Hunters,
We are now live with the latest update to the Test server - Update #2.2
We have a lot in store for you today:
Version:v0.343
SteambuildID: 2989333
Client patch size: 700 MB
Developer note: For this test phase we have made a copy of the profiles from live however we will make some slight changes:
Highlights
- Accolades in Summary Screen - Visual changes made to the after game summary screen when receiving rewards.
- New weapons, consumables, traits and tool:
- 3 new weapon variants - Nagant 1895 Officer, Explosive Crossbow, Winfield M1873 Aperture
- 3 new consumables - Sticky Bomb, Chaos Bomb, Hellfire Bomb
- 4 new traits - Pitcher, Conduit, Gater Legs, Decoy Supply
- New tool - Blankfire Decoys
- Hunter looting improvement – Players can now acquire money or replenish tools from dead Hunters
- Audio improvements - There have been updates to the sound of explosions, throwing consumables, and the menu countdown.
- Turkish localization - With this update we are adding the Turkish localization to the game. We will be adding additional localization and regions to accommodate as many Hunters as possible with the upcoming updates.
Mission Summary
- Mission results and rewards are now visualized by graphical accolades.
- Accolades are divided into various categories showing individual events that occurred last match.
- The accolades have different adaptations to show how triumphant you were, this is indicated by a grey, bronze, silver or gold border.
New Equipment
With this update we are adding a variety of new consumables and tools to distract your enemies. We are also adding new weapons and traits to your arsenal, giving you more options to compliment your preferred play-style.
- Nagant 1895 Officer – Double action revolver variant with faster rate of fire, but lower accuracy which fits into a small weapon slot.
- Explosive Crossbow – Crossbow variation that uses explosive bolts that trigger on impact. It is not possible to collect back the bolts from it.
- Winfield M1873 Aperture - Variant of the 15-round Winfield rifle, attached with a Peephole sight (the same sight as seen on the Nitro Express Rifle). This offers larger zoom compared to the iron sight variant, at the cost of peripheral vision.
- Sticky Bomb – Throwable explosive that sticks to most surfaces excluding metal and concrete. It’s armed with an 8 second fuse - don't let your curiosity kill you!
- Chaos Bomb - A Sticky throwable with an 8 second fuse. Fires blank shots simulating a gunfight, a great tool to distracting both enemy hunters and AI.
- Hellfire Bomb – A variant of the firebomb with a focused, larger blast radius. Now for a few seconds, you can let all hell loose.
- Blankfire Decoys - A tool which can be used to fake a random gunshot. It can mean life or death in a sticky situation.
New Traits
- Pitcher - Increases throwing range of all throwables. (This only includes throwables which uses the blue aim helper. (not including throwing knifes, tomahawk etc.)
- Conduit - Heals 50 health points after interacting with a clue. (Does not give back lost health bars.)
- Gator Legs – Sprint at full speed for a longer duration when in the water
- Decoy Supply – The ability to resupply decoys, including blankfires, from ammo boxes
General Updates
AI
- AI movement speed has been slightly increased, to adjust to faster Hunter sprinting speeds (explained further below in more detail)
- As an anti-camping measure, we have changed the behavior of boss targets: Bosses now become active when Hunters are in the vicinity of boss arenas. They remain active until the player leaves the area.
Audio
- Added loading music to the menu.
- Added audio to menu countdowns.
- Added death sounds for both crows and chickens so they give audible feedback when they get killed.
- Added travel sound for throwing consumables.
- Improved sound occlusion in underground areas. Sounds are heavily muffled but still audible. Developer Note: We are aware that there are still some edge-cases that need our attention and we are constantly working on improving the obstruction and occlusion behavior in Hunt: Showdown.
- Improved explosion sound effects for better readability over distance.
- Improved audio feedback of physical collisions.
- Increased volume on Nitro Express’ distant gun shots to stand out more clearly.
- Fixed Hunter Voice to continue to play while standing in a fire patch.
- Fixed surface types which didn't play footsteps correctly.
- Fixed maximum distance on occlusion to work across the whole map.
Gunplay
- Throwing knives now cause bleeding damage (no more running around with knives stuck in your face forever! )
- Minor tweaks made to the aim helper of throwables. Now they accurately warn players about damaging themselves at correct ranges. (by coloring the aim helper red)
- Maximum extra ammo is now temporarily increased by the amount of bullets you are missing from your magazine when the weapon is not fully loaded, to make resupplying easier. This does not change the total amount of bullets you can carry.
