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Poached : Hunt The Hunter News

V0.7.4

Poached : Hunt The Hunter - V0.7.4
1. Improved sunset lighting scenario
2. Improved ALL A.D.S. accuracy
3. Changed FAL FN weapon look to the SAPS variation
4. Brand new R4 model curtsey of ARMScor Studios
5. Added ability to turn off game HUD entirely. Not recommended for gameplay but great for videos or screenshots.
6. Fixed duplicate resolutions as a result of resolution refresh rate not displaying
7. Made the AK more rare, and R1 FN and R4 more common amongst poachers
8. Made weapons not sway so much when zoomed
9. Made mouse sensitivity slider bigger
10. Improved rhino A.I. SLIGHTLY [Lots of work to do here still]
11. Decreased footstep volume
12. Fixed a rock poachers could walk through near warehouse entrance
13. fixed many weapon SFX volumes
14. Fixed numerous notification board issues (by shebeen)
15. Made shebeen interior look very lekker
16. Added multiple levels of tutorial, Exciting intro mini-tut and 'Tutorial' [The boring] available from menu.
17. Bakkie lid no longer pops off. (Tried it, hated it.)
[Will look further into collision based vehicle mesh deformation soon.]
18. Used alternate intro voice (again)
19. Fixed an issue with shotgun merc being too loud and having the wrong ragdoll
20. Changed introduction/hornet mission start position
21. Fixed invisible duck collider after duck has been hunted
22. Made goats slightly less loud
23. Optimised game memory usage further
24. Fixed some issues with "reset to default" advanced settings
25. Added a "Reset default lighting" button
26. Fixed certain weapon sounds being way too loud

V0.7.3

Poached : Hunt The Hunter - V0.7.3
0. Changed name of game from 'Birds Aren't Real' to 'Poached : Hunt The Hunter' :)
1. New bakkie radio with radio station - Radio SAF TALK with 45+ minutes of hilarious content!
2. Overhauled weapon switch/ammo harvest system - press 'use' to take ammo, hold 'use' to swap weapon, as per user feedback.
3. Made bakkie hood hinge-joint more sturdily attached and less likely to fall off the vehicle when you crash.
4. Made bakkie engine audio levels more balanced
5. Made R4 and Glock ADS more accurate
6. Improved R4 aiming appearance greatly
7. Re-Enabled "MODS" Section
8.Worked more on terrain stitching, detailing and texturing
9. Fixed issue with enemies saving/loading wrong in Mission 10
10. New lighting modes "Color"(Deep & Contrasted)/"Gradient"(Spherical Harmonics)
11. Made ZC75 Pistol more rare/harder to find
12. Increased shadow strength from 0.5 to 0.7 for more defined look
13. Improved FAL/HAL/FN Iron sights & body materials
14. Improved FAL/HAL/FN running animation position
15. New main menu camera angle
16. Improved lighting in sheebeen and added some dirty rugs
17. Fixed issue with "Easy Start Mod" not starting with Lantern in Inventory
18. Added new 'Experimental' ambient lighting mode - "Solar" [Option #3 from A.L. menu element]
19. Made Rhino's not anger so easily
20. Made hornets speed up in tutorial to prevent player from thinking they need to escape them
21. Made weapon switch sound softer
22. Made player movement on ground smoother
23. Fixed issue with bullets sometimes ricocheting off your own shells
24. Fixed shadows sometimes jumping instead of smoothly moving when time of day changes
25. Fixed issue with F.O.V. slider not showing correct values
26. Improved caravan interior lighting
27. Fixed issue with exiting caravan sending you back to mission 1
28. Many other misc bugs + fixed



V0.7.2

1. Fixed glitch with rockets sometimes exploding in mid-air due to physics error in Mission 7
2. Optimized UI skin references (internal)
3. Fixed some responsive UI issues/anchoring on mouse sensitivity slider
4. Added a reset-to-default button in advanced graphics settings
5. Fixed some FAL pickups being comically huge
6. Improved/more interesting FAL reloading animation
7. Neatened some procedural generation elements
8. Removed old non-volumetric blood decals for Rhino Ragdolls
9. Optimized sky-dome lighting T.O.D. change performance
10. Improved terrain texture painting
11. Added more grass details to terrain outskirts
12. Made AK's and HALs appear from game start again (No longer limited to just mission 4+)
13. Made the bakkie require a harder impact by 25% in order to knock the hood off
14. Fixed issues with Elder Thyme pickup not matching inventory icon



