1. Hunt: Showdown 1896
  2. News

Hunt: Showdown 1896 News

Update 1.7 Deployment - Server Downtime @ 11am CET



Hunters,

The PC live servers will be taken offline in 45 mins (11am CET) for maintenance and to deploy Update 1.7.

Please make sure to extract before this time to avoid losing your hunter.

~The Hunt team.

Map Changes Blog - Update 1.7



[h2]Stillwater and Lawson - Details of the compound changes coming with Update 1.7[/h2]

Hunters, Update 1.7 is incoming and with it are some changes to Stillwater Bayou and Lawson Delta. After the work that went into the DeSalle map, we wanted to look back at what we had learned from developing that map and analyze what had worked well as you guys have hunted bounties in it. These learnings were the spark for us to bring new life and options to the older maps. And you'll see these changes in the latest game update. For example, one of the largest learnings from DeSalle was our determination that the water in Hunt is not really a gameplay space but rather an obstacle and should be treated as such from a design perspective.

There are also adjustments, additions, and changes across the maps, such as new routes towards compounds where specific areas have become bottlenecks, reducing gameplay stalemate zones, and rebalancing sites that give too much advantage to a defensive or attacking team.

The complete list of changes can be found in the Patch Notes. There are many additions, and we hope that together they make each map an even more rewarding, engaging, and exciting gameplay experience. To give you a flavor of what's in store, we'll take a tour of just some of the compound changes with some before and after snaps.

[h2]Stillwater Bayou[/h2]

[h3]Lockbay Docks[/h3]

You'll find more windows, an elevator platform connecting the main building, and an extended roof providing access to new entry points here. The aim is to make this building less locked down, add more purpose to the upper floor and basement, and create more places to peek out, provoking combat.

Before
After
Before
After
Before
After


[h3]Pitching Crematorium[/h3]

Underground areas, in general, have brought a lot of challenges, so we wanted to provide players on the attack in these areas with more options to choose from and reduce stalemate situations.

On the outside, we found players were hesitant to push into the compound perimeter. To address this, we're giving you more options. We are extending the waterside entrance, providing more cover when approaching from the west, replacing the one-person-elevator with a multi-person platform elevator, and extending the jetty. There are also a few more additions for you to discover.

Before
After
Before
After
Before
After


We wanted to make the compound interior more rewarding by adding more viable options for you to access the underground areas. Long sightlines have been broken up, we've added more cover for attackers to use, and more entrances to the boss room make it easier to flank and infiltrate.

Before
After
Before
After


[h3]Scupper Lake[/h3]

As we mentioned, it's emerged over time that water is not really a gameplay space but rather an obstacle. We followed this as a guideline for DeSalle, but we've adjusted this across many areas on the older maps, especially in Stillwater Bayou. Scupper Lake is a good demonstration of the design approach.

You'll find more land around the compound to aid your movement, new wooden walkways, clearer perimeters, and reduced and grouped vegetation. Overall, going through the water to your target may still be a quicker or better option, but you'll have plenty of other viable routes to choose from.

Before
After
Before
After
Before
After


[h2]Lawson Delta[/h2]

[h3]Bradley & Craven Brickworks[/h3]

The roof of the east brickworks building has proven to be an excellent spot for attackers to pick up a decisive and satisfying kill on defenders inside the building. However, accessing this roof has always been awkward as you had to enter the compound. The solution? More ladders. Enjoy.

Before
After


[h3]Nicholls Prison[/h3]

We saw with DeSalle that the more 'organic' forest areas, like those seen in Stillwater Bayou, have more appeal and fun than the simpler vegetation blockers that were mainly used in Lawson Delta. As a first step, we've edited the forest northwest of Nicholls Prison to be less "corridor-like."

Before
After


[h3]Maw Battery[/h3]

Due to its elevated position, Maw Battery can be pretty intimidating to approach. We've added a watchtower to the mud bunker to the west so you can scope out the situation before committing to action.

Before
After


[h3]Wolfhead Arsenal[/h3]

With this compound, we wanted to improve route and flanking options both inside and outside. We've reworked the side buildings and added more shutters and windows, added another balcony to the northeast building facing Fort Carmick, extended the roof around the compound's northwest building, and more. We've also added some visual upgrades across this area.

Before
After
Before
After


We hope this brief tour gives you an insight into the design decisions taken around the improvements that await. Please note that this is not an exhaustive list of the many, many changes to the compounds listed above or the other compounds improved in the maps. However, you can check out the Patch Notes that come with Update 1.7 for a definitive list of additions and upgrades. We are confident that the update provides a better experience, and we'll continue to analyze the way you play through these areas to work out what is working well, what might need further improvement, and so on. And of course, your feedback is always really useful, so as you get used to the compound changes, let us know what you think on the usual channels.

See you in the (new and improved) bayou,

- Your Hunt: Showdown Community Team

Hunt: Showdown, Crytek's supernatural FPS, is being made into a live-action series




Hunt: Showdown, Crytek's competitive FPS about monster hunting in 19th century Louisiana, is really quite good—so good, in fact, that earlier this year we published an explainer of exactly why you should be playing it. It's a murky, tense, violent horror story, all of which will hopefully help make it an excellent live-action show next year...
Read more.

