The Division 1.1 patch notes released for PS4, PC, and Xbox One

Here's everything Agents should expect from The Division's update 1.1: Incursions.


Ubisoft has released the official patch notes for its upcoming update 1.1: Incursions.

While we already knew a number of improvements were going to be made to the game with this upcoming update, such as new Blueprint levels and Dark Zone gear changes, the full patch notes offers an even deeper glimpse into what we should expect next week.

Some of the noteworthy features includes the Falcon Lost incursion, which can only be accessed by Level 30 agents who have completed the “General Assembly” mission. The incursion has been balanced for 4 players with high level gear, so be sure not only your team, but your gear is ready for this battle.

Here's the full update 1.1 patch notes:


Falcon Lost

  • Falcon Lost is a new incursion available in the Stuyvesant area
  • You must be level 30 and have completed the mission "General Assembly" to access this mission
  • The encounter is balanced for 4 players with high level gear

Gear Sets

  • Gear set equipment can be found by completing the most challenging activities in Manhattan
  • Collecting and wearing gear sets grant powerful stat bonuses and talents
  • Gear sets of varying gear scores can be found for many playstyles. Find the set that best suits yours
    • “Tactician's Authority” – enhances electronics and support capabilities
    • “Striker's Battlegear” – provide bonuses for assault capabilities
    • “Sentry's Call” – enhances marksman capabilities
    • “Path of the Nomad” – provides bonuses for lone wanderers


  • Items dropped by enemies can be shared with other players
  • Trade items by dropping them as loot from your inventory, so players in your group can pick them up
  • You can only share items for during the first 2 hours after you have acquired them
  • Items can only be shared with players who are currently in your group and who were also in your group when the item was originally dropped


  • Assignments are automatically obtained when you log in and can be tracked from the map via the menu called “Mission Overview”
  • Assignments are available for a limited time (24h for Daily Assignments and 7 days for Weekly Assignments), after which, they will be replaced by different assignments
  • Assignments come in different categories:
    • Combat
    • Dark Zone
    • Crafting
  • Most assignments can be completed while playing alone but some will require enlisting other agent’s assistance to complete

Dark Zone Supply Drops

  • Dark Zone Supply Drops are a global event where the Strategic Homeland Defense agency airdrops multiple supply caches to assist Division agents
  • Supply drops will occur multiple times over the course the day
  • The supply drops will contain non-contaminated gear of all types that will be ready to use without the need for extraction
  • These supply drops will be heavily sought after by other agents and enemy factions that roam the Dark Zone, so be ready for resistance

Gear Score

  • Every non-vanity gear piece that can be found when your agent is level 30 has a Gear Score value. The higher an item’s Gear Score, the stronger the item
  • The overall Gear Score of your agent can be seen in your main menu next to your player level. Gear Score indicates the advancement of an agent
  • Other agents’ Gear Scores are displayed next to their health bars
  • Improving your gear and increasing your overall Gear Score will grant your agent access to the most dangerous high-end challenges

Group Spectator Camera

  • The Group Spectator Cam lets players spectate members of their group while waiting to be revived or the entire group to be down
  • Players can use RB/LB, R1/L1 or Q/E keys to switch between group members

New High-End Named Weapons

  • Added new High-End named weapons:
    • Warlord: Assault Rifle
    • Valkyria: Submachine gun
    • (Historian: Marksman Rifle) Please note that while the Historian will be implemented in the game with this update, it will not be acquirable in-game until update 1.2



  • Turret skill can no longer suppress enemy NPCs, as this allowed named NPCs to be defeated too easily
  • Recalibrating High-End items will now cost normal Credits instead of Phoenix Credits
  • Phoenix Credits drop have been increased on lvl 31 and 32 named enemies:
    • Level 30: 1-3 Phoenix Credits
    • Level 31: 2-4 Phoenix Credits
    • Level 32: 3-5 Phoenix Credits

