Release Notes for Necromunda: Hired Gun
Patch 4 (9 September 2021)
New features
- Add a third slot for long weapons
- Takedowns are now limited by a Takedown gauge that replenishes itself with time or when the player deals damages.
Bugfixes
- Global improvements of stability and performances
- Fix a bug with the skins menu of looted weapons which was empty
- Multiple minors bug fixes
Patch 3 (23 July 2021)
New features
- Opening the weapon wheel or the cyber wheel now triggers slow motion (this feature can be turned off in the settings)
- The mandatory stubgun can now be replaced by another stubgun
- The limitation system on takedowns is now removed. A new takedown system is still in internal tests in order to potentially be added in a future patch.
- Added AMD FSR support
- Tweaks to smoothen Mastiff animations (moving, turning etc..)
- Added a Mastiff animation when performing a takedown on enemies on their back
- Update on Ogryn ragdolls to be less "boneless"
- Friendly NPCs are now targeted by the mortars instead of getting instant killed in the Citadel
Bugfixes
- If an NPC is stuck in the Hypogean Citadel, the current wave is automatically considered as won to avoid blocking the player
- Perfect aim widget should not stay displayed anymore on targets when they burrow or teleport
- Multiple tweaks on spawns in secondary missions
- Update on grapnel to reduce the chances to get stuck in a wall after grappling an enemy next to a wall
- Fixed a bug when an achievement wasn't getting unlocked due to multiple achievement unlocks at the same time
- Fixed focus loss issues in armory menu
- Ogryn Tesla doesn't remain stuck in his electric shock animation anymore
- Ambot back-mounted missile launcher is now properly destroyed and falls with the other pieces when it enters its second phase
- The main target of the Crush power is now always damaged to avoid the situation where the target manages to get out of the damage during the teleport
- Players can now destroy Ghasts and Perturbator objectives with strength booster (kick or knife)
- Bosses should not be afraid of the player anymore when using a stim
- Fixed a bug where the low life sound effect would be triggered when opening a chest
- Fixed a bug where the floor in Steelway would not get destroyed by the mines
- Veerax now has a green outline
- The drill in Citadel doesn't have an outline after breaking the door
- The Araneus Ventri boat doesn't shake the camera anymore
Patch 2 (6 July 2021)
The second patch is now live and brings various improvements, thanks to your feedback! For this update, we mainly focused on improving the stability of the game and reducing the stutters significantly, on top of multiple bug fixes.
As always, we want to thank you for your continued support to the game! Let’s dive into the patch content!
New features
- New dialogue added when leaving a merchant shop
- Eschers do not have Cameleoline (invisible effect) anymore, except the Boss
- New NPC melee attack variation
- New sound for overloaded cells (plasma gun and pistol)
- New sound for Grenade launcher Proximity grenade and high explosive grenades
- Weapon reloads automatically when empty after switching weapons
- If a player keeps the ADS button pressed when reloading or any action it should go back to ADS automatically
- Added options to disable crosshair and enemies outline
- Added a flinch animation when you rip off a shield from an Orlock with the grapnel
Bugfixes and stability
- Global game stability improvements
- Stuttering occurrences should be reduced a lot, even if it’s still work in progress
- AI improvements to limit the cases where enemies stand around without trying to fight
- Fixed a focus issue in the dialogue when the bartender and Kal are next to each other
- Fixed arms and legs from the player which could have an issue when dying while performing a takedown or using shock power
- Archeotechs information now correctly display a number of damage instead of a range of damage
- Loot bonuses: removed the % as it's technically not a percentage
- Avarus: When player enters wrong coordinates, the hoist goes to the wrong coordinates before triggering the alarm
- Players should not get stuck in chests anymore
- Fix a bug when Strength Booster was still active at the end of a mission
- Tweaked the voice "mask effect" to recover some mid / low frequencies and get a better clarity in dialogue
- Several fixes on takedowns when the player and the enemy are not at the same height
Balancing
- Balancing on some mastiff implants and large NPC HPs
- The mastiff now attacks by himself in a larger area
- Greater range of Goliath missile launchers
Patch 1 (June 2021)
Audio
- Dialogue sound mixing improvements (global VO volume increased)
- Added missing sound FXs in levels
Bug fixes
- Fix a possible blocker during the Takedown tutorial
- Fix of a random bug causing an incorrect offset in aiming alignment
- Fix of Numpad keys triggering unexpected behaviours ingame
- Invert camera setting doesn't apply on the wheel selection anymore
- Fix of a bug when opening a menu while Strength Booster is still active
- Various fixes
Gamepad
- Rework of the Aim Assist when the player switch to iron sight