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Poached : Hunt The Hunter News

V0.7.9

[EDIT 1/7/2023] V0.7.9.2
1. Rain now interacts with weather system to create dense clouds when its raining and become clear when its not.
2. Fixed issue with rain sometimes lasting forever.
3. Improved Enemy Idle chatter loop consistency.
4. Added new concrete ceiling to shebeen interior.
5. Edited Mission 2 intro text.
6. Made kill/cash register sound option off by default.
7. Fixed bakkie cam moving too close into vehicle.
8. Increased vehicle reverse torque.
9. Fixed issue with helicopter re-spawning in mission 7 sometimes after a load.

[EDIT 1/1/2023] V0.7.9.1
1. Fixed some issues with player sometimes flying into the air after un-crouching.
2. Fixed some save/load issues present on new installs.

Poached : Hunt The Hunter V0.7.9
1. New colorful full screen HD loading screen artwork in between levels and when loading a save game or starting a new one.
2. Fixed issue regarding player slowly sliding down terrain when stationary.
3. New colorful and unique Steam achievements icons instead of the same generic bird icon for each achievement.
4. Added new camo vest item that allows slightly improved stealth capabilities.
5. Added new Steam client library hero/logo when launching game from client.
6. Implemented system to allow poacher idle "chatter" to not duplicate phrases too easily, in a fashion already implemented with the general enemy 'barks'
7. Fixed issue causing night vision goggles to no longer function properly.
8. Rescued team-mate will now stand up from their position once rescued in Mission 8/Rescue Mission. [With improved idle animation loop & multiple variations]
9. Implemented a system that allows multiple events in game to only happen once with ease of programming implementation, to be used much more extensively in future updates.
10. When acquiring the legendary volstruis, the legendary volstruis song will now only play once per game.
11. Fixed issue causing finding the legendary volstruis to not trigger achievement.
12. Zebras that have been scared by gunfire will now cooldown back into regular behavior after 30 seconds of panic.
13. Removed snake from shooting range, since it is not possible to craft antivenom away from camp.
14. Fixed erratic rhino ragdoll behavior in Mission 2 and it's ragdoll locations.
15. Fixed issue allowing you to flip all your meat off the braai in one go.
16. Fixed issue with getting chicken hunt achievement causing game to freeze.
17. Added navmesh obstacle to captured team mate to prevent leader from walking through character during battle.
18. Fixed bad enemy ragdoll found on some Mafadi Mining mercenaries in Chapter 2.
19. Made the grenade a rarer item, and not located inside the caravan. But still located in surplus at the shooting range for practice.
20. Audio improvements when handling potential swappable weapon pickups.
21. End level stats can now be sped up by pressing any key during the rollout.
22. Changed end-level stats heading from "Level Complete" of "Mission Complete" to avoid potential confusion with new game format.
23. Improved mechanism for manually pulling vehicle out of stuck positions when in un-armed/weapon 0 selection - can no longer rotate objects that are heavier than 1000 mass units.
24. Slightly improved shadows & lighting inside warehouse mission.
25. Improved player collision with terrain.
26. Optimized game performance & memory footprint.
27. Added a historically accurate carry handle to the FAL/FN weapon model.
28. Made jumping button & jumping overall in general more responsive .
29. Relabeled some ammunition types in the shop for better clarity.
30. Fixed issue with acquiring end of Chapter 1 achievement.
31. Fixed some floors in underground tunnel/mission 9 and made a crucial note more obvious.
32. Fixed some culling issues in underground tunnel section.
33. Improved ostrich racing quality/smoothness.
34. Removed robot sounds from legendary volstruis - removed "robot" status. [He's a real boy now]
35. Slightly improved rhino stampede audio & stampede code.
36. Made rhino stampede have a cool-down period in which he will return to his origin. Set as default to 30 seconds for now, may adjust later.
37. Removed chickens from the outskirts procedural generation rollout, as it caused havoc with the chicken truck escape side quest, sometimes.
38. Improved knife/melee weapon attack audio & impact sounds.
39. Fixed broken/flashing/z-fighting in inside caravan window frames.
40. Made all poacher enemies slightly louder.
41. Improved RPG appearance & on-screen position/sprinting animation.
42. Bread no longer sold at shebeen. Only powerups and alcohol.
43. Made master volume at maximum as default setting.
44. Improved shooting range appearance.
45. Improved character 3 arm model PBS materials.
46. Made film grain option off by default.
47. Improved warehouse interior appearance.
48. Fixed issue of zebras not reacting to gun audio in tutorial.
49. Made nature ambiance louder and more audible when exploring.
50. Improved nature detail outside warehouse entrance/mission 5 exit.
51. Implement a system to alter the player cameras near clip distance based on the physical proximity of nearby objects, to prevent objects intersecting the camera while also preventing the terrain from flashing due to camera view length issues.