- Bullets will now properly generate a sound stimulus for AI on every wall penetration and not just when the projectile is destroyed
- Improved the glass-shader on Fire bottle, Hellfire Bomb and Hive Bomb
- The Nitro Express Rifle now uses the same depth of field settings for ADS as the new Peephole sight on the Winfield Aperture, making it harder to spot targets on the blurred periphery of the sight
- The time for reloading the Nitro Express Rifle has been increased slightly
- Slightly increased damage of the Dynamite and Big Dynamite Bundles
- Consistency pass and overall reduction of throwing distance for all throwables to support the new Pitcher trait
- Heavy -> short distance only : Concertina Bomb, Lantern, Big Dynamite Bundle and Hive Bomb
- Light -> long distance, close to old default range: Decoys and Blankfire Decoys
- Medium -> medium distance: All other throwables, like Fire Bomb, Dynamite Stick, Fusees, etc.
- The Weak Vitality Shot, Stamina Shot and Antidote Shot now all use a slightly shorter, 4 second inject animation (The Vitality Shot remains at 5 seconds)
- Reduced the overall sway of weapons while moving in ADS to increase the chance to hit your target
- Draw distance on equipment carried by other hunters has been increased, to allow equipment identification on longer distances
Hunters
Looting dead Hunters now has the possibility to restock a tool, or to grant some cash
- The various chances are as follows:
- 40% chance to find ammo
- 20% chance to refill a random tool
- 20% chance to restock a random consumable
- 5% chance to find 100$
- 1% chance to find 200$
- 1% chance to find 500$
- It is possible to find rare ammo not available from ammo boxes (i.e. poison bolts or Nitro bullets) but it is a lot less likely than before
- Player will always at least find 50$ as a default reward
- Hunters must extract with any looted cash in order to obtain the reward
Developer Note: With the first iteration of the looting mechanic it was easy to predict what Hunters could receive, so it became more of a tool than a reward. With these changes Hunters are not guaranteed to get certain loot from corpses, but there are more options available to make looting appealing.
Changes to the Hunter core movement
- Disabled sprint-strafing so that you can only sprint diagonally or straight forward, but never directly to the side
- Increased base Hunter speeds by 10% for Walk, Sprint and (tired) Jog. Crouch movement speed remains unchanged.
Developer Note: We want to change how some players are able to artificially dodge bullets by quickly sidestepping left and right during a gunfight rather than caring about positioning and taking cover. The first step from our side was to remove strafe sprinting by bringing the speed of lateral movements down. However, this change alone felt a bit restrictive and clunky, so to offset it, we slightly bumped up the overall movement speed. This means players will be able to move faster around the world, which feels like a healthy change for us. The next steps to improve on will be the addition of a subtle inertia movement acceleration to make strafing even less of a dominant strategy during combat. This change will need to be properly integrated into our network prediction systems and will be an addition to future updates.
Meta
New equipment:
- Traits:
- Conduit – 4 upgrade points (unlocked at Rank 9)
- Gator Legs – 1 upgrade point (unlocked at Rank 68)
- Pitcher – 7 upgrade point (unlocked at Rank 46)
- Decoy Supply - 1 upgrade point (unlocked at Rank 48)
- Tool:
- Blankfire Decoys - $10 (unlocked at Rank 60)
- Consumables:
- Sticky Bomb - $40 (unlocked at Rank 57)
- Hellfire Bomb - $25 (unlocked at Rank 18)
- Chaos Bomb - $15 –(unlocked at Rank 89)
- Pistol:
- Nagant M1895 Officer - $26 (unlocked at Rank 40)
- Rifle:
- Winfield M1873 Aperture - $63 (unlocked at Rank 26)
- Crossbow:
- Crossbow Explosive - $400 (unlocked at Rank 100)
Equipment rank changes:
- Trait:
- Iron Sharpshooter - Unlocked at Rank 40 (previously Rank 95)
- Rifle:
- Winfield M1873 - Unlocked at Rank 14 (previously Rank 26)
Store
Price changes:
- Mosin-Nagant M1891 price reduced from $780 to $450
- Mosin-Nagant M1891 Bayonet price reduced from $860 to $530
- Mosin-Nagant M1891 Obrez price reduced from $390 to $240
- Mosin-Nagant M1891 Sniper price reduced from $1340 to $660
Changes to the Store Stats:
- Consumables
- Big Dynamite Bundle range reduced from 15 to 10
- Hive Bomb range reduced from 15 to 10
- Tools
- Decoy range increase from 15 to 20
- Throwing Knives range reduced from 15 to 10 to better reflect it's actual damage drop off (No actual weapon change)
UI
- The Combat Axe now has menu animations
- The options menu is now more responsive
- Added more UI elements to the spectator mode:
- Vitality/Stamina bar
- Crosshair
- Hit Feedback
- Stances
- Ammunition
- Changes to the distance display in the death recap:
- Bullets distances will now take the actual distance traveled instead of an approximation
- Throwables like dynamite will now show the distance between the victim and the point from which the item was thrown
World
- Item attractors (chains, glass piles etc.) now make noise when shot
- Static lanterns are now destroyed by any solid object thrown by the player
- Increased interior fog density in the foggy time of day
Bug fixes
- Spider no longer takes poison impact damage on its body parts, making it fully immune to poison.
