1. Poached : Hunt The Hunter
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  3. V0.7.1

V0.7.1

1. Added new highly tweakable advanced graphic & game settings to options menu
2. Can now also change game settings from the main menu before starting game, with its own unique preview scene to allow changes made to be visible instantly
3. Forced certain light-crucial missions such as sniper rifle/helicopter to always start in the daytime
4.Added new customizable procedural generation module to improve terrain outskirts & natural vegetation in a unique way that is different each playthrough
5. Improved corner boundaries and environmental horizon set pieces
6. Improved ak4 hip firing position
7. Improved optimization volume algorithm
8. Added drop down for setting resolution instead of button
9. Removed unnecessary "distance blur" menu option
10. Removed a random floating sphere from Mission 2
11. Added field of view sliders back, made have more accurate values and show degrees as well as film mm
12. Fixed an issue causing the battle music to always play if you adjusted the volume from zero
13. Fixed white line that was appearing on some grass meshes
14. New color grading/tone inside shebeen
15. Adjusted gardener rotation/position slightly in tutorial
16.Made UI element resolution no longer affected by graphics quality settings
17. Moved all notes in lab further from start so radio message has time to play before player pauses game via reading
18. Fixed some floating fences near sector gamma
19. Changed end of map boundary fog popup copy
20. Fixed some floating wooden animal pickups in mission 1
21. Made Mission 1 Stealth option more viable and made bushes able to conceal player better in this section
22. Made tutorial shorter (and thus more exciting)
23. Antialiasing and image sharpening now off by default [Mostly not needed unless your monitor is extremely high definition for AA, and vision impaired for image sharpening]
24. New optimal default game/graphics settings
25. Game now entirely independent from Unity graphics quality settings system "Presets" - now strictly using own internal graphics quality settings interface API
26. Fixed/Improved wildebeest stampede dust color
27. Improved AK 47 Iron Sights & aiming
28. Improved [Super Rare] "Mufasa"/Scarr rifle appearance and orientation
29. Re-located chapter 2 crashed chicken truck bonus side mission to a different area
30. Fixed some rendering issues on Giraffe tail ends.
31. Centralized Mafadi Mining corporation mercenary attack to main terrain quadrant
32. Reverted back to original Intro Speech variant for Tutorial, but improved audio timbre
33. Both mouse buttons can now be used to switch bakkie camera perspective, not just right click.
34. Improved R4 textures as well as on-screen firing/sprinting position and weapon scale
35. Added gardener NPC to Mission 1 [Only if visiting grow hut before completing wave 1]
36. Muted frog/salamander/ecological discovery notification text (but kept sound effect and XP+ gain ;)
37. Now once alerted, poachers will not return back to patrol state unless they REALLY think you are gone.
38. Slightly more realistic A.I. behavior adjustments, Improved enemy running as well as inter-enemy communication
39. Improved HAL/FN on-screen thumb position, as well as metal materials
40. Removed strange invisible wall near leader fight / rescue mission scenery
41. Put side quest notice board model back next to shebeen [ will make functional soon ]
42. Improved warehouse/lab interior
43. Improved Rocket Launcher on-screen appearance
44. Fixed (rare bug in certain scenarios) causing game unable to open menu during loading screen
45. Fixed lod issues on broken satellite dish in mission 10
46. Doubled sprint stamina for all characters
47. Placed Elder Thyme pickup near start of mission 10
48. Fixed some navmesh issues with leader battle (enemy walking through giant rock)
49. Made SMG[4] type weapon choice not reset loadout to M18, and persist previous loadout choice between missions (just like the other weapons) as per request [for now]
50. Improved waterfall pool color [slightly]
51. Made bonus mission[hippo] available from shebeen during Sandbox Mode/Chapter 2
52. Added an extra secret warp snail to secret mission [previously only available through chicken truck side quest]
53. Fixed glitch where menu could be opened during "exit to menu" loading screen
54. Fixed glitch where menu could be opened during "Travel to [x]" loading screen
55. Fixed baby elephant rotation near waterfall 3, made baby have alternate animations
56. Fixed goose idle animation loop
57. Did a proper logical remapping of graphics settings menu[s]
58. Made enemy health bars an optional menu setting [on by default]
59. Added multiple crosshair styles via options menu - 3 different style for now
60. Removed unnecessary "Sci-fi window" style inventory back panel [for now]
61. Menu Mods such as invincibility, easy start and big head mode are now locked until you have finished the game, or in the case of this build - have reached Chapter 2
