The Division 11.1 patch 2 patch notes

The Division 11.1 patch 2 patch notes

The Division 11.1 patch 2 patch notes

The top

  • Difficulty and guidelines
    • When interacting with the elevator in the lobby, players will be able to select the desired difficulty and directions
      • All difficulties are selectable: Normal - Legendary
      • For guidelines, players can choose from 9 published guidelines
        • Developer Comment: We recommend that you limit yourself to 5 active directives; use more at your own risk
        • NOTE: Missions and Global Difficulty still have the 5 Seasonal Directives
  • The new summit experience
    • Players can now climb their custom summit at their own pace.
      • With TU11.1, all players will initially start on the 1st floor of the Summit
      • Progress is now saved more frequently with each encounter with Elevator players
        • Instead of the old rally points, players will pick up where they left off in subsequent games.
        • This means you can stop at floor 38. Then the next day continue from the elevator to floor 37.
      • Once players complete the 100th floor, on their next attempt at the top, they will restart on the 1st floor.
      • NOTE: for co-op, we save the maximum of your previous checkpoint and current session
        • Example: the player previously had a save on the 60th floor, they matched and ended the 95th floor with a party, on their next game the player would continue to the elevator to the 93rd floor.
        • Example: the player previously had a save on floor 81, they matched and finished floor 34 with a party, in their next game the player would continue to the elevator to floor 81.
  • Targeted loot
    • At any time during the Summit, players can open the Mega Map and set their personal Target Loot
      • For their allocation, players can choose from weapon types, gear slots, mods, brands, and gear sets.
      • The selection of targeted loot in Summit is personal (meaning each player in a party of 4 can have a different allocation chosen)
  • Scaling up threats
    • The higher players climb in The Summit, the more likely they are to encounter tougher enemies.
      • The chance for enemies to spawn as a Veteran or Elite gradually increases with each floor.
      • Lieutenant squads occur more frequently as you climb to the top.
      • The Boss floors (10, 20, 30,…, 90) have several hostiles named on the upper floors.
  • Additional gameplay improvements
    • Added a weekly project to complete the summit (which along with other rewards grants an exotic cache)
    • Added more types of objectives
    • Faster interaction animation on the laptop
    • Adjusted enemy spawning during Hack Terminals objectives
    • Keeping SHD crates is more advantageous
    • Added new UI notifications regarding Exotic Fire Teams, Bosses, etc.

instructions

  • Directives now increase the drop chance of targeted loot
    • Since its introduction in TU6, Targeted Loot has been influenced by a number of factors (including difficulty).
    • Now, with TU11.1, each active directive adds a small amount to the total drop chance for targeted loot.
    • This applies wherever directives are present (missions, open world, summit).
    • NOTE: Directives also increase XP.
  • Increased cooldown reduction per skill part collected with the skill regained directive.
  • Fixed an issue causing broken batteries in Fragile Armor to behave strangely after death and reactivation.

Targeted loot

  • Added individual targeted loot allocations for each gear set
    • This applies to both normal rotation and Summit personal targeted loot.
    • Ex: Lincoln can have True Patriot

Equipment

  • Exotic Ridgeway's Pride
    • For the first part of the Exotic Quest, coins now drop based on the number of floors at the top and the increased coin drop chance.
    • For the third part of the exotic quest, reduced the number of agents and rogue hunters to kill to 2
    • Increased the radius of the Bleeding Edge talent to 15m
    • Increased repair strength of the Bleeding Edge talent to 1: 3%, 2: 6%, 3: 12%, 4: 24%, 5: 48% (per bleeding enemy within radius)

PvP

  • These PvP balance changes affect both DZ and Conflict:
    • Decreased overall time to kill by 10%
    • Decreased shotgun damage by 12,5%
    • Increased damage to shields by 25%
  • Fixed an issue in Conflict that caused the Firewall specialization flamethrower to deal an excessive amount of damage.

Bug fixes

  • The top
    • Fixed Loot Crates not resetting if encountered twice in a session.
    • Restored the ability to select Matchmake without reloading
    • Mega-Map now has the correct tabs (Projects / Manhunt / SHD)
    • Improved 100th Floor Final Enemy Loot
    • Doors swapped to be windowless in various places
    • Legendary Black Tusk learned to properly hold weapons
    • Improvements to an issue that could cause the 100th floor to end after killing all enemies
    • Fixed an issue where agents could squeeze through the map and get stuck between elevators
    • Fixed an issue where the Legendary Black Tusk would sometimes appear when experiencing difficulties in which they should not be
    • Fixed instances of enemies not leaving their spawn closets.
    • Fixed objective requirements for poison gas to remain on screen after a party member interacts with the laptop
    • Fixed a loot room that could not be interacted with
    • Fixes instances of enemies spawning incorrectly in parts of the floor that have already been cleared
    • Fixed the lobby voiceover triggering when returning to the lobby
    • Fixed the "Neutralize Lieutenant" objective sometimes choosing an unnamed NPC as a lieutenant
    • Fixed an issue where a controller button had dual functionality on the mega map
    • Fixed an issue where the player could get stuck in the spectator mode screen after switching another player's camera
    • Various UI and map fixes
  • Other
    • Fixed enemies that were sometimes inaccessible in the Grand Washington Hotel
    • Fixed an issue that prevented SHD level notification UI
    • Fixed an issue in the Operation Iron Horse raid where RPGs could stop dropping if they were disconnected or quickly exited the raid when they had one equipped
    • Fixed an issue that occurred when the player fell from an object in combat causing the agent to move forward and then back
    • Fixed an issue that caused party members to have no ammo when the party leader activated the Gunslinger Directive in the Dark Zone
    • Fixed Global Event Modifiers not working as intended on Legendary Difficulty.






add a comment of The Division 11.1 patch 2 patch notes
Comment sent successfully! We will review it in the next few hours.