Dark Zone

  • The vendor in the Church Safe House will now sell items in Dark Zone Funds instead of Phoenix Credits
  • Ranks requirements for Superior and High-End quality items at the Dark Zone Vendors have been adjusted:
    • Superior (Purple) items: Rank 15 instead of 30
    • High-End (Gold) level 30 (Gear Score 163): Rank 25 instead of 50
    • High-End (Gold) level 31 (Gear Score 182): Rank 40 instead of 50
  • Added a new Dark Zone bracket for characters with Gear Score 160+


  • Increased costs for converting crafting materials and crafting High-End items:
    • 10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material
    • 15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
    • 10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item
  • Changed deconstruction yield of Standard (Green) and High-End (Gold) items:
    • Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
    • Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2
  • Added new level 31 and 32 High-End items Blueprints to Vendors
  • Removed Division Tech requirements from some level 31 High-End Blueprints

User Interface

  • Added gamepad deadzone calibration in settings menu (all platforms)


  • Fixed a bug that could prevent characters from accessing the game if they had too many items in their inventory
  • Fixed a bug where sometimes the weapon talents would not activate if the player has the exact stat requirements
  • Fixed a bug where players could exit the Dark Zone on East 43rd street
  • Reloading stripper clips is now correctly interrupted by firing the weapon (marksman rifles and shotguns)
  • Fixed an issue where buying a weapon with a pre-attached scope using the buy and equip feature sometimes caused the scope to un-equip
  • Fixed an exploit where players could shoot through corners of covers
  • Fixed a number of locations where NPCs could shoot through walls
  • Fixed an exploit where players could ignore the fire rate of certain weapons
  • Fixed some locations where players would get stuck in Queen Tunnel Camp mission
  • Fixed various prop collisions so that players no longer become stuck
  • Fixed a bug where the final cut scenes would unlock before the final missions were completed
  • Fixed a bug where the Water Supply side mission would not activate
  • Fixed an issue where the Morphine Supply side mission sometimes would not complete
  • Players no longer receive too much XP for completing the Morphine Supply side mission
  • The buff from Smart Cover no longer stacks if multiple teammates are using it on the same piece of cover
  • Fixed some bugs where deployable skills would not activate under certain circumstances
  • Fixed a bug where voice chat volume indicators would overlap in the group UI frame
  • Fixed a bug where receiving a group invite via Matchmaking would sometimes not show up on the screen
  • Fixed a bug where the dead teammate icon would turn into a blue dot instead of a red cross if the players were too far away from each other
  • Fixed an issue where a player would be unable to inspect the appearance of his/her character while changing outfits
  • Fixed some UI elements for mission overview frame and adjusted some of the misaligned icons
  • Corrected the colors for the appearance items in the Mission rewards list
  • NPC’s will no longer ignore the player while they are attempting to interact with props (arming/disarming bombs)
  • Fixed a bug where a NPC would sometimes not leave its spawn area during the Morphine Supply side mission
  • Fixed a bug where NPC’s would sometimes not respawn at one of the landmarks in the Dark Zone
  • Several clipping issues have been fixed with various appearance items
  • Some tooltips have been updated with more clear information
  • And many more

PC specific

  • Added new resolution scaling and lighting options
  • Added support for reporting players on PC. Players can now type in chat /report
  • Improvements to resolution detection and switching between display modes
  • Fixed some issues with camera movement while using Tobii Eye Tracker
  • Fixed screen look for minimap when using Tobii Eye Tracker
  • Fixed several issues with Logitech peripherals
  • Fixed several graphic issues due to dual monitor display
  • Fixed an issue where players could move UI elements out of the visible screen area
Senior Editor
From The Chatty
  • reply
    April 5, 2016 9:37 AM

    Daniel Perez posted a new article, The Division 1.1 patch notes released for PS4, PC, and Xbox One

    • reply
      April 5, 2016 9:48 AM

      "Turret skill can no longer suppress enemy NPCs"

      well that is unexpected and kind of sucky. using the turret in an elevated location as a suppression tool while flanking was one of its best uses. I could see toning it down or something but eliminating that functionality all together seems crazy.

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        April 5, 2016 9:49 AM

        Yep. I feel like was just personally nerfed. I guess you have to spec for shock now if you want it as a lock and flank tool.

