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Poached : Hunt The Hunter News

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

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