1. Poached : Hunt The Hunter
  2. News

Poached : Hunt The Hunter News

Early Access Update V0.8.7.6

Optimizations:
  • Environment quality settings now affect the quality of skydome sphere polygon density.
  • Optimized bone hierarchy for skinned meshes with skeletons that don't require parented objects in the hierarchy, such as birds and insects.
  • Optimized polygon geometry for small insects such as dung beetles that don't require high detail due to their size.
  • Optimized animator controllers for some birds, rodents, insects and other larger animals as they included numerous animations and blend trees not being used.
  • Removed unused trigger volumes from pigeons, sparrows, owls etc. that don't react to the player such as when eating bugs or observing the player.
  • Converted secret "Skip Level" snails from skinned meshes to static meshes, since they aren't animated thus no reason for extra skinning processing.
  • Converted dragonfly animation system from old legacy system to new Mecanim system as well as optimized internal skeleton and hierarchy.
  • Optimized texture memory of incredibly small entities such as flies, wasps & dragonflies which barely take up a few pixels even when zoomed in.
  • Optimized geometry of Gardener planting flowers found in grow room Mission 1
  • Optimized memory of shopkeeper animation controller
  • Small optimizations to sky dome algorithm.
  • Optimized shop keeper look IK algorithm.
  • Programmatically removed all unused tags from project.
  • Optimized internal hierarchy and memory footprint of enemy muzzle flashes
  • Optimized a redundancy inside enemy controllers related to idle animations also used in non-idling characters.
  • Numerous code refactors, tweaks & micro-optimizations for improved performance on lower end devices.
  • Environment detail now affects the distance of tree billboarding for better performance especially when viewing large vistas from a distance such as on top of a cliff.
  • Optimized handheld radio texture memory usage.
  • Enemy footstep algorithm now calculated velocity of enemy with square magnitude instead of magnitude velocity.
  • Enemy footsteps are now pulled from a pre-shuffled array instead of a randomized calculation.
  • Optimized the sharing of various data attributes between multiple instances of duplicate classes with improved implementation of static variables, constants and scriptableObjects.
  • Optimized use of magnitude calculations in all scripting and navigation entities in favor of a squared magnitude calculation.
  • Optimized raindrops internal algorithm and codebase.
  • Optimized car damage collision dealer algorithm.
  • Optimized terrain shadow casting vertex count.
  • Optimized horizon fog synchronization calculation algorithm.


Additions/Details/Changes:
  • New arm accessory for Character #4 making each character arm set truly unique.
  • Running Audio [Coins/Bullets jingling in pockets] now softer and more subtle for less audio fatigue. (from 0.25 to 0.15)
  • Fixed weird tiling texture on shooting range operations table.
  • Improved the animation blending between enemy idle states such as a poacher who is not patrolling but busy carving up an animals and their transition from that state into battle when alerted.
  • Characters are now nameless as the names don't add any value, and the player can now decide in their own head what they wish the characters to be called.
  • Improved quality of glass shattering when shooting out vehicle windows.
  • Character selection rotation is now faster/more snappy.
  • Improved quality of weapon wheel selection when using a mouse.


Fixes
  • Fixed missing Vehicle Garage option from personal computer when using the upgraded mobile home instead of the caravan.
  • Fixed an issue with knife in zebra ragdoll near mission 1 camp disappearing from certain angles due to misconfigured occlusion culling.
  • When cinematic music is playing it is lowered when listening to the rock music station.

Early Access Update V0.8.7.5

The game's Ostrich Racing mini-game has been expanded to a full championship with 8 races to complete, each unlocked by coming first place in the previous match. Win all 8 races to win an achievement, as well as the option to compete for fastest times in the global leaderboards.

In addition to this update, a few small other changes have been made as per usual.

Main Update Features:
  • 7 New ostrich races.
  • Unlockable race flow.
  • Ostrich Race improvements.
  • New per-track global leaderboards.
  • New achievement.


