Developer postOriginal post (opens in a new tab)

Content Update Patch notes #1 - 4th May, 2018

We are happy to announce the first big Hunt: Showdown Early Access content update. This patch introduces new features and equipment, as well as changes to the game and a number of bug fixes.

Version: 0.216
SteambuildID: 2741307
Client patch size: 3.5GB
This patch will be first available on the Hunt: Showdown (Test Server) app on Steam. This gives you the opportunity to test new content and features we have been developing for quite some time now. Please use this opportunity to provide us with your feedback and report bugs you may encounter. In addition, please find the known issues of this initial release further below in the change-log.
Every player will start his progression at the beginning of Tier 3 (Rank 67), and will receive 6,666$ as start credit to allow testing the new content and features right away. The Test Server will at first only feature day time missions. Night time missions will be re-enabled at a later time.

Patch 1 Highlights

  • 5 weapons with sniper scopes for long, medium and short-range
  • 2 tactical grenades (Flash Bomb, Poison Bomb)
  • 12 new Traits
  • 11 new Hunter outfits
  • Improved map readability and changes to level architecture in boss areas
  • Fall damage
  • Inventory slot refactoring
  • Rebalanced player footstep audio
  • Updated Bloodline screen

Additional rewards for target banishment
Changes to banishing and PvE rewards should increase the incentive to take on the bosses instead of camping while somebody else does the dirty work. A completed banishing will now fully restore your health, and give your Hunter additional health chunks (if your Hunter has room on their health bar). Additionally, killing, banishing, and extracting with at least one bounty token from a target now provides a post-mission bonus of 25 bounty, called Clean Sweep.

Bloodline screen refactoring
We have improved the Bloodline screen to better see your overall progress and how much you need to play for the next rank-up, where the Tier gates for unlocking new types of recruits are, recent and upcoming equipment unlocks, and a summary of your last match and its highlights. We have also made it easier to understand when you have unspent points or new gear to check out.

Clue defender
AI will now spawn randomly and much closer around clue positions to provide an additional challenge when tracking clues.
Developer note: AI may spawn around the clue locations, and the combinations of AI will be randomized. It's also possible for audio traps such as raven flocks to spawn nearby in some cases.

Fall damage
Hunters will now take damage when jumping/falling from high walls, ledges, and rooftops.
Hunters will take fatal damage when falling too far (for example, from church towers or high roofs).

Inventory system refactoring
Weapons are now categorized as large, medium, or small and have been redistributed across these three categories. By default, Hunters only have one large and one small weapon slot. If a Hunter equips a medium weapon in their first slot, the second slot will upgrade from small to medium.

Map readability
Compound layouts have been changed to make boss arenas harder to successfully camp and provide more defensive options for players who take out a target. Some spawn areas have also been adjusted to provide cover and reduce your chances of being seen at the mission start.

Developer note: We focused our efforts on several areas including changes to problematic or unbalanced locations with a specific focus on reducing camping and providing more cover and opportunity for players who engage boss targets. We will continue to monitor feedback and make adjustments in the future.

New arsenal
With this update we are adding three sniper scope attachments across five sniper rifle variants of existing weapons, as well as two consumables, and one tool:

  • Mosin-Nagant M1891 Sniper (rifle with long scope)
  • Nagant M1895 Deadeye (pistol with short scope)
  • Sparks LRR Sniper (rifle with long scope)
  • Vetterli 71 Deadeye (rifle with short scope)
  • Winfield 1873 Marksman (rifle with medium scope)
  • Updated Mosin-Nagant M1891 model
  • Updated Mosin-Nagant M1891 Obrez model
  • Updated Mosin-Nagant M1891 Bayonet model
  • Flash Bomb (blinding flashbang)
  • Poison Bomb (creates a cloud of poison gas which causes damage over time, similar to the spider’s poison attack)
  • Spyglass (tool)

New Traits
With this update, we are also adding 12 Traits:

