1. Poached : Hunt The Hunter
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  3. V0.7.7

V0.7.7

Poached : Hunt The Hunter - V0.7.7
1. Added three save slots with screenshot thumbnails, for multiple concurrent save games.
2. Added 2 new cave areas to explore, accessed by going behind 2 of the 3 waterfalls respectively
3. Added 20 new achievements
4. Made elephants & giraffes scale smaller/more realistic
5. Improved caravan interior lighting
6. Fixed issue of Mafadi mercenaries being spawned inside rocks in Chapter 2
7. Changed OS of computer inside caravan, to allow for more selectable options
8. Added a new shooting range available from the computer where you can try out all the weapons in the game, and later on purchase new ones and modify existing ones. [Accessed via computer OS]
9. Fixed issue of shotgun having a sniper-like accuracy
10. Made FAL FN hold 20 rounds, but made it slightly more powerful, made R4 hold 35 rounds
11. Added new 9MM pistol bullet casing shell models when ejected from weapon
12. Made rifles eject different bullet casings with a more accurate representation of the caliber, also added relative torque spin to the casings
13. Bakkie glass can now be shot out/shattered [Work in progress]
14. Made bakkie have a south African NW license plate
15. Made radio transmissions louder
16. Changed bakkie rotation start point to make it easier getting out of camp
17. Removed a floating goose from mission 1 lol
18. Fixed issue of bakkie not loading in the correct rotation the game was saved
19. Added circular "hold" progress bar for when holding use to swap weapon
20. Added a new alternative EXPERIMENTAL ambient lighting mode "Filmic B" which also includes ambient occlusion and motion blur/processing on the player arms and weapon, as well as deeper contrast. And different type of brightness slider. Mostly for certain internal tests while we figure out the optimal lighting for the game, not generally recommended but feel free to experiment - "Filmic A" is generally the recommended ambient lighting to be used for the game. [For now] :)
21. Optimized game code, scripting & performance, also added multi-threaded "graphics jobs"
22. Fixed potential issue of floating poachers in Chapter 2
23. Made "Medium" the default subtitle size
24. Made "Extreme" violence mode the default option
25. Made notepad/sleep control date show the current real-life system year, but the in-game virtual day, month & time, to keep the concept of an ingame virtual time cycle - but make the in game events feel relevant and current to the current climate, whatever that may be. Also made game text smaller.
26. Made radio top right hand corner info text bigger in font
27. Simplified VSYNC settings to basic on/off instead of number of VBLANKS
28. Made Shebeen closed during tutorial levels
29. Made text in "Mods" menu easier to read, but Mods are now locked until the game has been completed. Mods are also now heavily WIP until the next update!
30. Added an over-write warning for when starting a new game over an existing save slot.
31. Allowed character selection for tutorial
32. Added new SNAKE animal/enemy that can poison you, as well as a new craftable ANTI-VENOM recipe in the crafting section.
33. Made last 2 chickens in overturned truck side quest slightly less impossible to find
34. Made difficulty tied to save file and not user prefs
35. Fixed issue causing all difficulty settings to be the same[medium], made hard difficulty quite hard now.Note: Difficulty currently only affects damage taken, nothing else. For now!
36. Made game auto-save at the start of a new mission/level
37. Made bullet hole decals slightly smaller
38. Fixed up missing colliders and static physics objects inside lab
39. Improved lab interior appearance and lighting, made most objects non-static and react to physics
40. New KaalVoetPanda branding for water bottles
41. Fixed issue of preferences sometimes not saving when graphics menu is closed
42. Fixed inverted braai tooltips during tutorial level
43. Added missing chicken animations to tutorial level
44. Fixed issue caused by static batching, causing not all inventory items to be highlighted and also cause the biltong shed to flash shadows when inside. [And other static batching related issues]
45. Re-baked occlusion culling for all 27 scenes for performance optimization and to account for any recent changes to game, items or scene. Allowed inventory items to be occludee batched, but not static batched. [See above]
46. Optimized various internal timing algorithms related to player physics and movement
47. Made travel hotspots automatically not available during bonus missions
48. Optimized render culling on small detail objects (such as pots, pans, canteens etc...)
49. Optimized and re-baked navmesh for Mission/10 "Trashed Camp" to accommodate for changes in the environment after poachers have destroyed your camp.
