6.6.0.0 Added codec h265,av1 for the record 6.6.0.0 Added support 1920x1080\3840x2160\1080x1920\2160x3840 for the record 6.6.0.0 Added window capture 6.6.0.0 Support camera capture 6.6.0.0 Support game capture
Here are the patch notes for Patch #17, which just went live on Steam and it will shortly be available on our other platforms.
New Additions
Power Sword Special Activation
We have added a second weapon special activation action in the attack chain of the power swords. This new activation allows the player to continue an attack chain if using the weapon special in the middle of one. This mid chain activation was added to allow for a more varied attack pattern even with frequent use of the weapon special.
Munitorum Mk III Power Sword
The new activation will chain into the second light or heavy attacks. These attacks are very similar to the first light and heavy, just mirrored.
Munitorum Mk VI Power Sword
The new activation will chain into the second light attack or a new heavy that mirrors the first heavy diagonally down attack.
Dev note: We hope that these changes will make using the power swords to purge heretics from Atoma Prime a more enjoyable experience for you and a less so for the enemies of the Imperium. The emperor protects.
Spectating HUD
We have enabled more HUD elements to be shown when spectating a player while waiting for rescue. We hope that this will give players more awareness of what is happening with the team while they wait.
Auspex Scanner HUD
Added an icon for the Auspex scanner to the HUD on the bottom right of the screen, displayed only during scanning events. This should allow players to more easily see when they can equip the scanner during these events.
Subtitles
We are adding some improvements and fixes to our Subtitles system in this patch as follows:
Subtitles will now be prioritised by importance.
Two subtitles will now be displayed simultaneously. This can be turned off in Interface settings.
Player speaker indicators are now colour coded by their assigned Strike Team colour.
Speaker Indicator setting now functions as intended.
Bug Fixes and General Changes
Weapon Description
We added weapon descriptions to the weapon inspect menu. It gives a short in-world description of the weapon adding some extra context, lore and flavour.
Talents - Abilities, Blitzes, Keystones and Auras
General
Fixed so that shouts that target enemies require a direct line of sight to hit sleeping Daemonhosts. This affects both Veteran talent “Voice Of Command” and Ogryn talent “Loyal Protector”.
Fixed an issue where abilities such as Veteran talent “Voice Of Command” and Ogryn talent “Loyal Protector” did not apply aggro on the correct player when waking up a Daemonhost.
Fixed an issue where Damage would spillover even with Zealots “Bolstering Prayer” or Veterans “Voice of Command” Toughness Bonus Active.
Fixed an issue where projectiles could receive or trigger the buffs from the wielded weapon blessings in unintended ways.
Dev note: All projectiles, including projectiles from weapons like Psyker Force Staves and Ogryn Rumbler or player blitz abilities like Psyker “Assail” or Zealot “Blades of Faith” etc, now will only receive the buffs that were active when the projectile was fired/thrown/spawned from the player and keeps those buffs during its trajectory. This for example means that the projectile will have the damage and power the player had when shooting it and they will not time out or be lost during the flight of the projectile.
Ogryn
Fixed an issue where the Ogryn talent “Pulverise” inflicted more Bleed stacks than expected to enemies hit at the very end of the charge.
Psyker
Slightly lowered the time of the damage animation of “Brain Burst" and “Brain Rupture”, and it should now scale properly with the Speed increases from “Kinetic Resonance” and “Empowered Psionics”.
Fixed an issue where the Psyker “Assail” Blitz did not recover charges up to the enhanced cap of 12 in the “Enhanced Blitz” Maelstrom mission modifier.
Veteran
Fixed an issue where ‘Get Back in the Fight!’ talent didn’t grant stun immunity on the attack that broke toughness.
Fixed issue where ‘Leave No One Behind’ talent didn’t properly grant faster Assists.
Fixed an issue with ‘Shock Trooper’ talent causing rapid fire weapons to consume ammo during Critical Strikes.
Fixed an issue where the “Always Prepared” talent caused animation issues when switching to a weapon that is mid-reload and you get ammo in the clip from the talent.
Fixed issue where Veteran base Aura “Scavenger” was stacking with the upgraded “Survivalist” Aura.
Fixed an issue with “Field Improvisation” Talent that would allow Ogryns to find “Big Friendly Rocks” in ammo crates. Additionally fixed an issue which prevented being able to pick up grenades from ammo crates affected by “Field Improvisation” when having a full ammo reserve, but not a full grenade reserve.’
