Here are the patch notes for the latest update:
Patch Highlights
Bloodline:
Bloodline progression has now been added. We have also introduced stat tracking to the bloodline page. This will allow you to keep track of a number of your bloodlines lifetime stats such as Kill/death ratio, total bounty collected, and many more.
Darksight and clue tracking:
With this update, we have introduced a number of changes to dark sight, as well as with clue tracking. First, we have introduced a graphic change to dark sight, as well as changes to the range and visibility for clue tracking.
Your distance from a clue will now determine if it is visible when Dark sight is activated, however, you will now find it easier to pinpoint the location of the clues the closer you get. Clue colors have been updated to improve visibility, now bright blue instead of orange, with improvements made to the light flicker it produces while in Dark sight. The lightning strike indicators for the bounty have been improved to allow for better tracking while in close proximity.
Map changes:
This update has also brought some additions and changes to the map. We have added some more visuals to the areas surrounding the spawn and exit points, as well as to the boundaries of the map (additional vegetation and other assets to fill out the areas). The exit points are now themed and will appear as either a stagecoach or a boat depending on the location.
An indicator has been added to the in-game map screen to assist with tracking a collected/dropped bounty. From time to time, when the bounty is in play, lightning strikes will appear on the map indicating the general area in which the bounty is currently located. This will allow better planning, and help to indicate the general direction of movement.
All built-up and indoor areas have received improvements to gameplay and lighting. We have added some further polish to the existing outdoor areas. This involved streamlining the roads and swamp walkways. Finally, we have added some extra detail to the in-game map screen so that you may plan your route more effectively.
General Updates
A.I (Monsters and bosses):
- Slightly Reduced the number of monsters that spawn to allow for a little breathing room between encounters
- Monsters now spawn randomly through-out the map once a round begins. Previously, they were predetermined and could be memorized, so watch your back, it just got a little more dangerous!
- Minor tweaks have been made to monster reactions to be more readable. This will give you a better indication of whether you are about to aggro them or not
- The Hive now has a defensive swarm when attacked, making it harder to perform a stealth, charged melee attack.
- Implemented a fix to improve the boss encounters (less chance of the boss getting stuck during the encounter)
- The spider’s jump attack can now be interrupted with gunfire
Anti-cheat:
- Integrated EasyAntiCheat (https://www.easyanticheat.net/)
Economy:
- Changes made to the cost of some weapons and equipment
- Changes made to the XP gains from specific events in-game
- Increased the cost of upgrading traits and health chunks of your hunters
- Added a Bounty reward ($) for discovering and entering the lair of the target
Environment:
- Explosives barrels now explode instantly when hit by high-powered weapons
Networking & matchmaking:
- Added additional messaging while matchmaking to keep you more informed of your progress
- Added additional messaging to inform when a connection to the server cannot be established
Weapons and combat:
- Bullet penetration now has a defined set of rules
- Bullet damage is now reduced when shooting through objects
- The damage lose and amount of penetrations is now based on weapon power and dependent on the material you are shooting through (e.d wood weaker than metal)
- Added a hold functionality to the charge melee attack for improved timing
- Decoupled the shooting and bullet cycle mechanics for a smoother interaction so you can confirm your kills more easily by keeping the target in your sights. (shooting and auto bullet cycle are now separate actions) – This can also be suppressed by holding the fire button after the shot has been taken. This will be very useful once we introduce sniper scopes at a later time
- Changes made to melee damage against A.I – Knifes, dusters, and other melee weapons are still very useful but are no longer overpowered. Changes made to weapon damage to make it more consistent against different body parts.
~The Hunt team
