Version: v0.276
SteambuildID: 2875626
Client patch size: 300MB
Link to initial Patch #2 notes: https://steamcommunity.com/games/770720/announcements/detail/3082033024069766656
Developer note: For this test phase we will be making a copy of the recent profile from live however we will make some slight changes:
- Players that are not prestige and prestige 1 will be ranked to 67
- Players with prestige 2 and above will be ranked to 100
- Starting balance will be set to $3000
- Current hunters will be wiped
Audio
- Adjusted the audio distance of footsteps while walking in water
- Adjusted the audio of grunt footsteps on grass
- Adjusted the flare gun’s indoor reverb
- Adjustments made to the sound of breaking twigs, they should now sound more realistic
- Generator sounds are now correctly impacted by occlusion in underground areas
- Reduced the sound of the Derringer due to the audio currently being too loud/overly emphasized
- Several adjustments made to the audio of the Hive Bomb
Gunplay
General tweaks to weapon damage
- Compact bullets lose damage faster over distance on headshots
- Medium bullets lose damage faster over distance on headshots (Vetterli)
- Medium pistol bullets lose damage faster over distance on headshots (Dolch)
- Long pistol bullets lose damage faster over distance on headshots (Uppercut)
- Slightly increased damage multiplier on arms and legs for long bullets
- Slightly increased damage over distance for medium bullets (Vetterli)
- This has no effect on the Dolch as it uses medium pistol bullets
Developer Note:
With these changes, we want to showcase a more obvious difference between the bullet types; the Winfield should be powerful and short-mid range, whereas the Vetterli and Mosin should be the best choice for mid-long range combat. With this update, 2-shot headshots will come into effect in instances where the weapon is no longer at its optimum range (see our weapons blog for further details) (e.g Winfields will require 2 head shots after mid-range of around 70m, Vetterli will require 2 after about 90m, Sparks will always kill with 1 headshot). The Dolch is close to the Winfields, while the Uppercut is close to the Vetterli. This is something we are testing out to try and bring each weapons primary characteristic into play when picking your Hunters loadout.
Let’s give an example – An engagement between a Winfield and a Sparks at 80m: in this scenario the Sparks will have the advantage as it can one-hit-kill with a headshot, while the Winfield user will require at least two hits to the head (or more likely a headshot followed-up by a body hit) to kill his opponent.
Another example – The same engagement, but this time inside Stillwater at close range of around 20m: The Winfield now has the better chances as it can also kill in one headshot at that range and overall has higher rate of fire and more ammunition than the Sparks, making it more likely to score a hit..
End-game weapon tweaks
- Increased recoil of the Mosin Nagant M1891 Avtomat
- Increased reload time for the Mosin Nagant M1891 Avtomat
- Increased recoil of the Nitro Express Rifle
- Increased default cross-hair spread with the Nitro Express Rifle
- Changed big ammo boxes so they do not resupply special ammo (as used by the Nitro Express Rifle)
Developer Note:
With these changes we are experimenting with the more powerful end-game weapons (Avtomat and Nitro Express) in an attempt to balance them against the remaining arsenal at your disposal.
Avtomat:
We want to make this a more challenging weapon to use overall. Increasing the recoil will result in this being harder to control when firing in long bursts. This change should see the tactics with this weapon shift to being far more focused on control, precision and ammo conservation.
Nitro Express:
We want the Nitro to be used as a weapon to kill tough enemies, like Armored, Meathead and the bosses, so with that in mind we have brought a number of changes. First off, we are increasing the recoil as well as increasing the cross-hair spread. On top of this, we are introducing changes to the ammo boxes in relation to the Nitro. It will no longer be possible to resupply the special ammo from the large ammo boxes, meaning that you will have to rely on looting hunters as well as the small ammo boxes throughout the map in order to find extra bullets for your rifle.
The aim here is that while you can of course still use the Nitro against other players with great effect, it is not the most economic of choices and you cannot be certain to always find extra ammo for it. It is a devastating weapon, but you have to make every shot count. In a future patch, we will follow up with some further changes to the damage, making the Nitro Express even more powerful against the Butcher and Spider. This addition needed to be delayed in order to resolve some technical issues during balancing before introducing it to the game.
Hunters
Changed dark vision boost time from 20 to 15 seconds
UI
- Adjustments made to the death screen to show instances of Teamkills and suicides
- Added a link to the Dark Sight Boost mechanics blog post to the in-game news banner
- Removed the Communication audio slider in the options as it was without functionality. (Functionality to control VOIP volume will be added in a future patch.)
Meta
Trait changes:
- Determination changed from 2 upgrade points to 3 upgrade points
- Greyhound changed from 3 upgrade points to 4 upgrade points
- Fanning changed from 4 upgrade points to 7 upgrade points
- Iron Devastator changed from 4 upgrade points to 2 upgrade points
World
- Increased damage dealt by the Bear trap from 25 to 41
- Added visual effects for breaking twigs
- Moved the elevator in Stillwater to the correct location
Bug Fixes
- Fixed a problem with the Dark Sight Boost related to looting. If a player is killed while carrying two tokens, and while down, one of those tokens is looted by another player, the first player will not have the boost when revived, in spite of still carrying one token.
- Fixed a bug that would cause the UI to not correctly disable in instances when exiting Dark Sight as the boost timer reaches 0
- Fixed a bug that would cause AI to not react when walking towards them
- Fixed an issue with touch-bending of plants where it could influence aiming and result in shots being missed
- Fixed a bug that could cause you to teleport after using a ladder
- Fixed a bug that resulted in the mute VOIP on death option not functioning correctly Implemented a tentative fix for a server crash that occurred when the server shut down
- Fixed a bug that made it possible to throw lanterns through wire mesh
- Fixed a bug that would result in the contract screen showing a placeholder map
- Fixed a bug that would cause the clue counter to take a longer time to update after collecting the 3rd clue
- Fixed some typos and overlapping banners Tooltips for rank unlocked in the bloodline screen will be shown for all items unlocked at this rank (was previously only showing one in case this rank allow to unlock two items)
- Fixed some instance where Hunter voices could be duplicated Fixed a bug that was resulting in world items not consuming stamina when used
- Fixed a bug that occurred while using the Tomahawk trait. Players should now always be able to retrieve thrown items when using this trait.
- Fixed a bug that allowed doors locked with a bar to be broken by using a light melee attack
Other fixes:
- In instances where there is no connection to the backend server, only the Bloodline screen will be accessible until you are able to reconnect
- Added sound effects for jumping
- Stamina bar will now show the correct value in cases where your stamina level is very low
~The Hunt Team
*updated 20th June 2018 @12:15CEST - clarified weapon balance changes
