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Hunt: Showdown 1896 News

Update 1.4.1






Dual Wielding – Double the gun, double the fun. This Update brings the long-awaited Dual Wielding feature, available when using two identical handguns.

Trials Mode – You have asked, and we listened! We are happy to introduce the first iteration of our PVE mode – Trials! Explore the maps, complete difficult challenges, and collect Trial Stars for exclusive rewards.

New Legendaries – The update brings three shiny new Legendaries as well as two other exclusively unlockable with the Trials Mode!


Dual Wielding


Dual Wielding Handguns is a new and exciting feature in Hunt:Showdown, allowing players to equip and use two handguns at the same time.


All available handguns that can be used for dual-wielding:
  • Pair of Nagant M1895
  • Pair of Nagant M1895 Silencer
  • Pair of Caldwell Conversion Pistol
  • Pair of Caldwell Conversion Chain Pistol
  • Pair of Caldwell Conversion Uppercut
  • Pair of Caldwell Pax
  • Pair of Caldwell Pax Claw
  • Pair of Bornheim No.3
  • Pair of Bornheim No.3 Extended
  • Pair of Nagant M1895 Officer
  • Pair of Nagant M1895 Officer Brawler
  • Pair of Lemat Mark II
  • Pair of Dolch 96


[h3]Equipping[/h3]
  • Every Handgun can be equipped for dual-wield as a "matched pair".
    • A second handgun of the same type can now be added to the same weapon slot.
    • The slot will convert to medium size when the second pistol is equipped.
    • It is possible to mix normal and Legendary versions of the same type as matched pairs.
  • Dual Wielding is available from Rank 1 and does not require any unlocks via Traits.
  • Equipped weapon pairs can not be broken up while playing; you are committed to use them as pairs until extraction.
  • When looting a dead Hunter, you can pick up their dual-wield sets just like you would any other medium-sized weapons.


[h3]Shooting[/h3]
  • Weapons have to be fired in sequence one after the other.
    • The rhythm is dictated by the shooter, allowing players to experiment.
    • Hunters can either go for a steady, constant fire-rate or try faster two-taps with longer breaks in-between shots.
  • Recoil is increased over single-handed handguns, making it harder to stay on target (esp. with more powerful handguns).
  • Effective rate of fire is increased, but still lower than the rapid burst from a single-action revolver using fanning.


[h3]Aiming[/h3]
  • Aiming Down Sights (ADS) will only apply a slight zoom, with the guns moving a bit closer to the center of the screen.
    • Weapon Sights are not used at all, reducing range drastically over other weapons.
  • Dual-wielding accuracy only benefits minimally from crouching (just like with Fanning and Levering Traits).


[h3]Reloading[/h3]
  • Weapons are reloaded at the same time in sequence, one bullet at a time.
  • Extra ammo pools are added up.


[h3]New Trait added: Ambidextrous[/h3]
  • Available for 3 Upgrade points
  • Available at Bloodline Rank 44
  • "Quicker reloading of matched pairs, and custom clip reloads for semi-auto pistol sets."

 

Developer Note: With this update, we are finally releasing a feature that we had on our roadmap for quite some time! Dual-Wielding aka Akimbo. It's a major upgrade for all handguns, allowing them to be used in a completely new way. So far, players could choose to fire them conventionally - or by unlocking the Fanning trait - as rapid fire single-action revolvers from the hip. A third option now becomes available by choosing to equip not one, but two into one slot. Where shooting a handgun normally is best for precision, and using fanning or rapid-firing a semi-automatic pistol gives a short burst of impressive firepower up-close, dual-wielding sits somewhere in the middle between them: Not as precise and not as fast, but with double the ammo capacity, perfect for suppressing fire or taking on hordes.