Smoke Grenades should now stop enemies from shooting through the smoke instantly and prevent Scab Snipers from taking aim and shooting through the smoke.
Zealot
Fixed the action chaining to quick throw for the Zealot “Blades of Faith” blitz on some weapons.
Dev note: Some specific attacks, like the Turtolsky Mk VII Heavy Sword first light attack, could not be cancelled into “Blades of Faith“.
Weapons - Melee
General
Fixed an issue on several melee weapons where you would cancel push followup attack before it executed to completion if you also held the sprint button when starting the attack.
Foldable shovels - Sapper Shovel Mk II & Mk VII, Latrine Shovels Mk XIX & Mk V
Fixed incorrect action chaining from push with start attack from foldable Sapper Shovels (Mk II & Mk VII) and foldable Latrine Shovels (Mk XIX & Mk V) when the shovel is folded.
Standard-issue Munitorum Sapper Shovel
Increased time it takes to unwield the weapon after using weapon special, to potentially prevent exploits of very high attack speeds with weapon special.
Thunder Hammers
Fixed an issue where the activated special attacks from Thunder Hammers could interact with barrels, effectively “hitting” them and wasting the attack.
Chain Weapons
Fixed a crash that could happen when sawing enemies with chain weapons activated special attacks.
Power Mauls
Fixed an issue where the Indignatus Mk IVe Crusher and Achlys Mk I Power Maul weapon special attack explosion could appear as delayed.
Deimos Mk IV Blaze Force Sword
Fixed an issue where Heavy Attacks were not displayed as Strikedown in the Inspect menu.
Catachan Mk III & Mk VI Combat Blades
Fixed an issue where the combat knife had a chain time that allowed you to cancel weapon special attack into light attack before the damage window was triggered. Aligned Mk III and Mk VI chain times:
Mk VI Block From 0.32s to 0.3s and Heavy from 0.7s to 0.6s
Mk III Light from 0.2s to 0.32s.
Weapons - Ranged
General
Fixed an issue where shoot actions were immediately aborted after shooting the last shot on single fire weapons.
Fixed an issue causing Flamers and projectiles from Force Staves to trigger hit markers when attacking exploded explosive barrels.
Fixed an issue where the “no ammo” sounds wouldn’t play if all ammo in both the weapon clip and reserve was depleted and trying to shoot.
Fixed an issue where the detailed damage numbers for the secondary action attacks were not displayed for some ranged weapons in the weapon Inspect menu.
M35 Magnacore Mk II Plasma Gun
Mitigated the issue of invisible and inaudible Plasma Gun shots.
Dev note: We fixed an issue that made the chance of triggering invisible/inaudible shots very likely for the plasma gun. The issue may still be reproduced when playing with a bad or unstable connection to the server but should be much less likely to happen now.
Shotguns and Ripperguns
Fixed an issue where no ammo would be consumed when shooting a Combat Shotgun or Rippergun if swapping to another weapon the same frame damage was applied.
Fixed an issue where Combat Shotguns and Ripperguns would play FX but not shoot when starting to sprint the frame after starting a shot.
Added detailed damage numbers for Combat Shotguns weapon special shell attacks in the weapon Inspect menu.
Ripperguns
Increased default damage modifier vs Carapace armour 0.01 to 0.05 to align and make it consistent between Rippergun Marks and hip/braced shooting.
Kantrael Mk X Heavy Laspistol
Fixed a bug where Kantrael Mk X Heavy Laspistol could be fired slightly faster in ADS than from hip due to total time being incorrect in the ADS shoot action. Total Time is now the same on both hip and ADS shots.
Rifthaven Mk II Purgatus Force Staff
Fixed an issue where the weapon special attacks could be cancelled before they could do any damage if spamming the special attack.
Weapon Blessings
Fixed an issue where the effects of “Scattershot” could trigger upon hitting a single enemy.
Dev note: This could happen when a shot was blocked by a Bulwark shield if other enemies were standing right behind it.
Fixed an issue where “Blaze Away” would incorrectly reset on Lorenz Mk V Kickback and Lorenz Mk VI Rumbler when going into ADS or when shooting multiple shots with the “Lucky Bullet” talent.
Fixed an issue where “Brutal Momentum” was kept active while wielding a range weapon.