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











V0.7

1. Upgraded engine version from Unity 2018.2 to Unity 2020.1.11f1 [A huge leap - soon to be updated to 2020.3LTS, the main initial hurdle was moving from 2018.2 to 2018.3 because of the new prefab system]
2. Entirely new AAA volumetric blood decal system
3. Many new weapons, including - the legendary SANDF Vektor R4, the FAL & the AK
4. R4/AK/FAL are now the main weapons of poachers [when not using the modern ranger weapons]
5. R4/AK/FAL now effectively replaces the "Mufasa" in normal gameplay
6. The Mufasa rifle is still available, it is only now EXTREMELY rare and hard to find.
7. Poachers will now use randomized weapons instead of standard carbine/Mufasa load outs
8. Entirely re-hauled new & improved bakkie
9. The braai can now braai be used to play a small braai mini-game, make sure you don't burn your meat.
10. Added giraffes and elephants in rare locations that you may find if you explore :)
11. You can now pitch tents and sleep anywhere at any time! Spend a night out in the bushes - there is no need to exclusively use your caravan for regeneration.
12. Craftabe entities (such as campfires and tents) can now be rotated before crafting by pressing left and right mouse buttons
13. Added a small herb garden behind the caravan to supplement the grow huts medicine yield
14. Full sandbox with all locations and hidden places/animals/items now available from the start of the game.
15. Fixed issue causing bakkie to load frozen on x-axis when loading game
16. Improved physics and performance across all boards
17. Gave the shopkeeper pants
18. Improved Enemy A.I. behaviour
19. Improved UI speed when switching between menus in the start game section
20. Improved terrain rendering quality and repainted various area textures
21. New Icons for Exit Level, Shebeen, mechanic
22. Optimised waterfall procedural animation code
23. Picking up weapons from enemies now covers your arms (and the weapon) in blood
24. Finally solved the mystery of the invincible chickens
25. When weapons are "holstered" [press '0'] - you can use fire and zoom to pickup rigidbodies
26. Edited into/outro copy text ever so slightly, replaced into text for helpful hints.
27. Added a new available CZ57 handgun weapon to pistol slot[2]
28. Violence/Blood level can now be set between 4 types: Extreme, Mild, Cartoon & None.
29. New third person camera for bakkie with improved collision detection and more cinematic pathing
30. Improved transition from terrain edge to mountain prefabs
31. Improved fog quality and synced fog color to ambient lighting
32. More "Heavy Mercenary" type enemies to fight in Mission 7 / Helicopter mission
33. Removed shacks from water tower area, relocated informal settlement to outskirts
34. Improved blending and fog between terrain and distant mountains
35. Changed hippo mission music to use generic tension theme
36. Fixed issue of not being able to hear bakkie engine when in third person mode
37. You can now un-stuck your bakkie[if it is stuck[ by dragging it with left mouse and flipping it with right mouse when your weapons are holstered.["0"]
38. The braai now burns open with a grill and animated hot glowing coals with emissive materials especially visible during nighttime (just like a real braai!)
39. Added lavender patches hidden around the reserve [an important side quest item to be revealed]
40. Added fire crackling audio to campfires
41. Worked more on terrain, started dividing up the currently uncharted parts of the map into sectors that load in and load out their own detail data when close, so as to create a vastly more detailed world.
42. Fixed issue where loading to new level from radio or door would cause waypoint to overlap loading screen
43. Fixed issue that sometimes caused on rare instances when fighting large groups - enemy waypoint to stick on a dead body instead of pointing to next target
44. Added hidden salamanders, which you can discover - for extra points!
45. Added hidden frogs, which you can also discover - for extra points!
46. Added waterlilies to certain water areas [Experimental]
47. Added a new fenced area with background buildings
48. Added minibus taxi distant background model for outskirts
49. Made Tranquilizer Rifle look more old school and authentic
50. Added new world map detailed areas to explore
51. New hornet mission voice acting intro script
52. New Mufasa reloading animation
53. Added a fix to prevent players from shooting up into the air when getting out of a vehicle too close to an environment collider
54. Sheebeen can now be entered by the player. [Sandbox mode only]
55. Working pool table inside shebeen that the player can interact with ( and many more surprises )
56. Playable arcade machine housing old school platform classic "Piet Of The Jungle"
57. New shop location as well as interactive dog and other NPCs inside shebeen
58. Tranquilized enemies will now snore and sometimes on rare occasions talk in their sleep
59. Improved enemy ragdoll physics
60. Fixed issue with some rhino's running frozen on the spot when angered
61. Optimised hornet mission memory footprint
62. Improved vehicle steering for more realistic movement and less floating/swerving
63. Hallucinogenic sting effects will only last 120 seconds in total
64. Fixed goat walking through zebra at Mission 3 start
65. Fixed typo's in notes found inside warehouse level
66. Small improvements to the underground area location
67. Removed exploding drones from sandbox mode
68. Improved sheebeen external appearance [Sandbox mode only]