Fixes:
  • Fixed issue that allowed weapons to be brought onto the ostrich racing course, even though you aren't able to use them since friendly fire is disabled for NPC teammates and there are no enemies to fight.
  • Small navmesh issues fixed.
  • Turning on a radio in caravan/shebeen will now resume from whichever channel you were previously listening to.
  • Covered up some more exposed tree roots without backfaces.
  • Fixed fencing that allowed illegitimate entrance into the distant informal settlement.
  • Fixed intersecting hat on one of the NPC ostrich racers.
  • Fixed options page 1 'Reset To Default' setting HUD Scale to 0.


Details:
  • Added new beer radio advert that can be heard upon entering the bar for the first time.
  • Added new beer branding to the bar taps.


Other:
  • Made music station and talk radio station relative volumes more balanced to each other.
  • Added more trees in terrain quadrant 5.
  • Offset animation frames for NPC ostrich racers so they are not always perfectly synced for realism.


Optimizations:
  • Removed blood instantiation pool from memory in scenes that do not have any fighting. (Such as ostrich racing etc)
  • Optimized ostrich animation controller and memory footprint.
  • Removed an unused hat from character avatar memory resources.


Steam Page Updates:
  • New box art cover that uses game screenshots for a more accurate representation of the games apperance as opposed to artwork that doesn't look exactly like the game.
  • Updated Demo to use lastest media art assets in Steam.


Happy racing!

Early Access Update V0.8.7.4

This update introduces a new music radio station, playable in your vehicle and other locations, featuring music from top South African bands such as Not My Dog, Ruff Majik, Fuzigish, Hog Hoggidy Hog, The Slashdogs, The Narrow, Boo!, Worsie van Wyk, Shameless, Kamikaze Test Pilots, ATFN, Hunter Kennedy, and more! With over an hour of voice acting, virtual ads with game tie-ins, and other surprises, this addition enhances your experience alongside the existing talk radio station, and even more on the way!

Radio Changes:
  • The radio now features two stations instead of one, with more coming soon.
  • Radio now has 3 states. Talk Radio, Music Radio & Off, which you can flip between using the reload button while driving.
  • Radio stations can now also be heard inside other places such as caravan and bar as opposed to only while driving.
  • Radio now has its own volume control in conjunction to game music and master volume controls.


Details:
  • Increased texture quality of player arms.
  • Improved poacher death animation as well as ragdoll reliability.
  • Removed some trees growing unrealistically on slopes near far ends of the reserve.
  • Increased detail of character #2 hair in character selection screen.


Fixes:
  • Minor environment detail fixes.
  • Fixed missing colliders on some metal structures.
  • Fixed flashing shadows on arms.
  • Fixed potential subtitle/voiceover overlap when activating drone recharge station before mission. briefing is finished due to loading a saved game near the drone station before activating it.
  • Fixed rare issue where the end level stats popup could cause trees to turn into low quality billboards if player finished a level near an outskirt.
  • Fixed a small inventory system issue that might cause player to select the wrong item when dragging quick.
  • Fixed a rare error that could cause sometimes cause an armored poacher wearing a hat to become invincible to headshots if head shot with a shotgun due to the engine not being able to add a rigidbody to a component twice when making the hat fall off the poachers head.
  • Fixed custom mouse cursor turning back into normal windows mouse cursor when the game is Alt+Tabbed.
  • Fixed issue with next enemy waypoints not always working properly if a game was loading midway through dispatching an enemy wave.
  • Fixed some other issues with enemy count when loading a saved game midway through an enemy wave that could possibly not load the correct remaining enemy count or score stats.
  • Fixed new overlap of secret "time length" slider activated by cheat code since the menu had been adjusted.
  • Fixed missing flag animations in ostrich racing caused by accidental deletion of blend shapes during optimization update.
  • Fixed bug allowing player to pick up an ostrich.
  • Fixed issue with HUD scale parameter not resetting properly when selecting default settings.
  • Fixed issue where armor UI could display over the vehicle garage U.I.
  • Fixed mouse cursor showing during "Sleeping" overlay screen.
  • Fixed issue with HUD scale not loading correctly.
  • Fixed a memory leak caused by asynchronously loaded fish remaining in the fishing hole when leaving the area.
  • Fixed small issue that caused your weapon to be stuck in zoom mode if you got into a vehicle with the aiming button held down.