Dev note: The effect of the blessing would be applied to the melee attacks available on ranged weapons, like bashes or bayonet stabs.
Combat
Fixed an issue where the Celerity Stimm increased the charge time of attacks and abilities instead of reducing it.
Fixed an issue where players could enter an incorrect state when being stunned while using the auspex scanner in a scanning event.
Fixed an issue that made it possible to throw luggables and grenades through walls and floors if standing close to them.
Added a unique sound event for when players absorb fire/burn damage with toughness.
Fixed a case where the backstab sound could trigger for enemies that were in front of the player.
Enemies
Removed push force applied from shots by Scab/Dreg Shooters and Scab/Dreg Gunners.
Fixed an issue where the Bulwark shield would not properly be disabled when light or medium staggering forward.
Dev note: This change will mean that the Bulwark will be easier to damage when it is staggering forward.
Fixed an issue where the shield explosion from Scab Captains didn’t abort “sticky” weapon special attacks from Chain and Force Weapons.
Fixed cases where the Scab Trapper could shoot through fences / grates or other transparent barriers.
Fixed an issue where kills from a Poxbursters explosion did not contribute to the player killing the Poxburster.
Changed the number of players the Daemonhost kills before leaving to 1 across all difficulties.
Dev Note: This change is to address the frustration of teammates waking up Daemonhosts, also causing innocent players to die from it.
Changed so Scab Trapper aborts their shoot net sound and plays a stop sound if interrupted while shooting, to better interface that you successfully triggered its shooting cooldown.
Missions
Consignment Yard HL-17-36
Fixed locations where enemies could clip through the end event turrets.
Extended a hang ledge at the end event that previously could cause players to fall down.
Warren 6-19
Fixed an issue where enemies would take position on the upper floor of the end event and get an unfair advantage during the scanning segment.
Fixed an issue where the final interact point in the mid event would remain on screen after interacting.
Fixed an issue where enemies could not use the doors in the mid event.
Fixed an issue where the respawn was located above the ground.
Fixed a bug where the final tank objective could become indestructible.
Refinery Delta-7
Added a hang ledge in a spot where it was previously missing.
Fixed location where snipers could shoot through the floor.
Moved respawn beacon in Hab Dreyko to prevent players from teleporting too far before the mid event.
Visual enhancements to some areas in Ragtown Bazaar.
Added blockers to prevent players from going out of bounds in Smelter Complex HL-17-36.
The end event in Relay Station TRS-150 was reworked: changed music during the event and added music during the satellite part while also tweaking the event sounds.
Fixed visible wall gaps in Power Matrix HL-17-36.
Fixed visible wall gaps in Enclavum Baross.
Fixed visible wall gaps in Chasm Logistratum.
HUD/UI
Missions
Fixed so that the frame glow of the combat ability HUD icon is active if you have at least one charge and are recharging multiple charges.
Fixed so that if a player is looking at an item and has the interaction HUD open for interacting with it, pressing the tag button will now tag that item.
Fixed an issue where the interaction UI could briefly be seen moving over the screen when picking up pickups.
Fixed an issue where duplicate “Tag” prompts could be shown when standing close to a pickup that couldn’t be picked up.
Fixed an issue where players joining an ongoing mission would get an unintended player colour.
Mourningstar
Mourningstar interaction points should now be easier to detect.
Fix for issue with previews not updating when selecting colours in the character appearance options.
Commodore’s Vesture purchases now get a new item marker in the inventory when acquired.
Fixed an issue where the prerequisites for completing “Vantage Point”, “Praise the God-Emperor!”, “Touch the Void”, and “Beat-'em-Up” were sorted differently in each Penance.
Small UI tweaks and fixes to better fit multiple languages.
VO and Audio
Music for ambush hordes have been re-added after receiving community feedback.
Improved the audio mix of the game to mitigate the issue of missing or barely audible enemy sound cues.
Dev note: We did a balance pass on the audio mix of the game, giving more priority to sound cues from dangerous enemies to make sure they are played at an appropriate volume when close to players (e.g. Poxbursters).
Fixed an issue where enemies playing a dialogue could fail to trigger sound effects for their other actions.
Dev Note: This issue would cause enemies to be silent when playing important interfacing sounds (like Scab Trapper footsteps, Scab Bomber pin pulling, etc.) which contributed to the feeling that specialist enemies sometimes were silent.
Added alerted voice for the Dreg Rager being alerted.