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        April 5, 2016 9:51 AM

        early in the game that's been like the only skill that actually changes how I approach combat scenarios so yeah...

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        April 5, 2016 9:53 AM

        Why the fuck did they nerf the turret. Guess its time to stop playing. Late in the game the turret is basically useless. They kick and destroy them, they lob a couple of grenades and destroy it. Its a mess.
        Back to Primal.

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        April 5, 2016 10:02 AM

        I actually kind of like that change. I hated that it would suppress a group of people and in some fights there isn't always a way to flank an enemy so you'd have to sit there and wait until the turret went away before you could really do any damage to the enemy.

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          April 5, 2016 10:06 AM

          I have had that happen but think that scenario occurs much less than times where the suppression effect is useful for flanking or just getting a moment to let another skill finish recharging.

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          April 5, 2016 10:56 AM

          I've had that happen a few times but would just manually disable the turret it if it was a problem

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            April 5, 2016 11:29 AM

            Since I don't use the turret I can't just disable it. Personally right now I don't think there are any skills worth using besides smart cover, pulse and crowd control of some kind(preferably a combo of flash + another one.

            In a group stacking 4x smart cover, 2x pulse, and 2x CC you can breeze through challenge mode.

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              April 5, 2016 1:42 PM

              I usually run pulse and support station with infinite ammo for people, but yeah, there's no reason for a turret in challenge mode right now anyway, and this just makes it even more useless.

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              April 5, 2016 2:00 PM

              I thought they got rid of smart cover stacking in a previous patch.

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                April 5, 2016 2:05 PM

                I think they ninja nerfed the stacking of the same kind of smart cover but if you run different kinds then it still stacks.

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        April 5, 2016 10:09 AM

        Considering it's so stunningly weak on its own, being 2-shotted by most enemies, it seems almost entirely worthless now.

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          April 5, 2016 10:23 AM

          I found it pretty weak as well when I tried it. I'm still using the sticky bomb.

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        April 5, 2016 10:23 AM

        Hahah that was one of the only reasons to even use the thing later.

      • reply
        April 5, 2016 11:44 AM

        Terrible change. At most, they should retain the existing functionality for solos - make turrets nerfed in groups.

        They also need to increase the effectiveness of the secondary effects if they're going to remove this.

      • reply
        April 5, 2016 2:08 PM

        I always felt turrets were useless big hulk man would just insta hack it. So I've always used the shock/flash bang.

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      April 5, 2016 10:01 AM

      Man, those crafting material changes are pretty steep. Guess they thought people were gearing up too fast and it was too easy to get materials needed for HE stuff.

      • reply
        April 5, 2016 10:07 AM

        I've been struggling to get enough tools to craft anything worthwhile already. This change all but removes crafting from the game. Those nerfs are insane.

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          April 5, 2016 10:12 AM

          Tools and weapon parts in general I am usually low on. Guess this change will make me have to make sure I transfer weapons to my alt more often so that I can buy cheap crap with him and move them to my main for part breakdown.

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        April 5, 2016 10:27 AM

        perhaps trading/dropping is also around the corner? as someone who needs HE stuff badly, this change is really some additional horseshit on top of the phoenix income nerf. oh well.

        it's so weird to see them arbitrarily try to slow the game down, with raid content around the corner that requires gear score, so people are going to want to ramp it up. this is just fucking weird.

        • reply
          April 5, 2016 10:31 AM

          ahh yep there it is Items dropped by enemies can be shared with other players so that's the hedge. you are supposed to share with other humans. in short you are still fucked. hopefully it becomes like D3 where people just drop loot somewhere??

          • reply
            April 5, 2016 11:02 AM

            They have to be in your group when it drops, when you drop it, and within 2 hours of it all happening.

        • reply
          April 5, 2016 11:34 AM

          I understand slowing the game progression down, I just don't think they did at first. Games like this and Destiny need some kind of gated progression to keep people playing. Destiny does a very good job of gating progression and gear acquisition, but in The Division you could gear up to some of the best stuff very fast and then have nothing left to get so this is a way for them to slow that down.