New Achievements:
  • Crafting A Successful First Aid-Kit
  • 100% Mission Accuracy
  • Curing a snake bite on "Hard" Difficulty


Optimizations:
  • Fixed memory leak issue with enemy bullets holes.
  • Made normal maps for very small shell casing ejections much smaller
  • Fixed more shadow casters that didn't cast shadows that were visible
  • Removed unnecessary content size fitters on saleable U.I. elements.
  • Removed 10 unused transforms from end level/death camera module.
  • Replaced some more mesh colliders with box colliders in instances where it made no difference.
  • Removed trees that were stuck inside rocks and not even visible yet still using memory.
  • Removed unused tags from game system.


Balancing:
  • Slight price increase on first-aid kits.
  • Decreased max shotgun ammo holding amount.


Controller Support Changes:
  • Added full controller support for vehicle garage.
  • Fixed issue with main menu continue button staying highlighted when navigating menu with a controller.
  • Game now auto selects "OK" button when tutorial popup opens when gamepad connected.


And as always, various other small polishes, fixes and optimizations and more importantly some things I simply just don't want to mention due to spoilers.

Early Access Update V0.8.7.3

In this update, we unlock a new feature that can be used for customizing your vehicle by accessing the garage via the caravan PC.

Please note, that this is only the beginning of the garage and while you can only customize engine, tires, and paint for now - many more options are on the way, including improvements to the actual Garage U.I.

Main features:
  • A new vehicle garage is now available through the PC in your caravan.
  • 24 different paint jobs can be purchased for your vehicle.
  • Tires can be upgraded to special anti-slip tires that improve grip by over 200%.
  • The engine can be upgraded to level 2, increasing maximum torque.
  • New accessories, decals, and other unlockable items will soon be available for purchase in upcoming updates.
  • 2 new achievements are available to unlock.
  • Various vehicle-related fixes and general quality-of-life improvements have been implemented.


Improvements:
  • Increased poacher perception radius in locations with large flat planes and less dense vegetation for more realistic battle scenarios.
  • Enemy hearing improvements.
  • Improved poachers ability to hear which direction a shot came from if one of their teammates is killed with a sniper rifle from a distance, to prevent making it possible to camp and take out an entire squad with little to no effort.
  • Improved poacher ragdoll death animation.
  • Improved sniper rifle sprint animation position.
  • Improved quality of rendering material for garbage bin found outside caravan.
  • Improved drone charging station metal material appearance quality.


Bug fixes:
  • Fixed an issue where the vehicle would shoot into the air when crouched on while stationary.
  • Fixed goat/zebra ragdolls going invisible if you get too close as a result of a previous optimization.
  • Fixed animal and poachers getting stuck when accidentally walking into your vehicle while it is stationary.
  • Fixed another small issue with an invisible cigar collider causing the legendary ostrich to not run smoothly.
  • Fixed a major issue with ragdolls that caused ragdolls to shoot up in the air if physics collisions occurred. A side effect of this is that dead animals/enemies can no longer be dragged, however since there is no stealth mechanic related to enemies seeing other dead enemies - body dragging is not required.
  • Fixed issue with Field Of View preview not updating properly when first loading into main settings menu pre-game.
  • Fixed reverse issues with vehicle that made it easier to get stuck after a head-on collision with thin static geometry such as tree trunks.
  • Fixed issue that can cause the sniper scope effect to be overlayed onto a different weapon (even the radio) if the player zooms in as a weapon is switching.
  • Fixed an issue causing leaderboard in main menu to not load since upgrading scripting backend to IL2CPP


Detail additions/Fixes:
  • Fixed ugly terrain texture seam located near shebeen/bar.
  • Improved smoothing appearance of arcade machine in shebeen.
  • Improved shebeen electrical outlets.
  • Removed some intersecting bushes stuck in a rock that looked ridiculous.
  • Improved appearance of white borders around certain grass textures.
  • Did some more work on covering exposed tree mesh bottoms with terrain detail where applicable.
  • Did some more texture painting work on various parts of the terrain for better blending and realism.