50. Fixed some rendering issues with the carpets/rugs in the shebeen
51. Optimized ostrich racing scene memory, performance and loading time
52. Fixed an issue in where skipping the secret level would take you back to a different level from where you found it.
53. Secret level can now only be located through the secret level snail in Mission 1, and no longer through completing the chicken truck quest in Chapter 2
54. Optimized secret level performance & rendering ["Noise Complaint" mission]
55. Made introduction speech vocals significantly louder and clearer, as well as increased music volume
56. Improved introduction speech cutscene visual appearance, made more cohesive with main menu aesthetics.
57. Made hornets in hornet/tutorial mission fly away when finished attacking and not just disappear when done
58. Made enemy cash "kill" sound consistent volume as opposed to louder or softer depending on distance to enemy
59. Added audio feedback/click sound when turning radio on and off inside bakkie
60. Fixed issue of time on notepad/sleep control UI menu showing the wrong time by 1 hour
61. Fixed a missing collider on a shotgun for a specific enemy in level 2 wave 2 causing his weapon pickup to fall through the terrain once dropped
62. Removd black & white "filler" level/dream cutscene before chapter 2 - game now goes directly from mission 10/trashed camp level to chapter 2
63. Made center-screen tooltips slightly larger, and also 2 seconds longer on screen.
64. Fixed mismatched 'Elder Thyme' powerup pickup model texture in Mission 10
65. Fixed issue of waypoints sometimes showing over loading screen
66. Fixed issue with poachers sometimes walking through the leader during mission 4 when they are trying to rescue him.
67. Increase clarity of B.I.R.D. scout drone camera by removing excessive brightness
68. Optimized "Time Of Day" skydome internal timing algorithm
69. Made all bodies of water sync their reflective color with the current ambient lighting as the time of day changes without affecting rendering performance
70. Made cash register "kill" notification sound optional in the options/audio menu
71. Can now play some neuro bass on the Synth located in the underground bunker. [Pointless yet fun little Easter egg]
72. Fixed rare issue with player loading outside of the tunnel inside negative space on rare occasions when saving and loading too close to the walls of the underground bunker
73. Improved underground bunker lighting and appearance
74. Fixed issue of rockets falling through floor in warehouse
75. Slightly improved FAL FN gun texture/Material
76. Made "ammo full" and other inventory/weapon/ammo related sounds softer
77. Made exploding barrel fire not louder than the actual explosion
78. Bullet hole decals now parent to moving objects such as vehicles or moving range targets for more realism
79. Fixed issue of mouse cursor disheartening if player alt+tabs the game and comes back during the main menu
80. Neatened un-centered difficulty settings in main menu
81. Fixed some camera clipping issues when standing close to walls when in interior sections such as caravan
82. weapon switch sound sound less like a baseball bat
83. You can now sleep up to 24 hours when using a bed/mattress/tent instead of the previous maximum of 8
84. Added a new FLASHLIGHT inventory item that is more effective than the lantern, although it is currently not in the inventory at start. It can be located in the caves currently, as well as a few other select locations.
85. Added a DIGITAL CLOCK inside the caravan next to the bed so you always know what the in-game time is when deciding to sleep and how many hours to do so
86. Added a new BINOCULARS inventory item, located in caravan - can be used for various espionage or scouting techniques. While active you can use the mousewheel to adjust zoom
87. Added a new GRENADE type weapon - unlike other weapons, this explosive is treated as an inventory item, accessed through the inventory menu, and selecting the USE button to throw, which also allows a good opportunity to use the inventories pause function to your advantage when throwing grenades
88. To progress to the next mission, you will now have to use your caravan and sleep to the next day in order to load the next level. Additionally as an experiment, this behavior will only be in effect when playing on MEDIUM or HARD - when playing on EASY - the default behavior of using the radio tower to progress will occur. This of course all becomes irrelevant after mission 3 when the main story arc proceeds with the capture of the poacher leader, in which case missions will automatically progress until chapter 2 when the game goes into a perpetual sandbox mode
89. Fixed issue causing achievement popup to not show when an achievement is completed
+ Many other small fixes and changes
NOTE: Due to the addition of separate save slots, all save games have been reset. Askies.

Enjoy :)
- Twelv