1.0 Release Candidate Update notes - Part 3


Store (continued from Part 2)
Equipment Unlock Changes
- New weapon added: Lebel 1886 Talon to the Book of Weapons.
- New weapon added: Lebel 1886 Marksman to the Book of Weapons.
- New weapon added: Bornheim No.3 Extended to the Book of Weapons.
- New tool added: Weak Stamina Shot to the Book of Weapons.
- New tool added: Weak Antidote Shot to the Book of Weapons.
- Fusee is now unlocked to the Book of Weapons.
- Flare Pistol is now unlocked through the Book of Weapons.
- Throwing Knife is now unlocked through the Book of Weapons.
- Nagant M1895 moved from Rank 4 to 1.
- Nagant M1895 Precision is now unlocked through the Book of Weapons.
- Nagant M1895 Deadeye is now unlocked through the Book of Weapons.
- Nagant M1895 Silencer is now unlocked through the Book of Weapons.
- Winfield M1873C Silencer is now unlocked through the Book of Weapons.
- Winfield M1873C Marksman is now unlocked through the Book of Weapons.
- Romero 77 Handcannon is now unlocked through the Book of Weapons.
- Romero 77 Talon is now unlocked through the Book of Weapons.
- Romero 77 Hatchet is now unlocked through the Book of Weapons.
- Weak Stamina Shot is now unlocked through the Book of Weapons.
- Vitality Shot is now unlocked through the Book of Weapons.
- Stamina Shot is now unlocked through the Book of Weapons.
- Fire Bomb moved from Rank 2 to 3.
- Liquid Fire Bomb is now unlocked through the Book of Weapons.
- Hellfire Bomb is now unlocked through the Book of Weapons.
- Hand Crossbow moved from Rank 51 to 4.
- Hand Crossbow Poison is now unlocked through the Book of Weapons.
- Crossbow is now unlocked through the Book of Weapons.
- Crossbow Explosive is now unlocked through the Book of Weapons.
- Crossbow Shotbolt is now unlocked through the Book of Weapons.
- Vetterli 71 Karabiner moved from Rank 35 to 6.
- Vetterli 71 Deadeye is now unlocked through the Book of Weapons.
- Vetterli 71 Bayonet is now unlocked through the Book of Weapons.
- Waxed Dynamite Stick is now unlocked through the Book of Weapons.
- Sticky Bomb is now unlocked through the Book of Weapons.
- Dynamite Bundle is now unlocked through the Book of Weapons.
- Frag Bomb is now unlocked through the Book of Weapons.
- Big Dynamite Bundle is now unlocked through the Book of Weapons.
- Caldwell Pax moved from Rank 19 to 10.
- Caldwell Pax Claw is now unlocked through the Book of Weapons.
- Machete moved from Rank 20 to 12.
- Caldwell Rival 78 moved from Rank 31 to 18.
- Caldwell Rival Handcannon is now unlocked through the Book of Weapons.
- Dusters moved from Rank 7 to 20.
- Caldwell Conversion Pistol moved from Rank 1 to 22.
- Caldwell Conversion Chain Pistol is now unlocked through the Book of Weapons.
- Caldwell Conversion Uppercut is now unlocked through the Book of Weapons.
- Spy Glass moved from Rank 12 to 24.
- Sparks moved from Rank 25 to 26.
- Sparks LRR Silencer is now unlocked through the Book of Weapons.
- Sparks LRR Sniper is now unlocked through the Book of Weapons.
- Bornheim No.3 moved from Rank 21 to 30.
- Bornheim No.3 Extended is now unlocked through the Book of Weapons.
- Decoys moved from Rank 47 to 32.
- Alert Trip Mine is now unlocked through the Book of Weapons.
- Chaos Bomb is now unlocked through the Book of Weapons.
- Blank Fire Decoy is now unlocked through the Book of Weapons.
- Nagant M1895 Officer moved from Rank 10 to 36.
- Nagant Officer Brawler is now unlocked through the Book of Weapons.
- Nagant Officer Carbine is now unlocked through the Book of Weapons.
- Concertina Trip Mine moved from Rank 82 to 40.
- Flash Bomb is now unlocked in the Book of Weapons.
- Concertina Bomb is now unlocked through the Book of Weapons.
- Winfield M1873 moved from Rank 14 to 42.
- Winfield M1873 Aperture is now unlocked through the Book of Weapons.
- Winfield M1873 Talon is now unlocked through the Book of Weapons.
- Winfield M1873 Swift is now unlocked through the Book of Weapons.
