Yup, that is intentional. Since the power up are split into tiers, there are actually two spots in each of the map sections for them to spawn into. I didn't want a player to go thru playing the map and get to one of those secrets and find no item for them to get, because they didn't spawn them at the start.
As for the patch, feel free to report whatever you find. The two Arcknights screwing up the secret count is the only thing I'm aware of besides some texture and level height inconsistencies that I've already fixed. I actually wasn't planning to release a 1.11 patch at all, and just wait until Episode 2's demo is ready to release it. There's still a lot of extra assets I need to make HF 1.xx compatible with 2.xx:
-Monsters all need a poison-death where their bodies melt. This is so they can't be raised by ressing monsters as a part of the poison-weapon mechanic.
-Both player sprite sets need a corresponding crouch-sprite set which was neglected for 1.10. I held off since it's unlikely anyone will play DM or Coop with this mod.
-Vorpal blade needs a new alternate normal attack animation where it swings from the other side, and a two-handed vertical swing downwards for the powered-attack.
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@Kneight:
EDIT: The monster was missing a tag, so it was never awakened by script when it needed to be. Thanks again for reporting.
