to Story progression.
  • (AUDIO) Fixed a bug preventing the Roaring Forge sound effects from dissipating once the object had been destroyed.
  • (AUDIO) Fixed various small SFX bugs.
  • (CHARACTERS) Fixed a bug causing some armour pieces to have their mesh appear floating in front of the leg on fighters with the Agile trait.
  • (CHARACTERS) Fixed a bug causing some characters to adopt a T-pose after picking-up an object under certain conditions.
  • (LOCALISATION) Fixed various localisation and translation issues.
Necromunda: Underhive Wars - mzulftna
Greetings!

We are thrilled to reveal that House Van Saar is joining the battlefield on December 14 as the first DLC of Necromunda: Underhive Wars!

With their brand-new set of skills, unique House perk and high-tech looks, this technological powerhouse is ready to wreak havoc in the Underhive!



Bring heavy fire to the battleground thanks to the Van Saar’s technological advantage

The Van Saar bring a new twist on the signature freedom of movement, tactical depth, and verticality of Necromunda: Underhive Wars. Clad in their signature suits of armour, they are ranged specialists with a penchant for trading movement for further firepower. They’ll blast their enemies away without a second thought, crushing them beneath a wave of lasfire, improvised explosives, bolter shells and automated turrets..



The Van Saar also allow for the same suite of heavy cosmetic and gameplay customisation as all Necromunda gangs. Recruit, customize and grow fighters to create a truly unique and dangerous gang through your own choices of careers, traits, skills, equipment pieces, offensive and tactical consumables, colour schemes, and much more! The choice is yours.



This represents the next step in Underhive Wars’ live support, which has already included months of updates and patches to bring community-driven, post-launch improvements to the game. Stay tuned for even more upcoming contents!


Necromunda: Underhive Wars is available now on PC. The Van Saar Gang will be released on December 14.
Necromunda: Underhive Wars - chaton


WELCOME

Greetings, friends and fellow Necromunda: Underhive Wars players -

As always, we hope that this message finds you well.

It’s a huge pleasure for us to be back today with another major update, Patch 1.1.0.22, which comes with more than 100 new improvements and fixes to the game!

Together with the 150+ tickets already addressed by last month’s 1.1.0.0 Patch, this new update will continue to improve your experience with the game, and we’re certain that you’ll be able to feel its effects as you dive back into the Underhive!

Just like last time, we’ve got quite a lot to cover today, so let’s jump right in, shall we?

PATCH 1.1.0.22 SUMMARY

As with the previous patch, we have mostly been focusing on community feedback and reports, as well as our own internal QA tests, in order to identify the priority fixes to address in this new update. Here is a short summary of the 4 major pillars on which the Dev Team’s efforts were primarily concentrated for Patch 1.1.0.22:

  • AI Improvements (+Pacing)
  • Fixing Crashes
  • Fixing Soft-Blocks
  • Fixing Bugs

We have begun working on the much-requested AI Improvements, many of which have also improved the game’s pacing by significantly reducing the AI’s decision-making time in various circumstances. All in all, we’ve worked on making all AI-controlled fighters smarter and more aggressive throughout - an important undertaking which we’ll continue to iterate on in upcoming updates.

Like before, we have also put a considerable amount of effort in order to remove game-breaking blockers, as well as continued to fix numerous crashes and bugs on all platforms.

Finally, this new patch also brings a host of various balancing and quality-of-life improvements, such as finally fixing the Invert X and Y options on both Gamepads and Mouse+Keyboard, as well as adding the video option to turn Motion Blur on/off - two elements that were requested by many community members.

As always, you can find the complete and comprehensive 1.1.0.22 Patch Notes at the end of this update post - these will provide you with a detailed list of the 100+ tickets that are included with this new update.



PATCH 1.1.0.22 RELEASE WINDOW

If you’re reading this message, the update should already be LIVE.