- LeMat Mk.2 moved from Rank 80 to 46.
- Poison Bomb moved from Rank 39 to 48.
- Weak Antidote Shot is now unlocked through the Book of Weapons.
- Antidote Shot is now unlocked through the Book of Weapons.
- Hive Bomb is now unlocked through the Book of Weapons.
- Lebel 1886 Talon is now unlocked through the Book of Weapons.
- Lebel 1886 Marksman is now unlocked through the Book of Weapons.
- Specter 1882 moved from Rank 55 to 58.
- Specter 1882 Compact is now unlocked through the Book of Weapons.
- Specter 1882 Bayonet is now unlocked through the Book of Weapons.
- Cavalry Saber moved from Rank 50 to 62.
- Quad Derringer moved from Rank 62 to 66.
- Dolch C-96 moved from Rank 61 to 68.
- Dolch C-96 Precision is now unlocked through the Book of Weapons
- Mosin-Nagant M1891 moved from Rank 67 to 72.
- Mosin-Nagant M1891 Obrez is now unlocked through the Book of Weapons.
- Mosin-Nagant M1891 Bayonet is now unlocked through the Book of Weapons.
- Mosin-Nagant M1891 Obrez Mace is now unlocked through the Book of Weapons.
- Mosin-Nagant M1891 Sniper is now unlocked through the Book of Weapons.
- Mosin-Nagant M1891 Avtomat is now unlocked through the Book of Weapons.
- Bomb Lance moved from Rank 86 to 78.
- Ammo Box moved from Rank 55 to Rank 80.
- Crown & King Auto-5 moved from Rank 92 to 82.
- Nitro Express Rifle moved from Rank 83 to 88.
Reworked Weapon Stats
The Weapon stats in the menu have been reworked to be clearer and more informative. Not all items have all stats.
- Heavy Melee Damage
- True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.
- Melee Damage
- True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.
- Damage
- True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.
- Handling
- An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread.
- For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles.
- Unit: %
- An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread.
- Effective Range
- For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso.
- For throwables: The range that this item can be thrown.
- Unit: m (meters)
- For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso.
- Reload Speed
- The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
- Unit: s (seconds)
- The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
- Rate of Fire
- How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
- Units: rpm (rounds per minute)
- How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
- Muzzle Velocity
- The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
- Unit: m/s (meters per second)
- The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
- Damage per Tick
- Damage while affected
- Effect Duration
- The time the effect lasts in seconds
- Units: s (seconds)
- The time the effect lasts in seconds
- Effect Radius
- Effect radius in meters
- Units: m (meters)
- Effect radius in meters
3D Weapon Viewer
- Accessible from Store, previews 3D weapon models, tools & consumables
- Weapons can be rotated freely and zoomed in and out at will
- You can also preview gunshots and how they sound at different distances up to 1000m
New Tutorial
- Players can choose one out of four dedicated, predefined tutorial Hunters when they start the game for the first time.
- Each Hunter comes with a fixe set of equipment allowing for different play styles.
- These recruits are better than the standard recruits to help new players come to grips with the game.
- Each Hunter comes with a fixe set of equipment allowing for different play styles.
- Players will be offered the chance to play an offline tutorial mission to learn the basics of Bounty Hunt.
- The tutorial mission can be skipped but you will not be able to replay it at a later stage.
- The tutorial Hunter will be kept even if you skip the tutorial.
- Players can repeat the tutorial mission but this will not earn progression towards the Bloodline until the tutorial has been finished.
- The contextual hints that are displayed during the tutorial will still appear in regular Bounty Hunt missions but can be disabled in the options menu.
- The tutorial Hunter will be kept even if you skip the tutorial.
- Added a reduced tutorial map based on Stillwater Bayou with restricted access to six compounds.
- Balanced the encounter difficulty for the on-boarding process.
- Option to look weapons from dead Hunters around the boss arena.
- Boss target will be the Spider and will already be pre-damaged (by 25%).
- Daytime mission.
- Banishing time reduced from 200 seconds to 30.
- Tweaked the distribution of world items and the availability of supplies.
- Book entries and challenges cannot be unlocked during the tutorial.
- Trainee mode now lasts for the first 10 Bloodline ranks after the tutorial.
- Balanced the encounter difficulty for the on-boarding process.
- During this trainee mode, you will not permanently lose your recruit Hunter upon death.
Quickplay
- Quickplay now features an increase of 10 to 12 players max per match Quickplay can now be played in other Time of Day settings (selected at random).