Optimizations:
  • Improved rendering framerate inside shebeen/bar.
  • Optimized the (now rare) Combat Shotgun normal map.
  • Removed an unnecessary basket detail from main menu scene.
  • Fixed garbage collection issue caused by vehicle tail lights that aren't even being used but was reallocation a new material instance every frame while using the truck.
  • Changed ranger walkie-talkie radio to a new radio model that isn't 2 million vertices, this is temporary while re-topologizing the old model but by reducing a model from 2 million vertices to 4,000 we not only improve rendering performance but general application memory pressure.
  • Converted more animator strings into integer hashes for optimized animation state calling.
  • Updated SteamWorks.NET library to a later version.


And that's all for now! I'll be back on the 24th with a new surprise that I am very excited to launch.
Happy hunting/driving, and speak soon!




Early Access Update V0.8.7.2

[h3]This update mostly includes optimizations made to performance, but also contains further other small fixes.[/h3]

NB: This is one of many optimization updates planned over the next year and in NO way reflects the final performance state of the game.


It's time for round 2 of the new regular update schedule!
This update might be boring for some, but I have decided to focus on optimization for this patch as some users have reported suboptimal FPS when playing on lower end devices such as Steam Deck as well as older i5 laptops using Intel GPU chipsets and lower RAM.

Of course, this is not a perfect optimization, and I still have a long way to go to truly reach the FPS goals I require to support the widest range of devices, but it's certainly a step in the right direction and I look forward to collecting more data on performance as a result to see how I can further increase framerate. A lot of the notes below may not make sense to people not working with Unity, but I've included them anyways as I generally always write my change notes as I go to keep me sane whether they are worth sharing or not. So here they are! I hope that this update helps improve performance even just a little bit for those affected. To benchmark I managed to get myself an old dying laptop from 2016 with a half dying screen and overly full hard drive to test with and managed to move from completely unplayable to at least enjoyable. No Steam Deck to test with currently, but hopefully this should help still. Let me know how it goes!

Please Note: Each of the following optimizations are merely "micro-optimizations" and generally only gain small amounts of frames or cycle milliseconds. There is no one-cure-fix-all way to optimize a game such as this, but by continuing to add as many individual improvements as possible to the CPU and rendering thread no matter how small, the performance will increase. This is certainly not the last optimization update, but just some necessary changes that needed to be done this week.

It is only worth noting, that a lot of the optimizations have been made to graphics settings below Ultra, so players already playing on the maximum setting won't be affected by those. Thus, I have split the notes into optimizations applied to the game overall and into a list of those which apply to certain graphic settings below Ultra.
In some cases, changes were less about optimizing the lower settings but also making sure that lower settings looked better while retaining the performance boost (such as lowering the shadow settings)

Lastly, I have also included a list of other non-optimization related fixes included in this update for a small value add.

I'll be back next week with a new content update that focuses on a vehicle garage for customizing your trucks performance and appearance. Thank you all for your patience!


