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Home»Patch Notes»Necromunda Hired Gun Update 1.004 Patch Details
Patch Notes

Necromunda Hired Gun Update 1.004 Patch Details

GIStaffBy GIStaffJuly 6, 2021No Comments2 Mins Read

Necromunda Hired Gun has been updated to version 1.004 today by Streum On Studio. The full patch notes for this update can be seen below.

The second patch for Necromunda Hired Gun is now available and includes a number of changes. On top of many bug fixes, the devs concentrated on enhancing the game’s stability and dramatically decreasing stutters in this version. On Steam, EGS, PS5, and PS4, the patch is now available. Xbox consoles and GOG versions will be available soon.

Necromunda Hired Gun Update 1.004 Patch Notes

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

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