52. Made collectible, sneak attack and goat kill XP+ sound slightly softer and of a consistent volume among scenarios.
53. Fixed secret stash exploit allowing you to save/load & repeat the looting process.
54. Improved shebeen shadows & lighting / inner appearance.
55. Fixed issue of flashlight pickup in caves being too small and too hard to see/find.
56. Fixed issue with secret stash achievement not triggering.
57. Sneak attack bonus now called "Vantage Attack" and also includes getting the jump on enemies. Not necessarily always 100% stealth based.
58. Fixed issue where duck could disappear in front of player if ranger decides to follow it's entire flight path, duck can now fly off for as long as it needs to if player wishes to observe the full flight of the majestic mallard.
59. Improved main weapon[M18 Carbine] PBS materials.
60. Made game audio max potential attenuated value louder.
61. Fixed some potential locations on the main cliff path where the player could get stuck.
62. Improved terrain texturing and detail placement in various places around the map.
63. Improved vast terrain sections/foliage along the rescue mission pathway. [Mission 8]
64. Improved player controller movement audio mix/Improved game audio mix in general.
65. Improved poacher speech patterns & audio spatialization.
66. Updated the steam store page short description and game info/screenshots.
67. Refined main menu audio mix and fixed some internal errors relating to audio sources.
68. Slightly reworked violence settings & fixed an issue with clearing blood off weapons before the animation completes. Blood stains will also now remain during "Normal" setting and not "Extreme" - but weapon pickups from fallen enemies will only be blood soaked in Extreme. [Extreme no longer the default as well]. Normal setting has blood pools like extreme mode, but they are now smaller.
69. Fixed issue causing possible overlap of pause UI's in tutorial during caravan phase if player uses the computer before the briefing tooltip is displayed.
70. Improved collision physics quality of weapons dropped by enemies.
71. Improved "Sleep" Screen UI background [When using beds/mattress/tents etc...]
72. Fixed issue causing screen tearing in small interior buildings with VSYNC on. [Solution: no VSYNC in small rooms even if enabled - but VSYNC super helpful when in open world parts]
73. Improved appearance of "Hold" circular progress bar HUD UI.
74. Removed all unused variables & object references from the codebase.
75. Cleaned up 320+ compiler warnings from the entirety of the game code.
76. Removed all unused assets from project, cleaned & recreated project architecture for faster development iterations.
77. Made "Zip-Up" sound FX from bulletproof vest/camo pickups.
78. Improved FAL FN/R1 Loading animation.
79. Fixed issue with wrong characters sometimes loading after selection in Tutorial.
80. Improved quality of screenshot thumbnails by always disabling all canvases in shot
81. Made some minor edits/cuts to the talk-radio station in bakkie.
82. Deprecated Ambient lighting stylized/realistic settings in favor of a uniform look. However will be still available later on through the mods section. :)
83. Improved hunter/poacher type enemy standing positions and IK pelvic pose.
84. Improved shadows and lighting in underground tunnel section A.
85. Adjusted some overlapping wooden animal pickups by the Mission 7 fireplace.
86. Improved enemy animation & dynamic character motion rotation smoothing.
87. Improved ZC75 materials and fixed a ZC75 pickup model overlap in tutorial.
88. Made the pickups and ammo in shooting range neater.
89. Optimized terrain rendering when rendering large parts of map as a large view from a distance
90. Decreased loading times for song pickup/events found as radios around the map.
91. Slightly improved poacher behaviour in certain sections such as climbing on top of the shops roof for vantage points when raiding your camp. [Experimental]
92. Optimized baked navmesh data storage size and tile usage/shape.
93. Fixed issue allowing animals and other A.I. agents to walk through your braai.
94. Gave each poacher slightly different standing pose positions. [Randomized at runtime]
95. Fixed some overlapping geometry in rescue mission stand-off location.
96. Fixed some weapon geometry intersections in Mission 9/Underground tunnel.
97. Pressing "Any Key" during caravan PC login now skips the string type animation.
97. Improved bakkie third person camera.
98. Improved bakkie grip/steering/torque and general driving physics.
99. Fixed bakkie reverse issue sometimes causing torpedo-like reverse speeds.
100. Fixed issue with R4 weapon pickups and some ZC75's not clearing their highlight shader on ammo collection like other pickups.
101. Fixed issue causing footstep sounds to sometimes play on loop during a sleep sequence.
102. Fixed issue with multiple audio sources on waterfalls causing a chorus effect.
103. Optimized waterfall memory footprint & performance.
104. Patched up some dangerous holes inside some of the earlier caves. [Also left a few dangerous holes as is in some of the later caves - watch your step!]
105. Amended additional information to tutorial tool-tips.
106. Improved Elder Thyme pickup model.
107. Fixed issues with difficulty settings sometimes not loading correctly.
108. Mission 7 now has a larger amount of Mercenary-type enemies when playing on Hard.[Experimental]