62. Medicinal herbs can now be found growing in the wild if procedural generation is enabled
63. Made sunset more gradual & Increased day/night transition performance
64. Simplified and remove sci-fi panels from sleep menu, travel menu & weapon switch menu
65. Can now seamlessly move from sprint state into zoom/ads scope by holding left mouse(or whatever the assigned key is) while sprinting
66. Holding down sprint while crouching will now automatically cancel the crouch and transition smoothly from crouch into sprint. (As requested by numerous players)
67. Removed unnecessary "travel" dialogue for going inside caravan
68. Added some elder thyme pickups to mission 9/tunnel
69. Improved viewing angle for Hal/FN ADS
70. Added a lantern inventory item that is auto equipped on game start and can be used to help light the way on dark nights (if needed)
71. Greatly improved caravan interior material appearance and lighting
72. When "crafting" a campfire or a tent, and you cancel the craft - you will now no longer lose the item from the inventory
73. Made crafted campfire appearance fit better with existing game aesthetic
74. Decreased enemy shot accuracy
75. Fixed error where pressing F9/Quick load while game was loading (if selected from menu) would cause the loading screen to freeze
76. Fixed rare and stupid bug causing "If you press escape during an F9 quick load, the health gui comes up - but ONLY when you initiated the F9 quick load from the main menu" syndrome. (Also appeared during controls menu etc)
77. Loading a game during an end level stats process will now not interfere with the process
78. Fixed issue with quickloading during inventory screen leaving inventory screen in view
79. Fixed Tent icon in inventory looking out of place with other icons
80. Cancelling craft when setting up a fire or tent no longer removes item
81. Fixed issue causing game to start with weapons not fully loaded
82. Made inventory slot UI more subtle/less "sci-fi" in appearance
83. Optimized inventory system backend code
84. Fixed flashing window frames when inside caravan + new color grading
85. Made AK and FAL weapons only appear from Mission 5 onwards
86. Added new flavor text for caravan loading modal
87. Added missing subtitles for Hornet/Tutorial mission
88. Added missing subtitles to surveillance drone explode on contact transmission in mission 7 after helicopter section - and made transmission audio louder
89. Fixed issue with mission 1 stealth radio transmission as well as warehouse "brekers" transmission and surveillance drone warning transmission not pausing
90. Added missing subtitles to Mission 9/Underground area
91. Added missing subtitles to Sandbox Mode/Chapter 2 radio transmission - making all subtitles for all radio transmissions in the game at this point fully subtitled.
92. Improved colliders in tunnel/underground areas
93. Submitting score to the leaderboard is now optional with consent opt-in available from the main options menu
94. Made secret skip level snail found in mission 10 also skip the end of chapter 1 cutscene level
95. Fixed issues with female arm texture/material in first person view
96. Made enemy neck-look/face IK not as extreme - dampened neck twist slightly
97. New chicken override controllers so that all chickens can have different idle animations with minimal (if any) performance impact
98. Improved FAL/HAL/FN ADS/Scoped on-screen appearance and alignment
99. Improved look of on screen notification text specifically when notification appears above crosshair (not on a pickup waypoint) - also prevented this notification from being overlapped by inventory screen if opened during the notification popup window.
100. Fixed issue making it possible for you to change character mid-game by selecting new game and choosing a new character but then not starting a new game and continuing your old one. Additionally, made character choice data part of saved game data and not game preferences (for multiple save slots which will be added in the next update)
101. Game now starts off with 1 box of matches free of charge. (Don't say we don't ever do anything nice for you, alright?)
102. Optimized braai code for the insane event of you for some reason leaving your meat on the braai while doing battle, game will use CPU power for A.I. and battle and not for cooking your meat.
103. Adjusted Rhino A.I. so that they will attack you if you get too close for too long - previously they would only attack you if you shot at them or jumped on top of them. 5 seconds is now about the maximum amount of time you can stand directly in front of a rhino before they rip your face off.
104. Made bakkie near-death "alarm" sound no longer loop endlessly
105. Made time of day day/night cycle smoother and more realistic
106. Performed extensive optimization on terrain detail rendering as well as placement and spread balance
107. Removed the rhino from near mission 4 capture point, making the mission slightly easier
108. Made game start with a tent in your inventory automatically. (There is still the tent pickup in Mission 1 also)
109. +Many other small bug fixes, improvements & changes