1. Poached : Hunt The Hunter
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  3. Early Access Update V0.8.9.4

Early Access Update V0.8.9.4

AI, Combat & Difficulty
  • Improved enemy aim interaction with foliage: bushes now partially obscure enemy aim even when in front of you (not only when you’re inside them), while bullets can still pass through foliage.
  • Balanced enemy rate-of-fire on certain enemies that were firing too frequently due to framerate.
  • Various enemy cover-finding algorithm tweaks.
  • Increased poacher pursuit speed.
  • Fixed cover-finding breaking when a previously-used cover object was destroyed.
  • Improved enemy coordination: better at communicating your position, and better at resetting back to patrol when they lose you or give up searching.
  • Slightly increased enemy count in Chapter 2 (prior to the ending where only 5 enemies spawn per new day).
  • Enemies now respond to the tranquilizer rifle like the sniper rifle: after seeing an ally downed and detecting ranged play, they adapt to engage from farther away instead of running into the open.
  • Enemies now actively avoid standing directly next to fallen teammates to prevent tactical exploits (and reduce unnatural body pileups).


Weapons & Player Equipment
  • Standard shotgun is now more powerful, but with increased shot spread.
  • Improved Silenced SMG on-screen position when equipped.
  • Improved appearance of R4 weapon textures/materials.
  • Improved appearance of R1 / FAL FN weapon textures/materials.


Animations & Ragdolls
  • Added 4 more unique enemy death animations (10 total, selected randomly on death).
  • Improved quality of enemy death animation → ragdoll transition.
  • Removed all unused death animations from enemy animation state machines (memory optimization).
  • Fixed wobbly enemy walking caused by foot IK being enabled when it didn’t need to be.


Stealth & Foliage Systems
  • Optimized stealth foliage trigger collision matrix.
  • Fixed stealth bug where the “Hidden” label could appear in foliage while not crouched (caused by driving through stealth foliage zones and exiting a vehicle).
  • Balanced leaf-rustling audio while moving through bushes (less loud).


World, Lighting, Weather & Time
  • Increased day/night cycle length.
  • Fixed time not progressing correctly when sleeping for one hour.
  • Improved weather manager: storm wind now interpolates more gradually, and returns to normal once rain stops.
  • Increased moonlight brightness for better night visibility without lantern/flashlight.
  • Made daylight ever so slightly brighter for a more vivid aesthetic.
  • Greatly increased cloud resolution for higher quality sky visuals.
  • Improved appearance of water at the base of waterfalls.


Environment, Textures & Visual Polish
  • Increased terrain ground texture resolution by more than double via tiling (no texture memory/performance impact). Improved terrain distance-blending to reduce distant tiling and better blend into the horizon.
  • Added extremely high quality detail to rock textures (especially up close).
  • Improved destroyed helicopter model textures/materials.
  • Improved Diesel Generator texture mapping and other scratched metal objects.
  • Improved ostrich detail normal maps when up close / when used as a vehicle.
  • Improved poacher leader outfit materials.
  • Added general polish to shebeen/tavern interior.
  • Adjusted gameplay/polish in the nighttime camping interlude.
  • Added general environment polish to helicopter/dehorning interlude #2.
  • Removed ugly giant grass meshes from Mission 3 poacher camp and a few other locations.
  • Removed duplicate overlapping foliage items leftover from previous builds, and removed redundant ones.
  • Decreased likelihood of camera clipping through objects when moving up close.
  • Added a stronger drop-shadow to subtitles for improved legibility.


Missions, Navmesh & Level Fixes
  • Fixed navmesh issue in Mission 5 that could cause enemies to walk through warehouse models.
  • Bullets can now pass through fences; also fixed enemies spawning behind a fence they couldn’t get past in Mission 3.
  • Fixed navmesh issue allowing enemies to walk through the drone charging station in Mission 3.
  • Fixed issue allowing the player to walk through drone charging station meshes.
  • Fixed bug allowing you to walk through your vehicle during tutorial phase 2.
  • Fixed terrain optimization volume near Mission 3 that caused low quality tree LODs to show too soon near the Mission 3 Wave 1 poacher camp.
  • Fixed culling issue with the groundskeeper model in the tutorial (phase 2) that could make her head disappear when the player got too close.


Audio & Narrative Presentation
  • Further improved audibility of conversations between poachers while they raid your camp.
  • Stealth/Aggression tutorial radio transmission now triggers sooner when approaching the first poacher camp via the road (vs climbing the hill and approaching from the side).


Other
  • Various other improvements (including spoiler-sensitive changes), plus general optimizations and internal fixes.
  • Scorpions are no longer invincible.