109. Fixed issue with ecological discovery tool-tips not showing up when discovering things such as common frogs or harmless lizards.
110. Fixed extremely rare game breaking issue where player could get stuck by attacking warehouse before completing reconnaissance mission and then saving and loading the game before entering the warehouse door.
111. The 'ammunition-in-pocket' running sound effects now pause during a tutorial popup triggerered in a run sequence.
112. Added ultra-rare AK47 pickup in Mission 10 near grow/herbs hut. [Caravan trashing mission]
113. New game icon.
114. New Steam library "Game Box" art.
115. Fixed issue causing save games made while riding an ostrich to load inside your vehicle instead of the animal.
116. Improved library logo text on Steam game launch page.
117. Added new posters and "made-up" alcohol branding to the shebeen interior.
118. Fixed issue causing vertical and horizontal camera bobs to run in a loop if player inserts coin while walking towards the arcade machine in shebeen.
119. Made alert sound management distance consistent over all missions.
120. Improved mathematical algorithms powering enemy A.I. angle calculations.
121. Added new terrain optimizations for increased frame rate and smart distance based rendering.
122. Improved quality of poacher ragdolls when falling.
123. Optimized day/night cycle calculation code.
124. Made main menu cap at 60FPS to prevent rendering menu at 146+ FPS which causes certain graphics cards to make a squealing sound.
125. Neatened braai tooltips.
126. Fixed issue causing navigation waypoint showing during loading screen when travelling between scenes.
127. Improved some loading screen text copy.
128. Added more variety of weapons for player to choose from in Mission1 start.
129. Improved quality and performance of day/night cycle transition.
130. Slightly optimized algorithms for flying insects & other utility entities.
131. Improved bakkie auto-braking.
132. New notes/lore/info to be found inside warehouse - 11 in total. [Mission 6]
133. Temporarily removed "Lavender" side quest pickup items around map while maintenance is being done on quest as well as the plant itself. Also to remove potential confusion between lavender pickups and slow-motion "Elder Thyme" pickups. [The plant placements still remain in memory, just disabled.]
134. Proper descriptive hand icon UI when using "Unarmed"[Weapon 0] mode, the crosshair will change into a hand when an available rigidbody can be manipulated. Such as in the case of braais or "un-stucking" your bakkie.
135. New system to prevent player from falling through terrain if getting out of bakkie while it is overturned.
136. Improved player location placement and flow when exiting vehicle.
137. Improved terrain texture map perlin normal quality when using lower environment detail settings on older cards.
138. Fixed an issue allowing player to Jedi Force-Braai from distances of over 100 meters or more. [Also was affecting any "Unarmed"[Weapon 0] mode Rigidbody manipulation.]
139. Fixed a large portion[Hopefully majority] of areas where the player could get permanently stuck near the backside of cliff faces.
140. Fixed some instances of the rare "Mufasa" rifle pickups being mislabeled as "Scarr" rifle.
141. Improved 'Mufasa' on-screen/sprinting/ads appearance and position.
142. Improved gulf terrain border terrain detail patches in border terrain outskirts.
143. Added more details and water pumps/tires etc to outskirts of terrains.
144. Fixed some rock areas that allowed player to escape into "Forbidden"[No-Render] zones.
145. Made player collider slightly thinner for easier movement. [Complemented by new no-clip trigger collider system.]
146. Increased inventory UI size and font.
147. Optimized enemy footstep script to use less memory assignments and unnecessary distance calculations.
148. Improved goat ragdoll.
149. Many new notes and lore including poacher letters to Hendrina to be found around map during missions.
150. Fixed some floating pigeons at poacher leader camp/rescue mission. [Mission 8]
151. Fixed slightly misaligned M83 pistol ADS sights.
152. Fixed issue with save game slots sometimes not always loading the correct relevant info for each slot.
153. Improved binocular equip flow as well as zooming to prevent inverted z values. [Causing fractal tunnel vision.]
154. Added new tagging system for binoculars - focus on an enemy with zoom for a few seconds to permanently tag the enemy. Similar to using radio to show nearest enemy, but supports multiple tagged enemies in a list. This feature can be used to scout out a poacher camp before attacking. [W.I.P.]
155. Changed difficulty settings configurations slightly. Hard mode now also harder. Health modifiers as well as certain enemy attributes changed for each setting.
156. Added an experimental worker script to watch the player movement input compared to the player velocity, to determine if a player is stuck, as a contingency plan to supplement all previous measures to prevent player getting stuck. If a total "stuck" scenario is detected, the script will kick and and attempt to unstuck the player. This occurrence may be extremely rare, but should ensure no stuck scenarios.
157. Fixed issues with rain sometimes only ever happening once per mission.
158. Improved helicopter physics realism when falling down after being destroyed.
xx. Various other small tweaks & fixes too small to mention. [Such as optimizing ducks, chickens,