  • Bulletgrubber (replaces Pump Jockey trait): You can reload mid-clip without losing the chambered bullet on certain weapons
  • Bulwark: Reduce the damage from explosions by 20%.
  • Deadeye Scopesmith: Remain in scope view after firing a shot while using any weapon with a short scope (Deadeye variants)
  • Iron Sharpshooter: Remain in iron sights after firing a shot while using bolt-action rifles
  • Iron Devastator: Remain in iron sights between shots using shotguns
  • Kiteskin: Reduce damage from falling by 50%
  • Marksman Scopesmith: Remain in scope view after firing a shot while using any weapon with a medium scope (Marksman variants)
  • Sniper Scopesmith: Remain in scope view after firing a shot while using any weapon with a long scope (Sniper variants)
  • Resilience: Get revived with one full health chunk
  • Steady Aim: Sway settles over 12 seconds with scoped rifles
  • Steady Hand: Sway settles over 12 seconds with scoped pistols
  • Salveskin: Health Chunks damaged by fire heal faster to their full amount

PvP kill rewards
We are adding a tier-based PvP kill reward system in order to discourage hunting new players (white shirts) and instead focus on veteran players.
Hunters will now get:

  • 100 XP for killing a Tier 1 Hunter
  • 500 XP for killing a Tier 2 Hunter
  • 1000 XP for killing a Tier 3 Hunter

General Updates

AI

General changes:

  • AI is less likely to fall off cliffs during melee attacks now
  • All basic AI and bosses (except for the Butcher) can now be reliably set on fire
  • Improved the reactions for Grunts and Armored when hit. This should result in hits being more reliable and reduce the chance of the AI striking at a player as soon as they are hit
  • Increased draw-distance of AI to support the longer sniper combat distances
  • Increased the size of the Hive's defensive swarm
  • Spider is now less likely to leave its lair by accident and die outside

Enemy AI specific changes:

Butcher:

  • Added a cooldown on hit reactions to avoid trapping him in a loop with continuous attacks
  • Improved his attack validation to prevent him from hitting players through walls
  • Improved chasing and retreat behavior to make him harder to exploit
  • Improved targeting of his burning oil ranged attack
  • Increased resistance to melee attacks
  • Slightly reduced damage and range of his final strike when dying

Hellhounds:

  • Head hit points have been increased to make it harder to kill with headshots from weak weapons
  • Improved locomotion and hit reaction animations to be more reliable and snappy
  • Improved reactions - Hellhounds can now see and hear players at a greater distance. They will also no longer attack in a straight line making them more of a challenge
  • Improved the group behavior to avoid them getting stuck when retreating
  • Improved the search behavior when the player is unreachable

Meathead:

  • Decreased the health by 25%
  • Improved his attack validation to prevent him from hitting players through walls
  • Improved the rage behavior when he is aggro'ed without having a visible target
  • Increased the range at which leeches will sense players by 50%

Audio

Developer note: We appreciate your very detailed audio feedback and suggestions. While we might not be able take all of it into account, we will continue working to improve the audio experience of Hunt: Showdown. Keep it up! .

Improved Audio Consistency

Fixed audio events and actions which sounded too different depending on perspective or situation.
This includes a pass on player and teammate footsteps and adjusted attenuations for animal attractors listening from indoor and outdoor.

Improved Audio Readability

Fixed audio events, enemies, and actions which had missing or underwhelming acoustic feedback. This includes being on fire, getting hit, and hitting enemies as well as enhancements on the AI cast condition tells. Adjusted audio events which were too prominent, or that got in the way of gameplay and tuned these down to be less intrusive. This includes the extraction timer, low health heartbeat, and some boss status stingers.

Improved Audio Realism

Some audio events were enhanced to realistically reflect the actual loudness of a sound and the environment where it is occurring. This includes the occlusion behavior, so sound being muffled behind a wall or less audible when underground, reverb adjustments for barns and boss arenas, as well as gunshot reflection adjustments.

Gunplay

  • Added a new medium sway pattern alongside rifle and pistol sway, which is now used by all rifles with bayonets and all pistols with buttstocks while aiming down sights.

Developer note: Rather than just two, this third type now allows us to make rifles with bayonets more accurate and pistols with buttstocks less accurate rather than having to pick the other extreme.

  • All sniper scopes, iron sights for bolt-action rifles, and iron sights for pump-action shotguns zoom out between shots now
  • Ammo boxes now grant slightly less ammunition
  • Bombs and explosives will no longer detonate and will be consumed when thrown into water.
  • Bullet impacts now create a stronger stimulus. This will increase the aggro radius and affect AI and animals at a greater distance
  • Changed the recoil kick pattern on all single-action revolvers to take re-cocking the hammer after each shot into account
  • Compact bullets are now more powerful and bleed less power over distance
    • Increased damage of Winfield rifles
    • Increased damage of Caldwell Conversion pistols
    • Increased damage of Nagant M1895 pistols

  • Damage values of all weapons against Hunters have been returned from 100HP to 125HP now that all Hunters start with 150HP on recruitment

Developer note: With this change Hunters have become slightly more survivable by default, but they can no longer boost their health to get a stronger advantage. In a nutshell, while overall health went up, so did the damage Hunters take from weapons, resulting in a very similar gun experience.