Fixed health station tutorial VO in the Psykhanium Tutorials.
Made the Scab Shotgunner and the Scab Trapper a little more vocal.
Ensured the latest chain weapons can trigger the Agitator chain weapon kill spree lines.
Added Scrier’s Gaze VO for female Savant.
Added some new announcements in the Mourningstar.
Sefoni will now gossip to rejects in the Meat Grinder.
Added minor visual/audio changes to Mutants spawned by “Waves of Mutants” mutator.
Cosmetics
Changed the chest bag to be less flat on the Veteran “Krieg Greatcoat MkI” upper body cosmetic.
The Psyker “Honourum Mk XII Rebreather with Psykana Collar” headgear should now properly display longer hairstyles.
Fixed clipping issues with the following Ogryn lower body cosmetics:
“Recon Fatigues (Frostrime, XXXXL)”
“Fatigues (Brute-Sized, Bleaklands Camo)”
“Padded Brute Fatigues (Model IV, XXXXL)”
“Convict Garb (Misplaced Faith, XXXXL)”
“Reinforced Fatigues (Sun Scorch Camo)”
“Bulwark Trousers (Brute-Sized) and Armoured Boots (Montar Camo)”.
Fixed an issue where the Zealot Miser’s Cage head cosmetic would incorrectly remove hairstyles.
Fixed an issue where the Zealot Miser’s Cage head cosmetic would incorrectly remove hairstyles.
Updated the description of the Psyker “Deimos MK VID Rebreather” head cosmetic to have correct references.
Other Fixes and Tweaks
Fixed a crash which could happen if a player joined a mission in the exact moment the mission was transitioning from the lobby phase to the Valkyrie loading phase.
Fixed a crash which could happen when accessing the Shrine of the Omnissiah in the Mourningstar.
Fixed a crash that could occur during level up if the gamepad disconnected during the process.
Fixed an issue where some Penances could be completed at a difficulty lower than intended and stated (e.g. Penance missions played on Malice being completed on Heresy).
Additional Patch Notes (Added After Original Posting - 22 February)
The front post of Stub Revolver’s weapon appearance "Cadian 61st Officer Spec ‘’ should now be properly visible when aiming down sights.
The area before the objective was updated to improve the combat experience by increasing playable space.
Optimizations to reduce loading times in certain scenarios.
The amphitheatre in Habzone HL-70-04, “The Carnival” has been modified to allow more fluid pathing for enemies.
We want to express our gratitude to everyone who shares feedback with us, whether on Discord or Steam. Your input is invaluable in shaping the game. Please continue to use the in-game "report issue" tool to share your thoughts directly with our team. Your feedback helps us identify and address issues promptly, ensuring a better gaming experience for all. Thank you for your continued support and contributions!
Version: 1.3.1.72335; download size: 41.4 MB
Hotfix 8 - All changes:
Fixed an issue that occasionally caused inventory stat previews to display incorrect values.
Fixed an issue that could have blocked players’ progress if a client joined a coop session during the opening cinematic.
Fixed an exception that occasionally caused Random Dungeons to load incorrectly or fail to load altogether.
Fixed an issue that could have caused the game to crash upon leaving a location if a player unit had an active overhead notification.
We are committed to making this game as perfect as it can be. The Dark Envoy team 🛡️✨
I'm putting the last touches on a playtest event to go live March 1, which will feature more influence from folklore and fairytales. But don't worry - the goblins aren't going anywhere!
New parameter in the User Interface settings - Dynamic Inventory Avatar
Added arrows to the category icons in the radial menu for crafting items
Fixed
Inhabitants consume items containing water too slowly
Setting locations of bandits in caves
When client leaves session there is [name] in house this player was assigned that blocks reassignment after rejoining session
In some cases NPCs that left/were thrown out of the village may still be visible in client's management
If confirm input is held in building's details while on other tab than overview or setting up production then it will open details of last selected NPC/Animal even though input is not shown at the bottom
Giving custom names to animals, buildings and fields doesn't work if done by a client
Client sometimes becoming stuck on initialization if he has high latency and packet losses
Well sometimes becoming uninteractable due to empty reference when ending crafting animation
Not visible mood of npc in inspector mode after recruiting them to player's village
Growing chickens are always brown
Character creator appearing when dismounting on valley map
Loading tip about changing hairstyles will not show up anymore.