V0.7.8

Poached : Hunt The Hunter V0.7.8 A simple update focusing on a few crucial technical fixes, to make way for the upcoming animal A.I. update, artwork update, and Story Update/Chapter 2/Boss Fight

1. Animals will now run away from gunfire
2. New occasional enemy idle animation states when in camp, such as cutting up meat/smoking/chatting etc instead of always just mindlessly patrolling
3. Fixed issue of rhino death stampede being too easy to trigger when in car
4. Added a light to the mission objectives clipboard [right mouse when holding radio aka weapon "!"]
5. Decreased rifle bobbing while walking or sprinting by 50%
6. Made V-Sync setting on by default to prevent screen tearing
7. Fixed slightly misaligned M83 pistol sights
8. Fixed issue of settings sometimes not saving
9. Fixed camera clipping into close up objects
10. Removed some un-used blank radio transmission triggers in mission 2
11. Gave poachers better spatial awareness of objects such as rhino ragdolls
12. Prevented shader overlay when dying at the same time as killing a rhino/zebra
13. Reduced ambient lighting settings to 2 varieties - realistic/stylized
14. Made stylized [color] setting default setting to max possible color brightness
15. Optimized crafting bench rendering performance/memory footprint
16. Fixed rhino ragdolls from flying around when intersected by poachers & improved ragdoll physics quality
17. Fixed some crafting menu/bench related bugs
18. Adjusted car first person camera mouse look to not view player shoulders
19. Added some extra SFX to trance party/secret level
20. Added bakkie back to secret level
21. Numerous other fixes & fine tuning too small to mention.