If your game is set to update automatically, you should now see version 1.1.0.22 in the lower corner of the Main Menu. Previous saves should be 100% compatible.

WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?

With the 250+ fixes and improvements from 1.1.0.0 and 1.1.0.22 now fully deployed, we’re already turning our sights towards the next update (1.2), which is currently planned for December.

Our plan is to continue working on the AI front, while also continuing to monitor all community channels in order to gather and address your feedback.

We’ve also heard rumours - whispers of a new gang emerging from the shadows of the underhive, eager to claim territory and resources for their House. Unfortunately, none of the scouts we’ve sent out to gather intel have returned - and it seems the only bodies we could recover were strangely irradiated, leading to their quick disposal. Our investigation continues, with new “volunteers” being dispatched daily.

In the meantime, 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 - we continue to read everything with attention, and your community-driven tickets are always one of the main driving forces behind the title’s updates.

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.



THANK YOU!

As always, we would like to thank you very much for your time, patience, participation, continued support and feedback.

We sincerely hope that you’ve enjoyed reading today’s update, and we’re convinced that you’ll love all the improvements added to the game with the new patch. Speaking of which, the complete 1.1.0.22 patch notes now await you below.

With this, we wish you all a great day, and we’ll see you in the Underhive!

Best regards,
- The Rogue Factor Dev Team

COMPLETE PATCH NOTES (v.1.1.0.22)

AI IMPROVEMENTS

  • (AI) Improved the AI's decision-making process in order to make turn beginnings significantly faster. In some cases, this has reduced the time AI-Fighters will stay immobile at the start of their turn (in order to plan their actions) from 10+ seconds to 1-3 seconds.

  • (AI) Improved the AI's decision-making process in order to make AI-controlled Fighters take better, more aggressive decisions overall.

  • (AI) Improved the AI's behaviour in Defend HQ missions, so that AI-controlled Fighters will no longer stay within their walls and passively wait for the attackers. They will, instead, actively seek out and engage the attacking enemies.

  • (AI) Verified + fixed the AI's ability to traverse all vaultable props, as well made sure that the AI considers these movement options in pathfinding calculations.

  • (AI) AI-controlled Fighters will now properly attack and destroy Barricades (player-built or otherwise) that block their path to Resources, Objectives and Extraction Zones.

  • (AI) AI-controlled Fighters are now more likely to prioritise engaging nearby enemies over the looting of dead bodies.

  • (AI) AI-controlled Fighters will now take significantly less time when deciding where to aim a skill or throw an item.

  • (AI) AI-controlled Brawlers are now less likely to disengage from Melee Combat in order to retreat or buff allies.

  • (AI) AI-controlled Fighters should now take less time when deciding their next action after picking up an object.

  • (AI) AI-controlled Fighters should now be less prone to becoming stuck in the environment, and will now end their turn if they do so to prevent soft-blocking scenarios.

QUALITY OF LIFE IMPROVEMENTS

  • (CONTROLS) Gamepad options for Invert X and Y will now correctly keep their settings when returning to the Hive from a mission.

  • (CONTROLS) Keyboard/Mouse options for Invert X and Y will now work as intended.


  • (VIDEO) Added the option to toggle Motion Blur on/off.

  • (SCENARIOS) Added the Corroded Catwalks map to the locations available for Pit Brawl scenarios.

  • (CINEMATICS) Loading processes will no longer run concurrently to the cinematics, in order to make sure that video sequences do not suffer from any frame drops or sudden cuts. A mission’s loading sequence will now only begin once the cinematic has finished playing, or when the player opts to skip it.

  • (GAMEPLAY) Adjusted the visual Gizmos on all in-game Traps (Skills, Objectives and Consumables), in order to render placement and AoE zones more clearly.

  • (VFX) Added new VFX to the Stinger Muld consumable item.

BALANCING CHANGES

  • (BALANCING) Rank 6 equipment/consumable items now systematically have better stats/bonuses/effects than their Rank 5 counterparts.