  • Decreased the zoom for iron sights on all weapons to make room for the new sniper scopes

Developer note: Holding the fire button down after shooting suppresses this mechanic, so you can confirm your kill first.

  • Decoys are now more reliable in terms of damaging enemies and destroying lanterns
  • Dusters and items that attack using fists now consume a lot less stamina, making them very economic choices against groups of enemies
  • Ammo pool increased for some weapons:
    • Caldwell Conversion pistol extra ammo increased from 18 to 24
    • Caldwell Conversion Chainpistol extra ammo increased from 18 to 24
    • Vetterli 71 Karabiner extra ammo increased from 12 to 19
    • Vetterli 71 Karabiner Bayonet extra ammo increased from 12 to 19
    • Winfield M1873C extra ammo increased from 15 to 22
    • Winfield M1873 extra ammo increased from 15 to 22
    • Winfield M1873 Swift extra ammo increased from 15 to 22
    • Winfield M1873 Talon extra ammo increased from 15 to 22

  • Fusees can now set enemies on fire when they are hit by them
  • Increased damage of regular melee attacks for all true melee weapons (e.g Knife, Machete and Cavalry Saber)
  • Minor changes made to the Derringers recoil pattern
  • Nagant M1895 Silencer bleeds damage much faster over distance now than other weapons using compact bullets
  • Nitro Express rifle will now receive two bullets instead of one from large ammo boxes
  • Tweaked heavy and regular melee attack rules for true melee weapons (damage ratio was 3:1, now is 2:1)

Hunters

  • Bloodless: No longer provides immunity to bleeding but halves the bleeding damage received over time
  • First Aid Kit no longer stops the Hunter from burning
  • Footstep sounds have been fully retuned to encourage players be more active when close to enemy Hunters (overall audio range reduction)
  • Jumping now costs 20 Stamina to reduce bunny hopping (you can still continue jumping even when the bar is empty, but will be fatigued as normal)
  • Massive refactor of player stats system to kill a number of health-related bugs
  • Poison damage now results in a much stronger on screen effect and reduces peripheral vision
  • Quartermaster: Now upgrades the second weapon slot from small to medium, allowing you to equip one large and one medium weapon instead of two large weapons
  • Vitality Shot no longer removes burning effect
  • Water footstep visual effect size is now linked to depth of the water and speed of the Hunter
  • You are now allowed to use dark sight while waiting for other Hunters
  • You are now allowed to use in-game voice communication while waiting for other Hunters

We have drastically increased the amount of possible Hunter names making it less likely for players to get hunter recruits with the same names over and over again.

  • The number of possible American, English, French and German recruit names increased
  • We have added 3 new nationalities with similar number of names. Now our Hunters can have Irish, Scottish or Scandinavian names.

Meta

Hunters

  • Additional names added to the pool for new hunter recruits
  • All recruited hunters now start with 150 health regardless of tier

Developer note: With this change, we want to normalize the gameplay advantage higher Tier Hunters had. Players no longer need to grind for health before they have a fair chance in PVP encounters. We hope this makes players become more active and engage more with the mission rather than farming points only. In essence, buying health now is a replenishment rather than a boost mechanic.

  • Increased the base cost for Tier 2 and Tier 3 Hunter recruits:
       Tier 1: $ 0  Tier 2: $ +100  Tier 3: $ +250

  • Improvements made to the equipment for new recruits. This should decrease the chances of nonsensical loadouts such as multiple melee weapons
  • Tier 0 recruits now come with two vitality shots instead of one

Menu

  • Added tooltips with additional details about ammunition and damage types in the Arsenal and Store when hovering over the icons
  • Added additional hints to the loading screen
  • Weapon damage bars in the Arsenal and Store now also display numbers. When changing weapon loadouts, players will now only see a list of compatible weapons for that slot

Store

New equipment added:

