1. Poached : Hunt The Hunter
  2. News
  3. Early Access Update V0.8.8.6

Early Access Update V0.8.8.6

[p] Gameplay:
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  • [p] Added a new timer for Mission 4, when waiting for backup so that the waiting section of the mission will always end after 2 minutes so as not to frustrate the player. (Since the player cannot leave this location until backup arrives.)
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  • [p] It is now easier to pull your bakkie out of the mud/trees/rocks etc when stuck.
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  • [p] Added a few additional helpful tooltips to the tutorial levels.
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  • [p] Brought back the "Carver" enemy. A poacher that can be found in the act of carving up a large animal, while not actually that threatening due to the delay they require to get their weapon - they do pose as some kind of threat and also add to the atmosphere. They had been removed while working on the new animation system but they are back now, in limited quantities.
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  • [p] Bullet Proof vests now won't be carried over to the camping bonus interlude mission as it defeats the purpose.
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  • [p] In Mission 8, there was a radio transmission warning about rewired drones AFTER the game U.I. warns the player. This has now been synchronized.
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Bug Fixes:
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  • [p] Fixed a new issue causing an exploit that made the player invincible when driving a vehicle.
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  • [p] Fixed a recurring bug that caused Mission 4 to be incompletable for some players.
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  • [p] Fixed missing bullet "whiz" sounds from 90% of poachers.
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  • [p] Fixed issue causing Warehouse Interior level to have flashlight on by default even if the player does not yet own the flashlight.
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  • [p] Fixed missing advanced spine animations from the rhinos in the tutorial.
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  • [p] Fixed issue causing some enemies in Chapter 2 to not bleed.
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  • [p] Fixed issue causing animals to sometimes be found running around the reserve at full speed but while using a slow walking animation.
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  • [p] Fixed new issue that caused enemy weapons covered in blood (only on 'Extreme' violence setting) to play a weird animation on the blood when covering a players arms.
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  • [p] Fixed an enemy that would freeze upon death, that was only found in Mission 1 when playing on 'Hard'
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  • [p] Fixed an issue that would cause stampeding animals found outside the main reserve to be able to stampede into another animal of the same species who is currently dormant and get stuck.
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  • [p] Fixed some missing waypoints introduced in previous updates.
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  • [p] Fixed bug that made it possible to exit your vehicle in mid air, leaving it frozen suspended above the ground.
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  • [p] Fixed some invisible walls in Mission 5 that the B.I.R.D. scout would keep crashing into.
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Graphics:
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  • [p] Fixed a rare yet specific 1 frame visual glitch when entering the vehicle which would occur only after getting into the vehicle , and then switching to third person mode, then exiting the vehicle and re-entering the vehicle again.
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  • [p] Fixed small issue with '?' waypoint showing small corner pixels at night in the alpha edges of the image square.
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  • [p] Fixed missing blood decals from rhino ragdolls, a new issue that was introduced in a recent update.
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  • [p] Increased realistic placement reaction of some rhino ragdolls.
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  • [p] Fixed some ragdoll issues causing zebra ragdolls to disappear when on the edge of the screen.
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  • [p] Improved stormy weather wind transition.
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  • [p] Fixed a few issues with General Van Jaarsveld' eyelid texture when blinking in the obstacle course.
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  • [p] Improved goat & zebra animation transition from walking to running.
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Other Additions & Improvements:
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  • [p] Added subtitles back to introduction speech to match new audio.
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  • [p] Scorpions are no longer invincible.
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  • [p] Added missing button highlight in graphics and advanced graphics menus for the "back" buttons for each menu respectively.
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  • [p] Systematically fixed all missing references of all types in all 30+ game scenes.
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Optimizations:
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  • [p] Optimized nature ambience SFX sample rate memory footprint.
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  • [p] Limited the amount of bullet decals enemies can make.
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  • [p] Optimized the culling of certain permanent blood decal fixtures in the map, such as larger decals used as set pieces in poacher camps. (As opposed to dynamically created decals made with bullets)
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  • [p] Optimized camping interlude code.
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  • [p] Removed some unused enemies from various scenes that were still stored in memory.
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  • [p] Removed some unused coverpoint placeholders.
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  • [p] Improved the usage of inner reserve animal culling to disable the more intelligent animals when the player is away from home.
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