  • (BALANCING) All Ranks of the Weapon Cleaning Kit now have different effects.

  • (BALANCING) Fists: Critical Hit Chance (5% -> 3%), Hit Precision (-25% -> -15%), Dmg Spread (50% -> 35%), Power (75 -> 50)

  • (BALANCING) Hand Flamer: Power (80 -> 85)

  • (BALANCING) Flamer: Dmg Spread (15% -> 10%), Power (90 -> 95)

  • (BALANCING) Cryo Gun: Dmg Spread (15% -> 10%), Power (100 -> 110)

FIXED CRASHES - HIVE

  • (HIVE) Fixed a rare crash that could occur when trying to swap items back and forth on the same equipment slot.

  • (HIVE) Fixed a crash that could occur when trying to load a previously saved Operation Mission.

FIXED CRASHES - COMBAT (GAME MODE SPECIFIC)

  • (MULTIPLAYER) Fixed a crash that could occur to the winning player at the end of a mission, after achieving a Decisive Victory in 1v1 Contest Matchmaking.

  • (MULTIPLAYER) Fixed a rare crash that could occur when searching for a Matchmaking game.

  • (OPERATIONS) Fixed a crash that could occur when leaving a Matchmaking queue and then immediately launching an Operation mission.

FIXED CRASHES - GENERAL

  • (COMBAT) Fixed a crash that could occur after a Fighter would use the Chem Synth consumable.

  • (COMBAT) Fixed a crash that could occur at the end of a Turn, after a Fighter would be put Out of Action within an Unsafe Zone.

  • (COMBAT) Fixed a crash that could occur to the client when the Host would disconnect from the game while a Fighter was moving.

  • (COMBAT) Fixed a crash that would occur when cycling through different Out of Action bodies when searching them for loot.

  • (COMBAT) Fixed a rare crash that could randomly occur when targeting enemy Fighters.

FIXED BLOCKERS - HIVE

  • (HIVE) Fixed a soft lock that could occur when creating a new Gang (either Starter or Custom) by preventing the final Stats Tutorial panel from being closed.

FIXED BLOCKERS - COMBAT (GAME MODE SPECIFIC)

  • (STORY) Fixed a soft lock that would occur when reloading Chapter 15, preventing its conclusion by permanently marking the "Setup an Ambush" Objective as incomplete.

  • (MULTIPLAYER) Fixed a soft lock that could occur after skipping a turn during the Deployment Phase, preventing further Fighters from being deployed.

  • (MULTIPLAYER) Fixed a soft lock that could prevent some clients from closing the Mission Report screen after completing a multiplayer match.

FIXED BLOCKERS - COMBAT (GENERAL)

  • (COMBAT) Fixed a soft lock that could occur when triggering a Trap while interacting with a Zip Line, potentially preventing the AI from ending its Turn.

BUG FIXES - HIVE

  • (HIVE) Fixed a bug where swapping items back and forth on the same equipment slot could cause the unequipped item to disappear from the Backpack or Gang Stash.

  • (HIVE) Fixed a bug causing some Talents (Lucky Shooter / Lucky Striker) to display wrong Melee/Range Precision and Critical Hit Chance values in the Stats screen of the Fighter Overview.

  • (HIVE) Fixed a bug introduced by patch 1.1 where Fighters would no longer be able to lose limbs after suffering injuries.

  • (HIVE) Fixed a bug making it impossible for some Rank 5 weapons (Power Maces / Heavy Bolters / Bolt Guns) to appear in the Shop.

  • (HIVE) Fixed a bug where Fighters could lose Stat Points and Personality Traits, after suffering the normal penalties from forfeiting/losing a Contest mission, if they came back to the Hive with Injuries and lost weaponry.

  • (HIVE) Fixed a bug where the Infamy System (Points+ Task Progression) would sometimes be reset after playing a Story Mission.