[h3]General game optimizations:[/h3]
1. Switched scripting backend from Mono to IL2CPP.
2. Changed all non-terrain/tree meshes used in extremely high volumes such as brown rocks and wooden items/pickups to use GPU instancing instead of static batching.
3. Added GPU instancing to skinned mesh renderers such as enemies as well as animals that appear multiple times on screen at once.
4. Improved texture compression ratio without affecting texture appearance by compressing all uncompressed textures to lighten the load on the GPU VRAM as well as build size and memory usage.
5. Added aggressive dynamic culling for engine parts inside the truck/vehicle that can't be seen unless viewing the truck from the bottom or if the hood is open due to explosion or upcoming repair mechanics. The internal parts of the truck are now only rendered when they can be seen to save a fairly high amount of GPU draw calls, and many smaller parts that do not need to be separate have been batched into a single mesh.
6. Added simple culling to smaller parts of the vehicle such as wipers and internal blinkers etc that can be seen but only when close to the vehicle, saving on draw calls when not near the vehicle.
7. Optimized radio station sample rate decreasing the audio file size by 400% without affecting the audio quality.
8. Removed unused items from scene memory in all scenes.
9. Removed double buffering skinned motion vectors on unimportant skinned mesh renderers.
10. Set certain unimportant skinned mesh renderers to not update skinning when off-screen.
11. Ensured all skinned mesh renderers adhere to the global bone skinning quality settings.
12. Increased the threshold of certain items adherence to camera per-layer culling distances.
13. Removed unnecessary ContentSizeFitter components on U.I. text labels.
14. Leader hideout and additional nature zone in that region no longer exists within the scene memory and is now part of the game's asynchronous loader level streaming for a smaller memory footprint during general gameplay within the main reserve.
15. Removed all unused packages from project manifest.
16. Re-mapped all mesh occluder/occludee status settings with more discernment and rebaked all occlusion culling for each level.
17. Optimized rendering footprint of campfire, lantern and other "non-important" light sources by changing their render mode. The main skydome day/night cycle now uses the important rendering mode as the main pixel light while all secondary lights do not unless they are significant such as flashlights etc.
18. Set physics system broad phase type to use box pruning algorithm.
19. Set physics system to reuse collision callbacks so the garbage collector should reuse only a single instance of a Collision type for all collision callbacks.
20. Increased level of animation culling for items such as animated flags in ostrich racing when not visible.
21. Optimized size of specular/metallic/occlusion maps used in some complicated textures.
22. Identified all meshes with read/write enabled this storing twice as much memory and disabled the parameter.
23. Disabled all unnecessary model import parameters such as blend shapes, lightmap UVS and any other parameters not being used.
24. Deleted some rocks that were below the terrain and thus permanently invisible.
25. Optimized braai model's internal grill geometry with manual batching of separate meshes.
26. Optimized player trigger system algorithm slightly.
27. Increased GPU Async upload buffer size from 4 to 16.
28. Moved rigid body based calculations out of Update() methods into FixedUpdate() methods.
29. Changed all use of OverlapSphere to use the Non Allocative OverlapSphereNonAlloc version of the API.
30. Optimized certain shaders to use property hashing instead of string parameters for parameter manipulation.
31. Optimized screen space shader based antialiasing algorithm code.
32. Optimized internal algorithm for rendering ADS scope overlay for carbine weapon.
33. Enabled sprite packing atlases for UI sprites.
34. Optimized the usage of OnCollisionStay() on player rigidbody walker, player is now also better at walking up slopes as a result.
35. Pre-cached all animal NavMesh wander positions to prevent CPU spikes caused by NavMesh position sampling.
36. Optimized memory used in the on-screen damage indicators assigning frequently to the garbage collector, optimized to use non-allocative algorithms.
37. Optimized triangle count as well as LOD distances for R4 weapon pickup, as well as when held by poachers as the poly count was quite high and the weapon did not have LOD's even though all other weapon pickups did.
38. Stripped project of unused shaders.
39. Disabled terrain unified heightmap collisions.
40. Removed unused canvas elements from lootchest/tutorial overlays.
41. Created new LOD's for certain high poly meshes that did not already have a level of detail system.
42. Removed shadows from certain models already enshrouded by other shadows that did not to be casting shadows themselves.
43. Removed all graphic ray casting from U.I. elements that do not require clicking such as health/ammo/crosshair and HUD elements.
44. Manually batched some grouped meshes that were too small individually for GPU skinning, and too numerous for effective static batching into single meshes.
45. Bloom is now off by default for new installations but can be enabled at any time.
46. Replaced some uncommonly used material shaders with other common shared shaders.
47. Optimized file size and memory footprint of nature sfx ambience from 6.4mb to 1.0mb.
48. Optimized background tension music loop from 1.0mb to 76kb.
49. Optimized bulk of action/drums music tracks from 53mb to 20mb for all 5 tracks total.
50. Optimized remaining musical soundtrack pieces from 30mb to 4.6mb for the remaining bulk of ingame soundtrack music in total.
51. Optimized compression algorithm for animal sounds.
52. Adjusted bone quality for smaller animals such as birds & insects.
53. Reduced the amount of MeshColliders overall in place of primitive colliders that function the same relevant to each individual objects needs. Bullet decals are still projected directly onto the mesh, so it doesn't matter how accurate the collider is in order to align the decals onto the mesh.
54. Added more aggressive culling distance threshold to some much smaller objects.
55. Recalculated some LOD Bounds on certain meshes.
56. Optimized "Aim Assist" for GamePads to not use memory allocative algorithms such as OverlapSphere and use static fixed-length collider arrays.
57. Optimized "Sun Shafts" screen effect rendering algorithm.
58. Made some small optimizations to the relief terrain shader system codebase.
59. Minor optimizations to pickup trigger volume.
60. Removed possibility of duplicate yellow glow "Loot" overlays on items would lead to increased vertex count on meshes. (And also, sometimes result in a glowing ghost left behind after an item has been picked up in rare cases)
61. For weapon pickups with complicated LOD systems, the "Loot" overlay will now use the lowest LOD to prevent doubling the vertex count for detailed meshes.
62. Optimized the loot over system triggering algorithm to not retrigger the instantiation of meshes every frame during movement.
63. Removed root motion and root bone for any skinned mesh renderers using a generic rig that did not need it.
64. Optimized instantiation of 'yield return new WaitForSeconds();' instances in coroutines.
65. Converted all radio mission briefings to mono to save memory, especially since they were not recorded in stereo to begin with.
66. Converted numerous SFX clips to mono for the same reason as above.
67. Also converted all poacher vocals to mono since they were also not recorded in stereo and doing so reduces the memory footprint by roughly 4x.
68. Various other small code refactorings.
69. Removed deprecated key binding data structures, references and storage methods leftover from previous input system.
70. Finally, as a result of all the optimizations performed, I am happy to report that the game build size has gone down from 7.7GB to 5.9GB which of course lessens memory consumption as well as general storage space and download speed.