  • Mosin-Nagant M1891 Sniper for 1340$ (Rank Unlock 95)
  • Nagant M1895 Deadeye for 34$ (Rank Unlock 34)
  • Sparks LRR Sniper for 330$ (Rank Unlock 53)
  • Vetterli 71 Karabiner Deadeye for 135$ (Rank Unlock 65)
  • Winfield 1873C Marksman for 69$ (Rank Unlock 38)
  • Flash Bomb for 15$ (Rank Unlock 23)
  • Poison Bomb for 25$ (Rank Unlock 39)
  • Spyglass for 15$ (Rank Unlock 12)

Equipment unlock rank changes:

  • Mosin-Nagant M1891 Obrez (Rank Unlock moved from 77 to 49)
  • Vetterli 71 Karabiner (Rank Unlock moved from 46 to 35)
  • Winfield M1873 (Rank Unlock moved from 35 to 26)

New traits added:

  • Bulletgrubber for 6 Upgrade Points (Rank Unlock 69)
  • Bulwark for 6 Upgrade Points (Rank Unlock 87)
  • Deadeye Scopesmith for 4 Upgrade Points (Rank Unlock 42)
  • Iron Sharpshooter for 5 Upgrade Points (Rank Unlock 96)
  • Iron Devastator for 4 Upgrade Points (Rank Unlock 66)
  • Kiteskin for 3 Upgrade Points (Rank Unlock 27)
  • Marksman Scopesmith for 4 Upgrade Points (Rank Unlock 57)
  • Resilience for 4 Upgrade Points (Rank Unlock 21)
  • Sniper Scopesmith for 4 Upgrade Points (Rank Unlock 75)
  • Salveskin for 2 Upgrade Points (Rank Unlock 12)
  • Steady Aim for 6 Upgrade Points (Rank Unlock 78)
  • Steady Hand for 5 Upgrade Points (Rank Unlock 51)

Trait unlocks rank changes:

  • Fanning (Rank Unlock moved from 87 to 36)
  • Greyhound (Rank Unlock moved from 34 to 18)
  • Packmule (Rank Unlock moved from 48 to 30)
  • Quartermaster (Rank Unlock moved from 24 to 45)

Price changes:

  • Caldwell Conversion Uppercut price increased from 175$ to 275$
  • Crown + King Auto-5 price increased from 166$ to 266$
  • Concertina Bomb price reduction from 35$ to 15$
  • Dolch 96 price increased from 190$ to 490$
  • Dolch 96 Precision price increased from 280$ to 720$
  • Mosin-Nagant M1891 Avtomat price increased from 999$ to 1800$
  • Mosin-Nagant M1891 price increased from 478$ to 900$
  • Mosin-Nagant M1891 Bayonet price increased from 488$ to 985$
  • Mosin-Nagant M1891 Obrez price increased from 378$ to 478$
  • Vetterli 71 Karabiner Bayonet price increase from 105$ to 165$
  • Antidote Shot price increase from 11$ to 25$
  • Stamina Shot price increase from 5$ to 25$
  • Vitality Shot price increase from 20$ to 25$

Performance profile tool which can be enabled in the HUD options menu

  • The tool will display a basic set of data on the top right of the HUD with FPS, frame time, main thread, and render thread time as well as current ping.
  • This will allows us to gather some specific information from Hunters who experience performance issues, and provides Hunters with the option to check their performance individually.

Service changes

Softening the loss of hunters due to technical difficulties
We added a feature which will prevent players from losing Hunters due to irregular disconnects. This system will return a hunter to its pre-match state if certain conditions (maintenance, server crashes, invalid anti-cheat kicks, client crash mid-mission and during loading, etc.) apply.

UI changes

  • Added mission countdown timer to in-game map
  • Added stance indicator on HUD when the player is crouched
  • Added out-of-breath indicator on the HUD when player is out of stamina for either sprinting or melee attacks
  • Ammo pickups no longer showing percentage and now displays actual number of bullets collected

  • Changed the extraction icons on the in-game map
  • Polished and improved the readability of the in game map
  • Improved the readability of the player / team-mate icon

    World

    Adjusted the distances of objects rendering and distance at which LODs change
    We worked on reducing popping, and adjusted view distance for objects and LOD swaps (more to come in the future).

    Elevator mechanics have been reversed to allow them to be used by a single player at a time.
    It is now be possible for solo Hunter or Hunter pairs to use crank operated elevators more easily. The elevator position is now raised by default and when cranked, it will automatically raise to the top of the shaft after a Hunter has entered the cabin.