  • (HIVE) Fixed a bug preventing some Infamy Tasks (Weaponized Squad 1 & 2) from properly registering their completion.

  • (HIVE) Fixed a bug where adding Implants to Fighters would not count towards the completion of the associated Infamy Task (Fully Wired).

  • (HIVE) Fixed a bug where the initial Fighters provided in a Starter Gang would not count towards the completion of associated Infamy Tasks (Strength in Numbers 1 & 2).

  • (HIVE) Fixed a bug causing the "Return to Crew Management" Shop button to incorrectly redirect to the main Hive menu instead.

  • (HIVE) Fixed a bug where rapidly pressing "Continue" during a Shift Report would cause the "Fighter Experience Summary" section to disappear.

  • (HIVE) Fixed a bug where the "Shop Restocked" tutorial panel would be triggered on the wrong screen, after completing a Skirmish mission.

  • (HIVE) Fixed a bug with cursor color that would occur when selecting a different Career during Fighter Recruitment.

BUG FIXES - COMBAT (GAME MODE SPECIFIC)

  • (STORY) Fixed a bug allowing Fighters to loot Out of Action bodies for some career-specific gear pieces that should not be lootable.

  • (STORY) Fixed a bug causing a Control Station interactable object to clip through the floor of an Elevator in Chapter 06.

  • (STORY) Fixed a bug causing certain body parts to appear invisible in some circumstances, while playing Story mode.

  • (STORY) Fixed a bug in Chapter 15 where Flynt would be unable to equip some weapons after looting the Grand Dog.

  • (STORY) Fixed a bug in Chapter 15 where Flynt would sometimes only receive one Chainsword, instead of two.

  • (OPERATIONS) Fixed a bug where launching higher difficulty Operations would not properly increase the Rank of available Shop items.

  • (OPERATIONS) Fixed a bug where the indicated number of awarded Crates would be incorrect in the Rewards panel at the end of a mission.

  • (MULTIPLAYER) Fixed a bug causing players to see different Initiative values for certain Fighters in the Mission Report.

  • (MULTIPLAYER) Fixed a bug causing desynchronisation between players when a client (Guest) Fighter would pick up a Heavy Load object.

  • (MULTIPLAYER) Fixed a bug causing desynchronisation on the client side when Fighters would interact with Gates or Elevators, triggering the wrong (Run) animation.

  • (MULTIPLAYER) Fixed a bug where leaving a matchmaking queue to go play in Operations would lead to an empty Multiplayer mission being loaded.

  • (MULTIPLAYER) Fixed a bug where multiplayer clients (guests) would not see certain consumable objects being thrown.

BUG FIXES - COMBAT (MAP SPECIFIC)

  • (MAP) Fixed a bug causing some Zip Lines from the Conduit P9 map to not complete their travel animation, forcing the Player/AI to end its Turn after using them.

  • (MAP) Fixed a bug that would allow Fighters to become stuck by jumping on a specific pallet from one Deployment Zone of the Cargo Dome Arena map.

  • (MAP) Fixed a bug that would allow Fighters to become stuck by jumping on a specific train platform of the Switchyard Alley map.

  • (MAP) Fixed a bug that would allow Fighters to become stuck by jumping through the main building's floor on the Gunshell Yard map.

  • (MAP) Fixed a bug that would spawn an AI Fighter outside of the Stinger Mould Sprawl map's bounds in Retrieval missions.

  • (MAP) Fixed a bug that would teleport a Fighter underneath the environment after spawning on a specific Deployment Point on the Vault Fortress map in Skirmish mode.

  • (MAP) Fixed a bug that would teleport a Fighter underneath the environment when sabotaging a specific Zipline Connection on the Arboretum map.

  • (MAP) Fixed a bug that would teleport a Fighter underneath the environment when sabotaging a specific Zipline Connection on the Sludge Sea map.