[h3]Lower graphic setting option optimizations:[/h3]
1. Shadow quality now also adjusts screen space ambient occlusion quality.
2. Texture quality settings other than Ultra now disables near-imperceptible lens distortion post processing effect.
3. Texture quality settings below High disable post processing vignette for an extra frame per second.
4. Environment detail settings now set the max pixel light count respectively. 1 for low, 2 for medium, 3 for high, 4 for very high & ultra.
5. Lower environment detail settings now optimize terrain rendering better via a higher pixel error value.
6. Birds flying in the sky, dragonflies and other smaller details are now disabled on low environment detail settings.
7. Vegetation wind is now disabled on low environment detail settings.
8. Low quality shadow settings now affect the shadow projection close/stable fit setting internally.
9. LOD bias is now lower when using low environment detail settings.
10. Shadow from weapons cast onto arm now only happens during Ultra shadow settings, mostly as it looks quite bad when shadow quality is low, as well as for performance reasons.
11. Removed an almost imperceptible light flicker script found on campfires as the fire light sources still look great without and it removes unnecessary scripting oscillation on the intensity.
12. Shadow quality now sets shadow projection to a close fit instead of stable fit when on the lowest setting.
13. Environment detail setting now affects the detail level of the vehicle internals, but not the exterior.
14. Lowered physics engine solver iteration count when using the lowest bone skinning weights setting, will increase performance but might possibly create some weird ragdolls at times.
15. Changed bone quality from low/medium/high to low/medium/high/ultra with the last 3 being the same as the original 3 with low now being the new lowest, use only in extreme cases if physics calculations is too demanding for your system. As per the previous point, low might cause weird ragdoll behavior in fallen enemies, but otherwise can help performance.
16. Player radio (Weapon #1) will use a lower poly model when playing below Ultra texture quality, as the model is quite severely detailed so assumed to only be best used on high end systems, and since there isn't specifically a weapon geometry graphic setting its been tied to texture settings for now.