    Improved leading for players on some spawn areas
    Additional leading away from spawn points to the nearest compounds have been added in some locations.

    Lockbay Docks should now be correctly referenced in the level (not Lockport Docks)
    Developer note: We noticed some confusion due to this, and we are sorry about that.

    Made the hunting towers more useful and added more cover

    Developer note: Let us know if you find these useful or not, and we will evaluate this, and will consider adjusting them depending on our community’s feedback.

    Players will now always be able to see 2 to 3 clue locations when using dark vision
    We felt having a single clue visible does not provide enough options for Hunters when deciding which clue to head towards. To resolve this Hunters will now always see 2 to 3 clues instead of only seeing one clue.

    Quality of life fixes throughout the level (bugs, clipping issues, falling out of level, getting stuck, narrow paths, etc.)

    We fixed a lot of bugs that have been reported by the community and internally to make the map more stable, bug free, and with fewer places for Hunters and AI to get stuck. We have also fixed many floating objects, several terrain holes in the level, and fixed several groups of vegetation that would disappear too early.

    We applied some compound changes as follows:

    Alain & Son’s Fish Farm

    • Added more cover and protection to the building exits
    • Improved approaches with more cover
    • Removed access to northern vegetation islands (frequently camped)
    • Simplified a number of approaches to the compound from the North
    • Simplified underside of main building to be less of a maze

    Alice Farm

    • Added doors to the lower part of the butcher fight building to make entry and escape easier
    • Closed off upper barn on west side that allowed players to easily shoot at Hunters engaging the target

    Blanchett Graves

    • Added window access into the Butcher space (previously only a single point of easily defendable access)
    • Cleaned up art around compound and added some additional cover
    • Moved window access to corner to be less visible from perimeter wall
    • Reduced amount vegetation around the circular grave area that Hunters could hide in

    Catfish Grove

    • Added a new protected ramp entrance
    • Added view blockers and cover to boss building entrances to reduce direct line of sight into the building
    • Added more cover to perimeter
    • Adjusted some paths to reduce amount of water wading
    • Reduced clutter in interior

    Cypress Huts

    • Added cover to make south side in water less exposed
    • Added a building to provide cover on the northern area of the compound
    • Provided more bulletproof cover on the upper area of the boss structure

    Darrow Livestock

    • Added more bulletproof cover around the compound
    • Added more cover on western side of the compound
    • Added ladder to roof hole
    • Adjusted entrance positions on the western side of the compound
    • Increased size of butcher fight area slightly and reduced amount of clutter
    • Removed underused cranked door on norther side of barn

    Port Reeker

    • Added more bullet-proof cover around the compound
    • Added roof access to several buildings
    • Added access to perimeter hut roof (easier to see in at the cost of more visible to others)
    • Added more cover on some of the surrounding roads
    • Increased perimeter wall height to reduce line of sight directly into the compound
    • Removed a number of buildings to reduce overall complexity
    • Removed or converted some buildings that were not accessible
    • Removed buildings now provide better defensive positions at the southern edge of the compound
    • Removed cranked gate from lower portion of the compound
    • Thinned out clustered vegetation on the southern approach The Chapel of Madonna Noire Added a number of access points around the perimeter
    • Western underground exit reworked to be safer for players emerging from underground

    Scupper Lake

    • Added line of sight blockers and cover to boss building entrances
    • Added more perimeter cover for approaching players
    • Increased the size of the forest area on the northern side (spawn side) of the compound
    • Major layout changes made due to its well deserved reputation for being a great place to get your hunter killed
    • Provided different terrain options and paths to get in and out of the compound
    • Reduced amount of water overall
    • Reduced vegetation density of western area that was popular for campers
    • Re-worked northern entrance (elevator)
    • Windows in the boss building are now closed by default but can still be opened by players

    Other changes
    Executable is now “HuntGame.exe” instead of “GameLauncher.exe”. This also resolves the issue with the game not being detected correctly by the NVIDIA Experience.