Now, why would players want to equip a matched dual pair of handguns? We think there are a number of different appealing scenarios here. Firstly, the option is available from Rank 1 on and doesn't require any traits. You just have to combine it with another medium slot weapon, like a sawn-off shotgun or rifle. This makes a pair of dual-wield Nagant M1895 the strongest rapid fire option for new players right out of the box. Secondly, it gives players impressive firepower to deal with mobs and to take part in prolonged fire-fights. Having double the extra ammo capacity means you can keep on firing for a longer time while keeping the enemy away from that window or that corner, allowing your team to take the initiative and move around more freely. While accuracy is much reduced, even only hitting the 3rd or 4th shot still hurt, and those lucky headshots are still a very real possibility. Lastly, when assaulting a strongpoint, such as a boss arena, dual-wielded handguns are much more flexible compared to Fanning as they reach out to more than double the average effective combat range, allowing you fight along corridors or inside larger rooms where Fanning shots would prove less effective.

Dual-wielding brings a new component to Hunt's gameplay. Some will love it for its coolness factor, others will find it 'disgusting' as it goes against the long bullet meta of the "perfect shot". We hope that there is something in it for everybody, and that it opens up room for new battle tactics, easier combat against monsters as a backup (those Hellhound's won't be laughing when you bring 12 instead of 6 shots of your favorite revolver), as well as more intense shootouts with medium-sized inventory kits. There are a lot of options to explore and we are eager to hear your opinions on it!



Trials Mode (PvE)


Trials is a new singleplayer game mode aimed at new Hunters and veterans alike, allowing to explore the world of Hunt:Showdown and complete different types of special assignments. 


[h3]What can I do in Trials?[/h3]
  • Explore the world freely without any enemies and get a feeling for Lawson Delta and Stillwater Bayou.
    • Move around at will or teleport directly to any compound.
    • Ever wanted to try out that risky jump? Now you can without the fear of losing your Hunter!
  • Complete Trial challenges along the way to learn about interesting weapons, enemies and locations.


    • There are a total of 15 trials players can discover and master.
    • Parkour Trials challenge your movement skills and take you along interesting paths.
    • Sniper Trials let you practice your aim in ranged combat.
    • Wave Trials require you to deal with groups of enemies with a variety of equipment.
    • All Trials can also be teleported to directly without the need of walking around the world.


  • Unlock exclusive rewards by collecting stars for completing Trials.
    • There are a total of 45 stars to be earned (3 per Trial).
    • Reaching a certain amount of stars unlock interesting rewards such as Hunt Dollars, Blood Bonds and advanced gear.
    • Dedicated Hunters can also try to unlock two Exclusive Legendary weapons.


[h3]Parkour Trials[/h3]
  • "Flat-Out for Flatboats" - Lockbay Docks - Try not to get shredded by Concertina Armoreds, while racing from checkpoint to checkpoint before time runs out.
  • "Riding the Line" - Devant Ranch - Race against the clock while taking down Hives with your crossbow. Don't get poisoned!
  • "A Cursory Investigation" - Pitching Crematorium - Navigate the underground maze and beat the clock, avoiding bear traps and Immolators on your way!
  • "Nightly Apparation" - Port Reeker - Charge through tight corridors and wooden walkways, be wary of the sharp teeth lurking in the dark corners!


[h3]Sniper Trials[/h3]
  • "Fool's Honor" - Cyprus Hut's - Kill monsters of various types with your Lebel 1886 Marksman rifle, but don't let anyone die to fire!
  • "For Whoom the Bell Tolls" - Healing-Waters Church - Chalk up enough headshots with your trusty Mosin-Nagant M1891 Sniper before the time runs out!
  • "Cut Firwoord" - Reynard Mill & Lumber - Make use of your Mosin-Nagant M1891 Sniper and keep those Immolators from burning it all down!