69. New idle animation for rat/rodent creatures
60. Shebeen location now marked in notepad waypoints with a "?" icon [Sandbox mode]
71. Made tranquillizer gun exclusively use dart inventory items and not share sniper rifle ammo [Aqcuiring a new tranquillizer gun will automatically add 3 darts to your inventory]
72. Additional darts can now be acquired from the incompetent ranger in the tree by interacting with him.
73. Now easy to obtain pacifist achievement in Hippo Mission
74. New Intro/Outro text copy edits
75. Fixed issue causing a second tranquiliser dart not respawn on the table after shooting the hippo
76. Improved exploding surveillance drones warning radio transmission audio
77. Added more instances of "The Memoirs Of General Gideon Tape 4 : The Wardens" to earlier parts of the game, not just the underground areas
78. Stopped bakkie from freezing in mid-air after getting out of the vehicle while airborne
79. Fixed issue causing the "Bird Of Madness" herb to have permanent negative side effects after 2 uses
80. Balanced this ease of use by making "Bird Of Madness" only heal 50 points instead of 200
81. Fixed issue that caused different characters to go at different speeds on ostriches when racing thus defeating the purpose of the race. [This does not apply to campaign missions though]
82. Added some missing colliders in the warehouse for wall geometry
83. Alternate voice over for intro with a more serious tone [the humourous one will still be kept for the trailer]
84. Improved intro cinematic very slightly
85. Intro cutscene can now be skipped by holding any key, not just spacebar.
86. Fixed issue causing poacher conversation to play even when there are no poachers if player loads game after clearing second enemy wave in mission one before calling in mission with radio tower
87. Fixed a bug that could cause poachers to dissapear when loading a game inside the camp on the final mission
88. Removed outdoor mattress near water tower
89. Stopped mouse from going off center behind the scenes after switching weapons
90. Playing with the invincible mod now also makes your bakkie invincible
91. Added lavender and marigold patches [The reason will be soon revealed]
92. Changed intro scene post processing and color set up
93. Added new camping chair type model to intro scene and Mission 3
94. Added new internal logging system, to later be used for side quests.
95. Introduced some new defensive fencing measures to the grounds
96. Added a new abandoned blue trailer type discoverable that will highlight hidden seed type pickups, a new pickup that will allow increased yield in the grow room.
97. No more saving during tutorial[s] (but during any part of the game still)
98 . Can now search through trash can for random lucky item each spawn [experimental - can be abused]
99. Added a new military-style radio transmitter and chair models to underground tunnel level
100. Removed fish from waterfall but added a small lake near the mountains with fish in it - soon to be new fishing minigame.
101. New hidden interactive synthesizer item that makes horrible noises in a beautiful way
102. More realistic bakkie explosion with many different internal car parts and volumetric oil spill decal
103. When inside vehicle, certain key interest points such as the mechanic or shebeen will show up as waypoints alongside the main objective waypoint
104. Doubled world complexity with new nested prefabs :)
105. Made crafted fires illuminate the area more realistically, especially at night
106. Added 2 more waterfalls to the reserve and also a few small water bodies
107. Total re-bake of all occlusion culling and navmeshes on all maps and scenes
108. Game is now twice as big (8GB) but runs twice as smooth
109. Deeply optimised the games internal data structure values
110. Made entrance position of warehouse properly match next level starting point
111. Optimised CPU thread load by 20%
112. Improved goat ragdoll physics
113. Further refined internal save/load game system
114. Improved braai model, made have more realistic features and texture
115. Added a new travel vehicle SUV somewhere on the map, belonging to a pair of tourists who mysteriously went missing on the reserve - finding the vehicle will also reveal clues which will allow you to discover what happened to the passengers
116. Added a new poacher style braai made using an old toilet
117. Added wildebeest herd - can be seen running into the distance when triggered (near outskirts somewhere you'll have to find it yourself)
118. Added an egg on toast breakfast to the Mission 3 camping trip cold start
119. Added a new half-barrel type braai model - currently not functional but will be soon, also found at mission 3 start only for now.
120. Made it prohibitively expensive to purchase a rocket launcher early on in the game
121. Added more grass details to outskirt border terrains
122. In the initial levels of the game, the locations of the mechanic as well as shebeen will be shown as waypoints when driving without the notepad enabled.
123. Added a new more realistic looking water tower model to the first battle location
124. Mafadi Mining Inc. can now also set up porta-loo festival style portable toilets and use them as cover
125. New wheelbarrow model background prop found later in the game
126. Improved bakkie tire grip
127. Made clipboard only show when pressing zoom/scope while holding radio - the now default "weapon" 1 slot.
128. Fixed floating shotgun shell ammo pickup issues
129. Fov slider has been removed[for now], game now set at cinematic 35mm Focal Length for 16:9 resolutions