    Bug Fixes

    • Fixed an issue which would cause the interiors to be too bright
    • Fixed an issue which would render unnecessary items or some items twice to improve performance
    • Fixed a crash which occurred when loading level sometimes
    • Fixed an issue which would cause the Butcher's body to disappear or leave the arena
    • Fixed an issue which would cause XP not been added when killing Hellhounds
    • Fixed an issue which would cause Hellhounds getting stuck when retreating
    • Fixed an issue which would play wrong animations when reloading the Mosin Nagant Avtomat
    • Fixed issues which would cause a "Transaction Error" display
    • Fixed some minor issues for Russian and Chinese localization
    • Fixed some proxy issues which would prevent a Hunter shooting through certain objects
    • Added proxies to some assets which would cause clipping into assets
    • Fixed an exploit reported by our community which would cause the crosshair to be more accurate when double-tap aiming
    • Fixed an exploit reported by our community which would allow Hunters to fake dynamite chargers to trick other Hunters
    • Fixed an exploit reported by our community which would make it easier for a Hunter to kill the Spider by hiding under a stair
    • Fixed an exploit reported by our community which would render the Hunter immune to the Spider's knockdown while under the effect of an antidote shot
    • Fixed an exploit reported by our community which would regenerate empty health chunks after extinguishing fire
    • Fixed an exploit reported by our community which would allow a Hunter to revive his team mate infinitely
    • Fixed an issue which would prevent a Hunter interacting with the initial region selection screen when a CryCloud error pop up is opened in the background
    • Fixed an issue which would cause the Hunter to be in an “undead state” when revived before last health chunk has been completely burned
    • Fixed an issue which would cause sometimes the Spider to get stuck in chains
    • Fixed an issue which would cause the Spider to get stuck in the ceiling in the underground of Healing Waters Church
    • Fixed an issue which would cause the Spider to leave its boss space in Davant Ranch
    • Fixed an issue which would sometimes prevent the revival of a team mate
    • Fixed an issue which would sometimes cause Hunters to burn to death without been able to stop it
    • Fixed an issue which would cause massive performance drop when flames are covering most of the screen
    • Fixed an issue which would cause vegetation to "cycle" when leaving sights in ADS
    • Fixed an issue which would cause the burning effect on a dead Hunter to remain after the Hunter has been revived
    • Fixed an issue which has caused the First Aid Kit to be charged without health been applied
    • Fixed an issue which would prevent a Hunter to regenerate fire damage if the burned chunk is not the current chunk
    • Fixed an issue which would not credit for a kill where the enemy hunter bled out
    • Fixed an issue which would make the Hunter unable to fire with Winfield anymore when switched to another item while lever reload
    • Fixed an issue which would sometimes make a revived Hunter unable to use heavy melee attacks anymore after getting killed while aiming
    • Fixed an issue which would cause a Hunter to stand in the air above the log pile in Reynard Mill & Lumber
    • Fixed an issue which would sometimes cause Grunts to be spawned without a head
    • Fixed an issue which would cause windows at The Chapel of Madonna Noire to be vaultable from one side only
    • Fixed an issue which would occasionally spawn AI on top of the crates at Blanchett Graves
    • Fixed an issue which would not stop melee stamina depleting for 60 seconds even if Stamina shot is used
    • Fixed an issue which would prevent a Hunter to use the push to talk function until all Hunters have loaded into the game
    • Fixed an issue which would prevent the burning effect jumping over a non destroyed health chunk when Hunter dies
    • Fixed an issue which would sometimes cause the text size of tooltip boxes to be misaligned
    • Fixed an issue which would cause a Hunter to stand in the air above stone box graves at The Chapel of Madonna Noire
    • Fixed an issue which would sometimes cause AI to be spawned in a tree
    • Fixed an issue which could cause the weapon texture to look broken depending on camera angle / lighting conditions
    • Fixed an issue which could cause a Hunter to float on the dam pathway at Lockbay Docks
    • Some planks have not been connected to their post near Darrow Livestock
    • Fixed an issue which would cause a Hunter to stand in the air above a wall at Healing Waters Church
    • Fixed an issue which would keep the scrollbar in its scrolling state after the player would press and hold the up or down scrollbar button
    • Fixed an issue which would cause animal attractors to be spawned at wrong locations
    • Fixed an issue which would cause a Hunter to get stuck at the Spider's boss arena in Alice Farm
    • Fixed an issue which would trigger the vaulting contextual interaction unnecessarily in Healing Waters Church
    • Fixed an issue which would make it able for a Hunter to walk over a big gap and onto a roof at Scupper Lake
    • Fixed an issue which would sometimes cause the Spider not attack the player in Blanchett Graves

    Known Issues will be posted in a separate announcement due to Steam character limitations