- Fixed Butcher's death swing attack not dealing damage.
- Fixed various network issues with pickups resulting in not being able to pick up any item for a short time in rare cases
- Fixed a bug where the ammo HUD was not correctly updating when switching your weapon while holding down the left mouse button after firing
- Fixed an issue where the lightning in Dark Sight above a bounty carrier could sometimes detach on revive or when stopping bleeding damage
- Fixed a general issue where in some rare cases weapons would do more or less damage than intended at range, which could affect headshot lethality
- Fixed a bug where projectiles wouldn't go off when they are in flat water
- Fixed a possible crash when two projectiles hit each other midair
- Fixed a bug where entities outside of the explosion radius would still get hit and could take damage
- Fixed a bug where an explosion could affect live explosives, barrels and AI behind a wall.
- Fixed a number of animation issues with single-action revolvers that allowed players to fire the next shot before the hammer was fully cocked again
- Fixed an animation issue with the Sparks LRR rifle and its variants that allowed the weapon to fire again before the new bullet was actually inserted into the breech. (Sorry Archie!)
- Minor improvements to the detection of reward events for killing other hunters with specific combinations of weapons and damage types
- Fixed a bug where the dogs in a dog cage would not cause bleeding damage
- Fixed a bug where the chat could break when displaying player names with special symbols in it
- Fixed a bug that broke the UI for boss boost when releasing dark vision with boost while it hits 0 seconds.
- Fixed a bug where AI sometimes wasn't perceiving footsteps and therefore didn't react to players properly.
- Fixed a bug where UI elements were not aligned correctly with the mouse cursor in certain resolutions.
- Fixed a slight delay between the melee animation and the hit marker for bear trap melee attacks.
- Fixed some issues with vegetation and other similar geometry disappearing and reappearing depending on their distance from the player.
- Potential fix for a bug where players could get stuck in the "Server Found. Loading Map" screen.
- Improved (but not fully fixed) the audibility of sounds through terrain.
- Fixed a bug where touch bending for a certain grass type didn't function correctly.
- Fixed a bug where the blue outline of teammates wasn't rendered when they were standing behind interactive objects (e.g. doors, etc ...)
Known issues
- AI may become stuck when navigating around certain areas
- Hunter heads may snap back and forth if too close to other entities or pieces of geometry
- Throwable lanterns that show a flame do not emit light
- Hive swarms are able to attack players through solid walls and small lattices
- Oil pools are invisible
- Longer gameplay freezes might happen on some AMD CPUs.
- Players can sometimes get stuck in "Match Found, Searching for Server..." screen.
- Doors don't react to explosion damage properly.
- An empty flare pistol will be load again after looting a flare (ammo) from a dead hunter.
- Thrown axes and hammers don't break windows at random distances
- When a teammate dies behind a window, players are not able to vault through it from the other side.
- Avtomat sometimes doesn't fire all projectiles of a burst properly.
- UI helper for throwable items doesn't work while crouching in deep water.
- Barrels don't instantly blow up when shot with long bullets or Nitro Express.
- Sometimes leeches, belonging to an already dead meathead, might remain active on the map.
- The view distance for a few vegetation assets is currently too low.
- Looting money from a downed hunter shows an 'i' instead of a dollar icon.
- After purchasing the game, the Test Server gets installed by default instead of the main Hunt Game.
- Sometimes contracts will be displayed multiple times in the accolade section of the mission summary screen