  • (MAP) Fixed a bug where Fighters (either Player/AI-controlled) could be pushed out of the map's bounds when kneeling in a specific corner of the Cargo Docks map.

  • (MAP) Fixed a bug with an invisible collider preventing Fighters from passing under a particular pipe in the Conduit P9 map.

  • (MAP) Fixed a pathfinding bug where AI Fighters could become stuck against some crates in Pit Brawl missions on the Hangar Roof map.

BUG FIXES - COMBAT (GENERAL)

  • (COMBAT) Fixed a bug causing the value of the Plasma Weapons' Heat property to be displayed twice.

  • (COMBAT) Fixed a bug where the landing SFX would be missing from female Orlocks.

  • (COMBAT) Fixed a bug causing the Mission Report panel to appear semi transparent at the end of timed Exhibition Skirmishes.

  • (COMBAT) Fixed a bug preventing the "Aim Skill" panel from correctly refreshing, while aiming at a first target and moving in such a way that a second (closer) enemy would cross the line-of-sight.

  • (COMBAT) Fixed a bug where a Fighter's AP indicator would not visually update after performing an Auto-Recover from a previous Stun (which costs 20AP), until another action was performed.

  • (COMBAT) Fixed a bug where Fighter-built Barricades would not display an overhead HP bar.

  • (COMBAT) Fixed a bug where some buff effects from the Wild Snake consumable (Ranks 2 & 3) would not be displayed properly in the Buff Panel.

  • (COMBAT) Fixed a bug where some injuries would be listed twice in the Mission Report at the end of a mission.

  • (COMBAT) Fixed a bug allowing Fighters to obtain opposite Traits (which should always be mutually exclusive).

  • (COMBAT) Fixed a bug causing a corrupted texture to be displayed in the smoke animation of the Glowspore Bomb consumable.

  • (COMBAT) Fixed a bug causing some weapons to clip through the geometry of Interactable objects, such as Consoles and Panels.

  • (COMBAT) Fixed a bug preventing Fighters from losing weapons equipped in the Left Hand as part of the Forfeit/Loss Contest penalties.

  • (COMBAT) Fixed a bug preventing Fighters from using the Stinger Mould consumable after performing the Disengage skill.

  • (COMBAT) Fixed a bug preventing the extra Looting Round from being triggered in some Contest missions when the last enemy would be killed during the mission's Final Round.

  • (COMBAT) Fixed a bug sometimes causing the Neuro-Inhibitor's +300XP bonus not to be applied properly at the end of a mission.

  • (COMBAT) Fixed a bug that could occur when building a Health Dispenser close to a ledge or wall, causing the Fighter to become stuck or fall through the environment.

  • (COMBAT) Fixed a bug that would sometimes allow Players to cycle through invalid Deployment Points on certain maps.

  • (COMBAT) Fixed a bug where (the) teammate(s) of the Gang extracting with the objective in Retrieval:Archeotech missions would still be presented with a Defeat screen.

  • (COMBAT) Fixed a bug where a Fighter's Max HP and starting HP stats would not be calculated properly when starting a mission after purchasing both the Vanguard and Rearguard passive skills.

  • (COMBAT) Fixed a bug where revived or reinforcing Fighters would lose some hidden enchantments, allowing for some unwanted behaviours to occur.

  • (COMBAT) Fixed a bug where the "Enemy Tenacity" Infamy Skill would increase the Max HP of enemies without increasing their default starting HP.

  • (COMBAT) Fixed a bug where the Brawler's left and right arm Armour values would not take into account bonuses from the career-specific Armguards passive Perk.

  • (COMBAT) Fixed a bug where the player would incorrectly be declared victorious when reaching the end of the Turn Timer, while controlling a single light, in Spectrum Supremacy missions.

  • (COMBAT) Fixed a bug where the visual gizmo indicating the Area of Effect of some Throwable Items would have an incorrect radius.