130. Fixed issue causing bakkie wheel colliders to shoot player in the air in rare collisions
131. Made Hippopotamus circle the tree (Hippo Mission) instead of just standing and playing an animation loop
132. Man in tree now shuts up after hippo is down instead of talking looping forever
133. Made cinematic intro speech only play when selecting Tutorial, not when selecting new game
134. Made End of Act 1 Dream/Filmic cutscene less extreme
135. Made rhinos not as easily enraged when driving near them in vehicle, rhinos will leave you alone unless you shoot them, run into them or try jump on their back.
136. Made enemy tracers origin fit gun muzzles properly
137. Added proper environmental lighting from crafted fires
138. Made rhinos less indecisive when attacking
139. Increased enemy draw distance
140. Optimised Sunset/Sunrise GPU performance
150. Fixed issue causing hit markers to stick on screen when running over enemies with vehicle
151. Optimised post-processing contrast system internals
152. Fixed issue sometimes causing RPG to show no rocket loaded in the chamber when there is actually a rocket loaded
153. New "Seeds" seed packet collectable - will later on increase the amount of beneficial pollinators in your grow hut.
154. Added new gardener character - can be found sometimes tending to the grow hut (such as in the tutorial) - exploring the grounds or at the shebeen watching TV
155. New lighting for inside caravan
156. Hippo mission is now a bonus mission that can only be accessed via the shebeen - and only before player has completed mission 3[Sniper rifle mission] and not during tutorial missions
157. Hornet mission is now part of the tutorial and the intro to the game
158. Changed shotgun poacher behaviour
159. Please note : Due to the complex nature of this update, all save games have been reset
160. More concise text copy in many areas
161. Improved weapon shell ejection system
162. Made it impossible to ever have less than R5 for the required purchase of matches in the tutorial, to prevent player from accidentally spending all their money before being able to finish the braai mission subquest.
163. Fixed weird exit menu fade out (when exiting to desktop from the main menu)
164. When hallucinating from hornet venom, the giant ducks you see will no longer fly into the ground (old bug, fixed)
165. A billion gazillion small bugs, fixes, improvements & minor variable value tweaks that my sanity will not allow me to mention, nor are worth mentioning - but at least 200+ small changes to the game have been made on top of the above-mentioned list.
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V0.7.1 To-Do:
1. All missing subtitles for Missions 7/8/9
2. New voice overs for Mission 10
3. Longer days, shorter nights
4. Mapping keybinds for quicksave/quickload
5. Make rain extinguish fires, and other environmental effects
6. Tooltips for crafting menu
7. Geographically/Sociopolitically accurate licence plates for all vehicles
8. Audio for all fire and environmental elements
9. Issue causing bakkie origin rotation to always be the identity position
10. Make cancelling a craft(fire/tent) return the item to you, instead of wasting it
11. More dragonflies - esp during scenic bonus mission waterfalls and other set pieces
12. Better inverse kinematics for man in tree (bonus mission)
13. More realistic hippo movement and AI
14. Make tranquiliser rifle work anywhere on animal and not only the rump
15. Better NPC animation in shebeen [esp bartender]
16. Fix run bob issues with arcade machine + other bugs
17. Fix rare issue causing loading a save game from a legendary volstruis to spawn player in car
18. Fix small issue of notepad saying "Track 1 Rhino[s]" instead of "Track 1 Rhino" after having tracked the first rhino in tutorial part II
19. When initiating a sneak attack on an enemy, but using the tranquiliser rifle - the message should say “Snooze Attack”
20. Less repetitive death calls and random chatter (using the same already existing “non-repetitive” audio scheduling system currently being used for the battle cries. [Which allows poachers to ‘listen’ to each other in a way that ensures they do not all say the same things.]
21. Fix all rare occasions of the “Next enemy” waypoint pointing to an already befelled enemy.
22. Add back breaklights to new bakkie. (Old bakkie had them but was kak)
23. Better terrain transition for the “Buffalo Herd” terrain section.
24. Limit on time player can avoid hornet trip by running away from hornets, essentially the first string should take effect after a while whether the player avoids secondary stings or not. (unlike the current set up)
25. Fix occasional terrain flickering (we have identified the problem as a cause of the near clip plane, and have reduced terrain flickering by 80% - but there is still the other 20% that needs work further)
26. Better loading screen text for tutorial intros
27. Force daytime at start of Mission 3 & 7
28. Make crafted campfires look better
29. Make no inventory in dream scene
30. New/better weapon switch sound
31. Add settings to main menu
32. When doing braai task last in tutorial the end of tutorial popup over-writes the braai tutorial popup
33. After tutorial - give player choice as to whether continue playing or go back to choose new character or difficulty
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V0.7.2 To-Do:
1. Grenade Launcher
2. More bolt action rifles
3. Double barrel shotgun
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