Hotfix #78 - 1.9.2 - Patch Notes

From personal experience I can promise you they were. In auric mortis trials there are objectives that will repeatedly spawn enemies back to back until the objective is complete. I’ve had it happen at least once every other game where the game will choose plasma gunners as the enemy type, and will spawn 9-10 plasma gunners which forces the team away from the objective (or outright kills people who were in a bad position or caught off guard), and forces a stale mate as whatever powerful ranged character you have on the team has to play like it’s a tactical shooter to pick them off. By the time you’ve gotten back to the objective the game sees all the enemies are dead and spawns more. I’ve had to solo clutch as a scriers psyker through several waves of them in that exact situation where the only thing I could do was hide behind a corner and either hope they happened to come into melee range or that I could chip them down by corner peeking. Pushing them would get me shot out of a dodge or slide, staggered on hit, and hit chained into dead. Rushing for other cover would still get me shot as even if I dodge one, the others won’t miss. As soon as other enemies showed up and pushed me out of cover it was basically just up to luck that I could slip away alive having only taken a couple hits to go get revives.

The literal only thing in this game that has had as much of a pressing presence on the field as plasma gunners were havoc 1.0 gunners. No one wants to play havoc 1.0 again. Whether you’re actually in havoc or not, when those gunners show up in the numbers that they could, it was just a team wipe without a bubble psyker.

At the very least, given the current situation where the spam of that crappy Gold Toughness has turned the game into a walking simulator, I even wish they would revert it to the way it was at the beginning, where things like the Flamer or the shock from a Captain Boss could instantly strip away your toughness.

It definitely spiced things up back then. The fire bombs would always set off a slight panic if they landed nearby. But this was before aurics so things weren’t as intense back then I don’t believe.

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Beware that this is causing audio desync issues between the firing sound and the actual shots. The audio is not lined up anymore since it was designed for a shorter shot cooldown.

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In havoc two days back we had twins, captain and 2 full monstrosities come at us just at the last drop on Silo cluster, when we were hopelessly cornered by design with full ranged complement behind them and a rotten armor horde coming at us from behind. And that happened thrice in a row!

C’est la vie, we all have stories to tell, doesnt mean Fatshark should act upon them

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I guess that then the blame of badly designed enemies moves from the devs to the playtesters whose job is to test those units in various difficulties to see how they feel in combat and interact with the player.

Honestly just pull this enemy and rebuff shotgunners. I have no idea why you guys can’t get something as fundamental as the dodge prompt correct here. You guys should be adding enemies to the game that gasp provide something NEW to the players. Not ‘here’s a mauler using the scab captain’s attacks’. Its pretty insulting that instead of any map or actual content for the game (mortis and havoc are not played anywhere outside of maybe 100 people total) we got this and the power falchion. Do you understand where the criticism that there is no effort being spent on this game comes from? Its literally no effort things like this.

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Did… did they not consider this when making this change???

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wtf did you guys do this update my framerate got cut in half.

3 of us ran gloriana h40 with healing and armour with 0 mods and all crashed

we also noticed that it seems to happen when a trapper is attacked

console-2025-09-30-14.00.58-5bcf1bee-40be-4f4c-87a7-22b7306ae58c.log (144.1 KB)

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There is new and improved audio in the works, but it’s not part of this hotfix. I assume that they were eager to make the plasma gunner attacks less oppressive and thought that this was an acceptable temporary solution, but I foresee a lot of malding with people trying to dodge based on the sound cue and then getting blasted in the face.

On the whole, this list of changes should lessen the pressure – there will be less of them, they will fire more slowly, they do less damage and they are less tanky – but it’ll be audio janktown until the other changes are in.

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Probably a forgotten feature copied over from captains. I’m pretty sure I’ve seen captain plasma pierce a few walls, but I always registered it as some jank graphical error and never thought it could even deal damage.

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People were complaining about how it would not aim/hold shots in a predictable way, longer wait times seem to be part of fixing that.

Was the AMD graphics driver crashes related to the cosmetics and penance menus fixed with this? They were listed as being set for this fix but I don’t see them in the notes?

Wait, did they fix blue stimm making enemies literally invincible?

It doesn’t help that the dodge window is far from lenient. I did a slide dodge and near the end of it got blasted. I was still in the slide animation.

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Good hotfix, actually decent turn around time too. Hadn’t played Havoc this patch so I can’t speak to that, but plasmas enemies might be nerfed too much now for normals? Dunno, will have to see.

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i am getting truly annoyed by the lack of help. On Steam i can NOT update the game cuz content file is locked. it downloaded the update yes but it does NOT want to update it cuz som content file is locked.

A quick google funnily enough shows an HD2 post:

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Good PG changes, good timing post-patch too. I approve.

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