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Necromunda: Hired Gun News

The Patch 4 has arrived!

[h2]Greetings Bounty Hunters![/h2]
The fourth patch is now live on Steam and brings various stability and QoL improvements!
For this update, we mainly focused on improving the overall stability of the game and on bug fixes.
Thanks a lot for your continued support of the game!

[h2]Patch Content[/h2]
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

Hope you celebrated the International Dog Day last August 26!

That’s it for today!
Make sure to stay updated on the game by following us on social media: Twitter, Facebook, Discord
We’ll see you in the hive, Bounty Hunters!

-The Focus Entertainment and StreumOn Studio teams

The third patch is now live!



[h2]Greetings Bounty Hunters![/h2] The third patch is now live on Steam!
This patch, based on your feedback as always, brings various improvements, new features, and bug fixes. For this update, we mainly focused on bringing new anticipated features like replacing the default stubgun with another one, on top of various bug fixes.

Thanks for your support, we’ll keep working on improving the game! Now, let’s go through the patch content!

[h2]Patch Content[/h2]
[h3]New features[/h3]
    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


[h3]Bugfixes[/h3]
  • 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


That’s it for today’s patch. We hope you’ll enjoy it! We’re still working on improvements, so stay tuned for future updates!

Make sure to stay updated on the game by following us on social media: Twitter, Facebook, Discord

We’ll see you in the hive, Bounty Hunters!
-The Focus Home Interactive and StreumOn Studio teams

The second patch is here!



[h2]Greetings Bounty Hunters![/h2]

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!

[h2]Patch content[/h2]

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
  • Fix the AOE damage of the Burning Sun


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


[h2]Thank you![/h2]

That’s it for today! Our team will keep working on improvements based on your feedback, so don’t hesitate to let us know your thoughts on this patch!

Make sure to stay tuned by following us on our social media: Twitter, Facebook, Discord

We’ll see you in the hive, Bounty Hunters!

- The Focus Home Interactive and StreumOn Studio teams

Кадия стоит, пока ты платишь налоги: Обзор Necromunda: Hired Gun

Вселенная Warhammer 40,000 обладает огромным потенциалом для создания видеоигр в самых разных жанрах. Однако компания Games Workshop раздает лицензию всем подряд, что сказывается на итоговом качестве ряда многообещающих проектов. Достаточно сказать, что за все время вышло всего два шутера от первого лица, и ни один из них нельзя назвать компетентным. К сожалению, Necromunda: Hired Gun продолжает эту традицию.

Necromunda: Hired Gun's first patch fixes aim down sights and audio mixing

A first patch has arrived for Warhammer 40K FPS game Necromunda: Hired Gun. Coming just about a week after the game's launch, this patch makes a few much-needed improvements, although some of the bigger issues will need some more time for the developers to address.


One significant issue addressed in this first patch is an incorrect offset that occurs randomly in aiming alignment, which translates to gunsights being off a bit. Hired Gun is, of course, a first-person shooter, so having sights line up properly is pretty important (although the auto-aim is remarkably forgiving, particularly while you're wall-running). If you're playing Hired Gun with a controller, there's been a rework of aim assist while switching to iron sights, which should be a welcome fix as well.


Several audio issues have also been addressed, including some weird voiceover mixing and a problem with missing sound effects while in levels. That means you'll be able to hear every syllable of Space Cockney as you're bursting merc skulls in the Underhive. Pleasant!


Read the rest of the story...


RELATED LINKS:

Necromunda: Hired Gun review - working nine to hive