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

V0.7.6

Poached : Hunt The Hunter - V0.7.6
1. Added new bulletproof vest pickup item [limited usage]
2. Made crafting table work again
3. Made radio transmission volume louder
4. Added tool-tip popup when using braai
5. Removed trees that were not properly rooted into the ground due to being placed on slopes incorrectly
6. Removed "friendly-fire" from enemy weapons to poacher leader during mission 4
7. Made character selection screen more specific by adding "Select your character" label
8. Fixed issue with radio not being able to be turned off in vehicle [R key]
9. Added tool-tip popup when using bakkie to remind users about third person control and radio
10. Made poacher leader "hands up" animation faster when surrendering
11. Made poacher leader surrender from a 50% less closer distance than before
12. Optimized braai rendering [no change to visuals, just slight performance boost to overall GPU draw-calls]
13. Added tool-tip to remind player about L Mouse to view notepad when using radio
14. Made notepad show "real-time" date & time [Right click while holding radio]
15. Fixed night time lighting inside caravan
16. Made Hornet Mission accessible as 'Part 2' of the tutorial which is accessible from main menu
17. Added Bloom, Grain, Chromatic Aberration & Bloom options for 'AAA' lighting mode.
18. Improved materials for M18 carbine [Main weapon]
19. Improved R1/FN FAL sprinting on-screen appearance
20. Added tool-tip in top right hand corner when using radio to remind player about pressing R Mouse for the notepad view
21. Ever so slightly reduced camera bobbing when walking and aiming
22. You can now reload while sprinting [Experimental] - animations may not always look correct]
23. Removed close distance depth of field blur for sharper object inspection
24. Improved shotgun appearance, materials & on-screen position
25. Improved R4 Aiming accuracy and ADS on-screen appearance
26. Fixed issue with note pickups being too hard to see in direct sunlight
27. Fixed issue of still being able to steer when dying while inside bakkie
28. Made caravan computer terminal screen less shaky & distorted
29. Made intro speech louder & clearer in introduction scene
30. Made braai meat sizzle sound slightly softer
31. Added an "Exposure" setting to AAA options, changed AAA options label to "Filmic"
32. Made shotgun reload 1 bullet at a time instead of 2 [to match the visuals]
33. Many small fixes and improvements too numerous to mention :)

V0.7.5

Poached : Hunt The Hunter V0.7.5
1. Re-Arranged some missions for better flow
2. Added new sun flare and more realistic sun/sunshine
3. Brand new experimental "AAA" lighting mode. A modification of "Solar" lighting mode with +AAA Post Processing - now also the default lighting mode, but can be changed back to the original if a more cartoonish look is desired.
4. Fixed issue with wrong opponent characters being loaded during ostrich racing based on your own character selection.
5. Removed unnecessary save game option form menu during ostrich racing
6. Fixed lighting in warehouse/lab
7. Improved shebeen interior appearance
8 Fixed latency with steam achievements
9 Fixed issue with Steam achievements and stats not working in latest version
10. Made hornet mission not part of tutorial and accessible from bonus missions
11. Fixed some overly loud audio in Mission 1 wave 2 when returning back from camp
12. Removed unnecessary mattresses from Mission 7/Helicopter level start position