  • (COMBAT) Fixed a bug where upgrading some House variants of the Chain Hit Brawler skill would render it unusable in future missions.

BUG FIXES - LOCALIZATION

  • (LOCALIZATION) Fixed a missing string in the combat buff granting increased Max HP to enemies, on harder Sector Difficulties of Operations.

  • (LOCALIZATION) Fixed a missing string in the combat buff of a Personality Trait (Light Weapons Expert).

  • (LOCALIZATION) Fixed a missing string in the Video Options (Motion Blur).

  • (LOCALIZATION) Fixed missing strings in some Talents (Lucky Shooter / Lucky Striker)

  • (LOCALIZATION) Various other localization and translation fixes.

Necromunda: Underhive Wars - chaton


Greetings, friends and fellow Necromunda: Underhive Wars players -

We’re happy to be back today with fresh development news.

The release of our first 1.1 update, earlier this month, has only been the first step of our work on community feedback. After this first round of technical fixes, we’re now looking into your suggestions and we’d like to give you more visibility on what’s coming next!

Upcoming update and content

The team has been working hard on players’ reports and ideas, and our next patch will focus on the topics below:

  • Faster AI decision-making
  • Overall stability improvements
  • Progression issue corrections (infamy points/Achievements)
  • Various other bug fixes

We’ll dive deeper into the full patch notes once the next update deploys. We’ll then continue to read and compile your reports to guide our future development efforts.

Besides global improvements based on your feedback, we hear your request for new content and we confirm that it’s coming. We’ll have more information to share on this subject following the release of the next 1.2 update.

Digital Tabletop Fest
Finally, we’re excited to be part of Steam Digital Tabletop Fest!



Being the first video game adaptation of the mythical tabletop game Necromunda, we couldn’t miss the first festival celebrating games in the intersection between physical and digital. We strongly encourage you to have a look at the event as there will be a lot of great livestreams in the next few days.

We’re also thrilled to announce that Necromunda: Underhive Wars will be 25% off until October 26 to celebrate the festival!

Have a nice day in the Underhive, and see you next time for more community news!
Necromunda: Underhive Wars - chaton


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.



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.



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 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)

Necromunda: Underhive Wars - Jellyfoosh


Hi everyone,

As many of you have posted feedback and suggestions to help newcomers, we're happy to share today an official list of tips to help new players and veterans to dominate the Underhive!

https://www.youtube.com/watch?v=c5Yn5PaC4Fo
Take advantage of Necromunda: Underhive Wars’ signature verticality, or learn to master positioning by using the gridless movement system to its fullest. The tactical possibilities are nearly endless, and every element can be customised, from looks, to weapons, skills and passives - your gang is your own, and you better build it carefully if you want to survive.

We hope this new video will help you to learn the ropes of gang management and gang warfare, while the team continues to work hard on your feedback and reports.

As explained in our community update last week, we have been watching and implementing the feedback we received from the community, with our immediate priority being to fix technical issues players have been experiencing.

Here is what the team is working on in priority:
  • Fixing blocking issues and crashes to improve stability.
  • Fixing corrupted saves. Some of you have reported save corruption issues. if you did, make sure to send us a report to help the team to work on a fix.
  • Fixing various technical issues reported in the last days.
The level of the AI and its speed is a big topic as well. We're investigating what can be done on that front for now and we'll share more info about that later.



Please continue to share your feedback with us in the Steam hub, as well as in our official Discord. Don't forget to read the known issues and how to report a bug before posting.

If you encounter any issues, make sure to check out our technical FAQ. We're working on server stability as well. If you can't see the number of players looking for a skirmish in multiplayer, or if you have "connecting" next to your name in the top of the screen, it means you're not properly connected and should restart the game for a quick fix.

Thanks again for your patience! We'll share more visibility about the upcoming patch as soon as we have a clear date to share here.

The Necromunda: Underhive Wars Team
...

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