- Day time (golden)
- Day time (neutral)
- Day time (foggy)
- Day time (golden)
- Quickplay now also features custom tutorial hints to help introduce new players to this game mode.
- Wellspring Carrier is no longer highlighted orange in DSB when they have been killed without transferring the energy to another player (i.e. death from AI or falling).
Bounty Hunt
- Bounty Hunt now features an increase of 10 to 12 players max per match.
- Dark Sight Boost duration reduced from 10 to 5 seconds when carrying bounty tokens.
- When the mission time runs out, all players within an extraction zone will be safely extracted regardless of their extraction's progress.
- Once the target is located there is now a highlight in dark sight on the boss until all tokens have been picked up.
- This is for easier finding of the boss when its killed and you look for the interaction.
World
General World Changes
- Removed the option to select spawn points for non-randomized Bounty Hunt missions.
- Improved the rule set tied to the distribution of spawn points for players on the map:
- Reduced chance of locating the boss target at the first compound
- Reduced chance of encountering other players at neighbor spawn positions at the beginning of a match
- Reduced chance of locating the boss target at the first compound
- AI navigation markup on both maps has been polished and tweaked to prevent them from becoming stuck on slopes or ramps.
- Improvements made to the spawn locations of Clue defenders.
- AI distribution pass on both maps to balance randomization and difficulty.
- Updated 2D mini maps of both levels
- Damage received from environmental barb-wire fences will no longer slow down the player when trying to jump over them
- Added a poison barrel variation. Upon taking a little damage, an insect swarm will appear as well as a poison cloud that will persist for 30 seconds.
- Bear traps can now be disarmed from farther away, making it possible to do it while standing. To compensate disarming is a 1 second hold interaction.
- Static lanterns that are destroyed will now produce a flammable oil puddle (when turned off) or set flammable objects on fire beneath them (when turned on).
- Birds (Louisiana ducks and murders of crows) as well as wounded horses will no longer take multiple Hunters into account when calculating their escalation.
- Instead, each Hunter has their own escalation threshold per animal.
- This change ensures that multiple Hunters can chose the exact same path walking behind each other to avoid animals, which would often lead to an unreadable escalation in the past.
- Instead, each Hunter has their own escalation threshold per animal.
- Looting cash registers now has a very low chance of granting $75, $150, and $1000 in addition to the existing amounts that can be looted.
- Improvements made to the level streaming to avoid issues with certain compounds not loading correctly, which resulted in invisible buildings and objects.
- Improvements and optimizations made to the physics proxies tied to a number of buildings and objects. This should allow for a more readable ruleset being applied when attempting to throw projectiles through small gaps.
- Generators and Gramophones now attract AI more consistently.
Lawson Delta Changes
- North of Arden: New bush line along the road / line of sight blocker
- Building of Arsenal: Reworked interior / improved options for getting in/out
- Brickworks: Flat workshop and Barn like building next to train tracks: Improved options for getting in/out.
- East of SaltersPork: New fence line / line of sight blocker.
- Salter’s Pork: Boss/Target shapes adjusted (Enter/Leave target arena).
- Tannery: open Porch at the inner yard has been changed.
- Train station tower: improved interior and improved options for getting in/out.
- Woodworks side building: improved options for getting in/out.
- Nicholls Prison: Navigation around the barbed fences on-top of the prison walls has been improved.
- Less likely you will jump into the damage volumes by accident.
- Dead end pass on the entire map to avoid getting trapped.
- Old Civil War era bunkers will always have more than one entrance/exit now.
- Multiple cabins/barns across the map have been tweaked by adding further traversal options.
- Old Civil War era bunkers will always have more than one entrance/exit now.
- Bigger vegetation update at the south-west side of Lawson Delta
- Interior pass on empty cabins located in the remote areas between compounds.
Stillwater Bayou Changes
- Catfish: Tweaked surroundings and approaches, moved a cabin.
- Cyprus: Vegetation updated, small island added.
- Davant: Improved options for getting in/out.
- Lumber: Tweaked options of getting in/out of the Butcher pit, adjusted window positions.
- Slaughterhouse: Tweaked options for getting in/out.
- Stillwater: Tweaked/reworked interior of the cabin, options of getting in/out.
- Stillwater: Tweaked options of getting in/out of the barn.
- Port Reeker: Western entrance of the market building has been reworked.
- Port Reeker Market: Boss arena shapes adjusted (for enter/leave target arena notifications).
- Madonna Noire: Tweaked wall navigation markup for targets: Assassin and Spider.