          Destiny did the same thing eventually with how many weapon parts you got back when dismantling stuff, but then they also eventually added ways to spend in game money on parts. However they gate how much cash you can hold at once to a pretty low number. I've got over 1m in division credits to spend on stuff so if they made it so i could buy parts it would be crazy how many I could buy.

          • reply
            April 5, 2016 11:56 AM

            it's strange they have absolutely no concept of pace. people obviously did not test this to acquire things at "gamer pace" and now there's thunderous nerfs to arbitrarily slow progression down. BUT... a huge amount of people already have everything. so why slow it down?? it's just punishing the late comers. then there's a raid coming out, that needs exclusively high end loadouts, so.... uhhhh... yeah. the early adopters are rewarded! the late comers face all the arbitrary gates. what?

            this is just so strange. they had no idea people can race through to end game as fast as they did, had no idea people could accumulate phoenix credits as fast as they did, and are just now getting around to making adjustments. I really wish I could have delved into this 24/7 to not be behind the curve so badly, so I'm rather scorned on this one. I face all of the arbitrary gates.

            the matchmaker/pubby angle on this game is fucking atrocious. can't even get a daily challenging done reliably. it fucking sucks. people obviously want to get their cheats installed and hit the dark zone. the PVE world is left to rot.

            • reply
              April 5, 2016 1:55 PM

              Yeah the change and the way they originally released definitely seems like they didn't actually think through the pacing of progression properly at all.

              Now we have a ton of people who raced through everything and are already fairly stacked, this change won't actually affect them nearly as much and in certain important cases, benefits them much more because these changes have now slowed down everyone else that was playing at a more normal ratea large amount, which is just going to make the gear gap persist for a much longer time, giving the people that geared up before these changes a big advantage, and when a huge chunk of your game relies on the prospect of fighting with and against other people, with all of what you're releasing and changing discouraging solo play more and more, this is a big problem.

      • reply
        April 5, 2016 10:28 AM

        Wow conversion and deconstruction nerf'd...

      • reply
        April 5, 2016 1:55 PM


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          April 5, 2016 1:58 PM

          Good thing is that requirement from some of the blueprints, while also increasing other parts needed.

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        April 5, 2016 4:40 PM

        It's horrible. Most drops are trash, it's hard enough to make a gear set as is praying for the RNG god.

    • reply
      April 5, 2016 1:28 PM

      Gross. They better make drops better if they're going to nerf crafting this hard. Crafting was easily the best way to get the best gear.

      Recalibrating High-End items will now cost normal Credits instead of Phoenix Credits

      That's very nice though.

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        April 5, 2016 1:36 PM

        it feels like D3 panic mode adjustments. wild swings in gear, drops, etc etc etc. they just have no idea what gamer pace is, what a reasonable medium is, how to pacify poopsockers as well as lowbies.

        meanwhile, there's endgame content coming out that requires ultra high end gear ONLY. hmmm.

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          April 5, 2016 1:42 PM

          I wonder what they define as "ultra high end." I'm sitting at 160k damage/70k health and am looking at incremental upgrades from now on basically.

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            April 5, 2016 1:53 PM


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              April 5, 2016 1:59 PM

              Right but I would hope gear rating goes up with, you know, better gear. Thus equating to higher dps and health (or electronics if that's how you roll).

              I wonder if it will be like when WoW had gear score but you could fake it out by wearing high level tank gear even though you were a low gear healer.

    • reply
      April 5, 2016 1:46 PM


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        April 5, 2016 6:23 PM

        play something else and stop giving ubisoft money

    • reply
      April 5, 2016 1:56 PM

      Wish I could see my gear score now. I'm wondering if it's flat based on lvlgear?

      If I'm in all he31 gear is it a flat score example 75 points

      If I'm in all he31 but certain items give more weight. Like if this chest rolled 3 mod slots it's worth xx more than 2 modslots.

      75 points vs 70 points.

    • reply
      April 5, 2016 6:15 PM

      So my husband is out of town til Thursday afternoon. Is this the kind of patch that would take forever to download when he gets home? I can turn on the PS4 and download and install it for him tonight so he won't have to sit through it on Thursday.

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