Patch 1.11.1 - Hotfix patch notes

Warband!

This hotfix is addressing some crashes and bugs in the latest game mode, Expeditions. We are still working on fixes for the Known Issues list, and we aim to deploy another hotfix early next week! In the meantime, please keep sending in Crash Reports, as these help us immensely in solving issues.

Patch 1.11.1 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!

General Changes

  • Changed unlock requirements to go from Grid Point Alpha to Beta from 3000 to 1500 Tech-Remnants.

Expedition Bug Fixes

  • Fixed an issue where hot-joining other players in the Sanctuary resulted in a crash.
  • Fixed an issue where enemies ignored doors when pathfinding towards players.
  • Fixed an issue where throwing a Smoke Grenade as Veteran inside airlock while loading into Sanctuary caused a crash.
  • Fixed an issue where players could get stuck in the Sanctuary after hot-joining a session.
  • Fixed an issue with stock not being accurately shown for items.
  • Fixed an issue where players transitioning into the second or later Sanctuary instead ends up in a previous Sanctuary due to it not being despawned.
  • Fixed an issue where players stuck in the sandstorm was not thrown out, forcing a leave to progress mission.
  • Fixed an issue where leaving the game while having the Salvage/Tech-Remnants popup window active caused a crash.
  • Fixed an issue where Data Reliquary doesn’t count as extracted if it is present in the valkyrie but not carried by a player.

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Known Issues

  • ~~When hot-joining an expedition, players can crash if the rest of the team is inside a Sanctuary. ~~ Fixed!
  • When doing an Expeditions Auspex Puzzle, players can lose access to their Auspex if they cancel the minigame by swapping weapons. Players can recover their Auspex by attempting the minigame again and cancelling normally.
    • Note: If another player completes the minigame before you recover your Auspex, you will lose access to your Auspex for the remainder of the Expedition, which will hinder navigation and will make it impossible to perform Auspex Puzzles.
  • When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
  • Rarely, when hot-joining an Expedition, the entire team might disconnect from the mission.
  • Some texture anomaly can occur when hot-joining an Expedition while players are in a Sanctuary.
  • The Expeditions grid map names don’t match with the Greek symbol associated with them.
  • Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
  • Some of the new items found in Sanctuaries can’t be tagged.
  • Some breakable walls in Expeditions can be walked through even without breaking them.
  • Some textures can bug out when playing on AMD GPUs.
  • When disconnecting from a mission, the camera can flicker until the loading screen shows up. This should be solved in an upcoming hotfix.
  • Players can hot-join private matches if they enter matchmaking through Quickplay.
  • Some barrel explosion animations can trigger more times than intended. This is only a visual issue.
  • [Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
  • The description for Psyker’s “Psykinetic’s Aura” ability is missing localization in some languages.
  • When respawning, ammo count on the HUD can show incorrect numbers.
  • In Expeditions with tornadoes, sometimes players can be spun around and taken for a ride even with no tornadoes nearby.

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That’s all for today!

We’ll see you on the Mourningstar.

– The Darktide Team

11 Likes

no lasgun laser beam change ?

@FatsharkQuickpaw can we get any comment on how often expedition maps are planned to refresh and if we can carry tech remnants between resets?

5 Likes

Nothing about the FPS tanking? The optimization is horrible. Can’t even get above 60fps now when I was normally pushing 120+

1 Like

Please consider rolling back the changes to pickpocket and ranged tree pathing for hive scum, it narrows that class viable options for challenging content.

2 Likes

Or consider adding an internal CD for ranged activations of pickpocket.

3 Likes

Or just isolate it to vulture’s mark keystone. Would make it competitive with chem dep, skyrocket it’s pickrate, would allow ranged options to exist and be viable, and make melee players commit.

2 Likes

Indeed, because I recommend avoiding hounds modifier at all costs on expeditions. There seems to be next to no cooldown so it’s just a stream of hounds constantly.

1 Like

Did we all just get early April Fooled?

1 Like

Please don’t consider rolling back the changes to pickpocket and ranged tree pathing for hive scum, it makes the class true to tide games design that includes melee combat in the heart of the gameplay.

8 Likes

Perhaps no cooldown for melee activation, but some internal cooldown for any ranged activation of pickpocket. Or just revert to ranged activation, but limit pickpocket to only close range enemies, to encourage the hive scum’s in-your-face ranged playstyle.

**But at the same time nerf the survivability buffs to the hive scum after the latest patch, to balance the pickpocket no longer only activated by melee.

If melee players think having pickpocket is too troublesome, we ranged enjoyers will gladly absorb it into Vulture’s Mark keystone so that only this playstyle has access to good ammo economy, so that melee builds don’t get infinite needle pistol ammo.

Play your Chem Dependency meta builds, you lot think it’s the strongest keystone anyways.

2 Likes

Why would you drop the ball with this new mode? Have you seen the community reaction?

Even I for one…Im sorry but I gotta keep saying this. I unfortunately left a negative review because of this. Whats with your Hubris that you think you can just remove essential parts of a chaos wastes campaign and just split it up and served to us as separate modes in this game? Do you even listen to your community “Completely”?

1 Like

Or they could increase the ammo of the autopistols. 20% means 2 magazines which are gone in a blink.

1 Like

Genuinely having an activation radius makes the most sense. If you can “pickpocket” ammunition by smashing an enemy in the face with a crowbar, why shouldn’t you be able to “pickpocket” ammunition by shooting them in the back of the head execution style

3 Likes

Unnecessary. I think “obligatory” perks and “tax” perks should all be removed and baked into the base. No need to give an illusion of choice or “good design”. All they do is make people feel miserable while pathing their trees.

Yup, and it would be a “nerf” (tbh most melee scums were opting out of pickpocket even before the nerf) to the strongest playstyle for HS which is melee, I don’t see how this suggestion can be controversial, but I’m sure they will find a twist :upside_down_face:

As in, specifically that new talent Street Tough after the latest patch which pushes back all melee enemies upon getting hit once and activates every 8 seconds. This new addition seems kind of strong to me.

1 Like

Personally I’m glad the rogue lite part is not there. I wanna play at the strenght level my characters have.

I don’t wanna have to go through that progression every time, nor am I too interested in the buffs. They work for trials I guess.

It’s a matter of personal preference of course, but a good consequence of this change is that a run is 25 minutes long (or even way way less) instead of over one hour. That made it virtually impossible for me to play with some of my friends

1 Like

It would be if it worked, but I would bet money on it is broken just like vulture’s push is still broken:

Vulture’s Push Keystone Modifier – Knockback Not Working as Described