DLC Bundle sale - Save up to 64% - Offer available to New & Existing players!



Hunters,

Check out this amazing deal and roam around the Bayou in style. This action pack include 4 Legendary Hunters and 5 Legendary weapons. Get it now and save up to 64% on this bundle.


[h2]Existing players: [/h2]

Already own the game and looking to fill out your DLC collection? We've got you covered! The bundle discounts also apply if you already own the base game and other DLCs, So, head on over to our store to take advantage of these savings and get your hands on those Legendaries you have always wanted in your collection!


[h2]New players[/h2]

Here is your chance to get the base game and 4 Legendary DLCs with up to 64% off when buying the DLC Bundle!

Save 64% on the base game and a number of DLCs:

DLC's Include:

  • Llorona's Heir.
  • The Kid
  • Zhong Kui
  • Louisiana Legacy



https://store.steampowered.com/bundle/21321/Hunt_Showdown__DLC_Bundle/

'Reconnect Support' Feature Blog - Update 1.7



[h2]Introducing the long-awaited 'Reconnect Support' feature[/h2]

Hunters, as you know, we're always looking to push your Hunt: Showdown experience forwards, and today we're pleased to announce that we are rolling out the much anticipated Reconnect Support feature in Update 1.7. This has been one of the most requested features from the community for a long time. In fact, it's something that we have tracked since our Early Access days. While it might seem like a relatively simple feature, we've had to work hard to limit the chance of a reconnect feature being exploited by bad actors. However, after much toil, we are pleased to introduce our solution.

The Reconnect Support feature allows you to reconnect to a Bounty Hunt mission if you have lost your connection to the game or the game has crashed. Previously, losing your connection meant it was all over for you in the bayou. So, we wanted to make sure a feature like this would give you the ability to complete the mission as if you had never left and prevent losing Hunters when you lose your connection to the game.

The feature has also been in the works for a long time because we wanted to make it as solid as possible before introducing it to the game. Since this is a substantial addition to Hunt, we understand there may be edge cases that we were unable to encounter during our internal playtests. If you experience any unusual behavior with this feature, please be sure to reach out to the team and provide a detailed description of what happened so we can reproduce and fix any issues that you do encounter. Remember, details are key to helping us ensure we can find and solve problems quickly, so we appreciate as much detail as possible. Your help is how we get problems solved.

Here are some of the finer details about the feature and how it works:

[h3]There are two ways in which the Reconnection Support feature will attempt to restore the connection:[/h3]

· "On the Fly" 60 seconds reconnect:

In instances where you lose connection to the server but the game client is still running, we will attempt to restore the connection and get you back into the mission.

· Game client crash/client restart/kick to main menu reconnect:

In instances where the game client crashes, or if you restart the game while in a mission, a prompt will appear, giving you the option to reconnect to the mission or abandon your Hunter.



A prompt will show the remaining mission time, the current state of you and your teammates as:

  • Alive.
  • Downed – can be revived.
  • Dead – Redskulled/cannot be revived.
  • Burning while downed - better hurry, you might be able to get back and put the fire out!

· When disconnected, your Hunter will stay where they are and crouch in place to ensure they are as small a target as possible. This does not apply when already down or dead.



· Teammates will receive a notification to show that you have lost connection. This will allow them to attempt to protect you while you reconnect.

· If you leave the mission (using the Leave mission button in the pause menu) or if you decline the reconnect prompt in the main menu, your Hunter will be lost, and your teammates will be informed of your decision.

· You will be able to reconnect to the current mission for up to 10 minutes after the initial disconnect. If you fail to reconnect after this time, we will consider that you are gone/won't be returning to this mission, and the Hunter will die.

· This 10-minute timer will refresh for each disconnect. So, if you have multiple disconnects in a game for any reason, you will have 10 minutes to return after each one.

· These disconnects will not modify the mission time. If you lose your connection, the mission will continue as usual, meaning the timer will also continue to count down. For example, if you disconnect and only have 3 minutes left on the timer to extract, we will not extend the timer to allow extra time to get to the extraction. We have done this in the interest of fairness and to avoid players trying to intentionally cut their connection to gain any kind of an advantage.

· If your connection drops but the game does not crash or kick you back to the main menu, we will attempt to auto-reconnect you for the next 60 seconds. If the connection has not been restored after this time, you will be sent to the main menu, where you can try again through the reconnect prompt.

· For now, the reconnect feature is only available for Bounty Hunt. Quickplay matches are much faster and don't carry the same stakes as the Bounty Hunt missions, so the chances of reconnecting to a Hunter that is still alive (and has an opportunity to get the wellspring) are a lot slimmer.

We hope this feature makes a difference for you, and once again, do let us know if you come across issues and problem cases with as much detail as possible so we can monitor and fix them.

See you in the bayou,

- Your Hunt: Showdown Community Team