[h3]Main menu optimizations:[/h3]
1. Optimized terrain pixel error threshold used for settings preview.
2. Cleaned up unused objects from main menu memory.
3. Removed all objects not visible between character selection screen and settings menu.
4. Baked occlusion culling for menu scene.
5. Slightly Optimized triangle count on player models and removed unnecessary items for the campfire such as holsters, backpacks etc.
6. Disabled the Relief terrain shader light application for self-shadowed direction.
7. Disabled imperceptible light flickering script that was using almost unnecessary CPU cycles.
8. Better animation culling for animated elements featured off-screen for the settings menu when not visible.
9. Decreased camera render distance, usually needed for horizon rendering in-game but not needed for the menu.
10. Removed ragdoll physics internal systems from the example enemy shown next to ostrich in the graphics options menu so as not to use unnecessary physics resources even for kinematic rigid bodies not in use.
11. Added additional GPU instancing where possible/applicable.
12. Integrated better separation of character selection screen vs graphics preview menu detail meshed.
13. Disabled unnecessary collision geometry.
14. Cameras no longer render/clear a solid color behind the skydome since you never see it.
15. Selected a faster antialiasing algorithm for the character selection screen.
16. Removed third party scion post processing shader set entirely from main menu.
17. Removed unnecessary entity interaction scripts from small animals and birds as well as other small destructible objects seen within the menu.
18. Removed any additional unnecessary shaders left over from previous "Film" menu found in V0.8.7.2 and below.
19. Removed many unused components found in the tertiary cameras used for submenus such as scores & mods.
20. Removed duplicate nature sounds audio sources found inside the menu setup.
21. Optimized scene hierarchy to avoid over nesting of prefabs and empty transforms within the settings menu example scene.
22. Removed duplicate Event Systems from the scene.

[h3]Other game & bug fixes:[/h3]
1. Made further small improvements to enemy behavior.
2. Fixed an issue that would cause the player to shoot up in the air when pressing against the giraffe collider.
3. Fixed chromatic aberration & reflections turning on when resetting defaults, even though the new default factory settings the game came with had dictated the chromatic aberration & reflections to be off as default.
4. All graphics settings now go backwards from Ultra->High->Medium->Low and then wrap round back to Ultra, as opposed to the starting on Ultra and wrapping round immediately to lowest then increasing back to Ultra when switching as it was before, which allows you to slowly tweak lower until you are happy. Later on I will add arrows to choose which direction you wish to go.
5. Fixed a rock that was rotating on its axis on different LOD's found near the camp.
6. Added further input agnostic tooltips (I.E., press "Fire" or press "Aim" instead of displaying the keycode or controller button) for better support of different controller schemes without needing to display device specific glyphs.
7. Fixed some NavMesh issues that could cause the leader to run through cactuses in the hideout hostage mission fight.
8. Clarified description of Character #4 special abilities, that the damage boost applied only to silenced SMGs as well as silenced rifles, not silenced SMGs and rifles IE only to silenced weapons.
9. Fixed Y position in menu of secret hidden time of day slider that was overlapping other elements when activated via the cheat code.
10. Improved appearance of satellite dish rendering material found above caravan in camp.
11. Fixed missing collision in Mission 6/Warehouse.
12. Increased warehouse lighting moodiness.
13. Adjusted nature ambience for less ear-piercing crickets and audio fatigue after long hours of play.
14. Fixed a weird running issue for Legendary Volstruis caused by an unaccounted collider on the cigar causing it to collide with itself while running.
15. Further decreased overly loud end-level-stats sound.
16. Fixed issue causing option labels to not always reset when resetting graphics option.
17. Decreased chance of terrain flickering caused by camera near clip plane issues.
18. Improved animal pathfinding system to prevent them from freezing up sometimes when trying to calculate their next path.
19. Fixed issue with mouse rotation inside vehicle not adhering to the mouse sensitivity settings if mouse sensitivity is changed in game.
20. Added a new "HUD Scale" option in the menu to increase or decrease the size of HUD elements such as Ammo/Armor/Health & more so that users on smaller screens such as Steam Deck can adjust the HUD to be better visible, or just to individual player preference on any screen.
21. Various other small tweaks & fixes.

The next few updates are going back to focusing on new content, but I'll be releasing another update focused update again after this, as well as adding a few optimizations to each update following this one in the update cycle road to V0.8.8

As always, I'm excited to hear your thoughts, and happy hunting!