Transfering items as a client to mount through interaction doesn't update weight correctly
Transfering items as a client to mount through inventory doesn't update weight correctly
Assigning apprentice to workplace doesn't update management tab
Problems when building roads using gamepad
Clients getting launched at high speed when entering ragdoll state in some cases
No snow on one of the hay piles
Sometimes an NPC may get stuck in stairs, logs, village decorations, etc.
Some bandits' issues
Unstuck and map border now reset player velocity to remove potential issues with player moving too quickly and continuing to move even after teleport
Players thrown outside of the map now will get teleported to the center of it
Boys have their eyes open while sleeping
Bandits have hair breaking through the hood under certain conditions
Updated
Keys forbidden to use during keybinding (num lock, scroll lock, windows key, menu key, F5 and F9)
if player is laying in bed on season skip then that player wakes up in the same bed (so if you sleep without home in another player's house or in the starting Sedowin's infirmiary then you won't be teleported)
Failsafe logic in case player is outside playable area of the map
Changed prices of bucket, saddle, horseshoes and saddlebags
While you are enjoying the new update, we are already preparing the next one for you, which will be even bigger! Usually alongside the updates we release unique and new squads. This time they are especially interesting.
Two steel half-brothers: M10 Achilles - a British tank destroyer and M10 Ersatz - a German attempt to mimic the Allied M10 Wolverine to cause confusion behind enemy lines! How it all ended - read on.
M10 Ersatz
What a strange looking M10. What's wrong with it?
Your observation is correct - it’s a Panther G, carefully disguised with steel plates and other modifications to look like an Allied tank destroyer.
The Führer personally ordered the creation of a sabotage brigade disguised as an Allied unit, and the matter was taken extremely seriously.
They even found American uniforms for the crews, and initially planned to use captured American tanks. It didn't work out, so they had to make "American tanks" using German vehicles. With the help of additional plates, the Germans managed to recreate the look of the widely used M10 tank destroyer very accurately. They even paid attention to such small details as mounting spare caterpillar tracks in the American style and adding unit markings of the American army.
This "masquerade" could have caused trouble behind Allied lines, but in the end these so skillfully camouflaged tanks faced the Allied tanks head-on and lost in a single battle.
In Enlisted M10 Ersatz and its crew fully replicate the historical prototypes: the commander's cupola is removed, the Panther turret itself is covered with plates that add some protection, and even on the front there is an additional armor plate, masking the bow machine gun, which should not be there on the M10. The white American star was not forgotten by the saboteurs either. The crew is also partially equipped with American uniforms.
You are already familiar with the Panther G’s gun and armor, it can handle any target.
M10 Achilles
This is a British modification of the American M10 Wolverine tank destroyer.
Apart from the fact that it’s not just a "knockoff", the vehicle has an important improvement - it’s fitted with a more powerful anti-tank gun, an Ordnance QF 17-pounder ("17 pounder")instead of the standard 76mm M7 gun.
The effectiveness of the gun has been significantly improved. You will not encounter challenging targets. The disadvantages include slow turret rotation and the lack of romance of sabotage missions. This is just a good machine with an excellent gun, which will easily destroy German tanks.
To ignore the slow turret rotation, use the vehicle as it is intended - as a tank destroyer, operating from a distance.
Historically, the Achilles first entered combat in Normandy and were subsequently used effectively by British forces on the Western Front. A total of 1,100 vehicles were converted from the M10s delivered under Lend-Lease.
Both of these vehicles and their crews earn 100% more experience (and with it, Silver) and are part of the Iron Fury pre-order bundle.
Pre-order bundle
Purchase the bundle before the major update is released to receive exclusive pre-order bonuses: a portrait and a nickname decorator.
If you're playing Enlisted on console, you can get these bonuses by purchasing one of the squads within 14 days of the update’s release.
Pre-order bonuses: German tanker portrait and Tracks nickname decorator.
★ We aim for Hitori Kakurenbo Online to be a place where everyone can have the most hilarious and scary moments with each other.
In anticipation of the HKO Early Access release, we have organized a spooooky giveaway where 4 lucky participants can receive a game key on Steam each!
As you complete more giveaway tasks, your odds of going home with the key increase. Winners will be chosen on 📅March 15th, 2024.
Thank you and don't forget to wishlist Hitori Kakurenbo Online on Steam if you enjoy it! Each wishlist makes a difference in making our project the most enjoyable experience for our whole community.