- Madonna Noire: Boss arena shapes adjusted (for enter/leave target arena notifications).
Performance
- Content layer switch between compounds has been improved
- The loading of areas is way quicker and smoother which should result in less stalls during gameplay
- Various performance improvements to the AI systems
- Optimized Texture Resolutions on various Weapon Projectiles to save some Video Memory
- Changes made to server-side performance to reduce server CPU spikes.
- Rubberbanding and Hit validation tracking improvements:
- We have introduced some changes that will help us to identify possible causes for the reported rubberbanding and hit validations issues.
Options
- Controls sensitivity can be adjusted in more granular steps (0.01 instead of 0.1).
- Added a control scheme selection prior to playing the tutorial.
- Added an alternate control scheme “Gunslinger” to the options menu.
Developer Note
Hunt has always featured a unique set of controls tailored to the gameplay formula, focusing on melee and discouraging a ‘run and gun’ style of play. Managing your noise levels is an important mechanic in the game which if done ineffectively can work against you very quickly.
However, we have to recognise that there are those that would love to try Hunt but are discouraged from doing so due to the significant differences in our control system compared to other games. “Gunslinger is our way of trying to find a good compromise, giving those potential players, we simply cannot get behind Hunt’s unique controls, a chance to still enjoy the game with a more streamline, classic control system
Players can now choose between these two controls options:
• “Hunter” is the current control scheme that you are all familiar with and it remains unchanged. By default you will melee attack with any currently equipped weapon and to shoot you have to actively enter the aim state. The focus is on stealth and a careful playstyle, using melee and silent actions until the moment you are ready to take your shot.
• “Gunslinger” on the other hand features an alternative control scheme that is inspired by classic FPS shooters. By default, Hunters will always be aiming, introducing the possibility to hipfire without having to press a button. In this control scheme Hunters will lower their weapons when sprinting. Entering ADS requires only one button now. Triggering any melee attack will be done with a separate melee attack button that players can bind in the controls options. The usage of tools and consumables is also a bit more accessible, basically aiming with them all the time.
Neither of these options will have a gameplay advantage over the other, as all core movements and player actions remain the same. These only provide you with a choice regarding your playstyle. Both options are available for controller as well as Keyboard & mouse.
Known issues to follow.Stability / Performance
- In some cases you may experience crashes during Gameplay. Please be sure to report any instances that you encounter.
- Clicking on the N/A entries on the Leaderboard screen can cause the game to crash.
- Double clicking on sell/equip/unequip items will cause the game to crash.
- In some instances, a crash can occur when leaving missions.
- Window glass shader impacts performance significantly when 2 pass rendering options are disabled in the menu.
- In some rare cases, after playing for extended periods of time, the client might crash. In these cases, the resolution will change and the game will be set to fullscreen so you will need to adjust these settings to your preferred choice.
Gameplay
- Players may encounter some desyncs/rubberbanding. These issues are still under investigation.
- Killing a player that is in the process of looting will result in being unable to take their weapon.
- Spectator mode. If you are revived while on the black transition screen (switching between players or returning to your body) the screen can remain black.
- In some rare cases, some missions will begin before all players have loaded which may result in the death of your hunter.
- Heavy Melee on the Pax claw causes bleeding damage
- Tactical ping marker placed on water will disappear when aiming at it, or moving closer towards it.
- Some audio traps may attract AI from a wider radius than intended.
- AI do not react correctly to the audio of hanging chains.
- Green window shutters cannot be destroyed.
- Looting a small weapon while mid swap of the current equipped weapons will result in swapping the wrong weapon.
- The Spider can on occasion clip through the walls when performing an attack.
UI
- When poisoned, the map can be slightly visible on screen (shimmer effect)
- Default sensitivity cannot be changed when Gunslinger is active. Change to default prior to switching to Gunslinger.
- Low value Blood Bond expenses do not have a confirmation prompt
- Alt tabbing may cause the mouse cursor to be visible while in a mission.
- Changing the resolution may cause the cursor to become stuck within its previous dimensions. In some other cases the resolution may not match the screen size when the game is launched.
- Damage history shows tick for Hive damage and Fire damage.
- While in a group, if the one of the party members leaves, the others members will be put in a ready state.
- Rift counter only displays 3 closed rifts for a WellSpring target.
- Death screen details may be incorrect in instances of death by barbed wire places in the level.
- The icon when speaking through in-game voice will not appear in some rare cases but the voip will function correctly.
~The Hunt team.