 
[h3]Wave Trials[/h3]
  • "A Corpse for a Corpse" - Slaughterhouse - Hunt down Meatheads with your rapid-fire lever-action Winfield, while fending off hordes of Grunts!
  • "Fall Where They May" - Catfish Grove - Always keeping stock of your ammunition, mow down hordes of Hives and Grunts with your Avtomat machinegun!
  • "A Futile Undertaking" - Stillwater Bend - Avoiding packs of Hellhounds, bring down the scattered Immolators with your carbine and pistol!
  • "Can't Rob Empty Graves" - Blanchett Graves - Eliminate Concertina Armoreds with your rifle and bayonet. Every shot counts!
  • "Big Game Connoisseur" - Darrow Livestock - Nitro Express Rifles were designed for hunting big game like elephants, but they also do the trick with Meatheads!
  • "Hive Brood" - Alice Farm - Make every shot count and retrieve your bolts to make them count again, as you battle against Grunts and Hives!
  • "Fisherman's Tale" - Scupper Lake - Isolate and kill Concertina Armoreds while fighting off packs of Hellhounds. Don't get bitten!
  • "Fire in the Bones" - The Chapel of Madonna Noire - Hunt down Immolators in the ruins of the burned out chapel, keep clear from the flames!


[h3]Exclusive Rewards:[/h3]
  • Unlock Legendary Specter 1882 Bayonet "Tartufai" when reaching 20 Trial Stars
  • Unlock Lengedary Nagant M1895 Officer Carbine "The Cordwainer" when reaching 45 Trial Stars



Developer Note: It can be hard for new players to learn the lay of the land and all the little secrets of the Bayou with the constant pressure of encountering other players. Trials aim to give them a chance to practice before venturing on into the Bayou and competing with other Hunters. Without this pressure, players can now spend more time preparing for real encounters, making it easier to move on to Bounty Hunt when they feel ready, equipped with map knowledge, basic combat skills and a good understanding of the horrors that await them.

In addition, veterans can hone their skills and show that they really mastered the game with a perfect score of earned Stars and access to the exclusive Legendary weapons to brag with.
With Trials, we are finally adding a PvE component to the game that has been missing for a long time. It's a new pillar of Hunt:Showdown that can attract new players, who are less focused on fighting others, but rather enjoy the game and its setting in different ways offline. We plan on expanding the Trials experience with future updates, adding more challenges and additional exclusive rewards for players to unlock. The first batch of Trials have been around Stillwater Bayou. The next batch will be focused on the second map, Lawson Delta.

Please tell us what you like, what you are missing, and in what direction you would like to see the new game-mode Trials grow!






Gunplay

[h3]Extra Ammo Capacity[/h3]
  • Reduced the extra ammo for the Nagant M1895  from 35 to 21
  • Reduced the extra ammo for the Nagant M1895 Silencer from 35 to 21
  • Reduced the extra ammo for the Nagant M1895 Precision from 35 to 21
  • Reduced the extra ammo for the Nagant M1895 Deadeye from 35 to 21
  • Reduced the extra ammo for the Caldwell Conversion Pistol from 30 to 18
  • Reduced the extra ammo for the Caldwell Conversion Chain Pistol from 30 to 18
  • Reduced the extra ammo for the Bornheim No. 3 from 15 to 10
  • Reduced the extra ammo for the Bornheim No. 3  Extended from 15 to 10
  • Reduced the extra ammo for the Bornheim No. 3 Match from 15 to 10
  • Reduced the extra ammo for the Nagant M1895 Officer from 21 to 14
  • Reduced the extra ammo for the Nagant M1895 Officer Brawler from 21 to 14
  • Reduced the extra ammo for the Nagant M1895 Officer Carbine from 21 to 14


Tutorial
  • Added more hints to the Training mode in order to give new players a better idea how to survive their first matches
  • Added a new pop-up after the player finishes the Training to better highlight the available options.
    • Play Trials
    • Quickplay
    • Play Bounty Hunt


Store

[h3]New Legendary Weapons[/h3]
  • Added Mosin-Nagant Avtomat: "Wolf's Mouth" for 500 Blood Bonds
  • Added Lebel 1886: "Spring Chicken" for 500 Blood Bonds
  • Added Caldwell Conversion Uppercut: "Lord's Prayer" for 500 Blood Bonds


Matchmaking
  • In addition to our previous matchmaking rules, the system now will attempt to match you with a player matching your Prestige rank when searching for a Random Partner.


UI
  • Writing in Chat now gives audio feedback.
  • Weapons now display the amount of ammo they hold before picking them up from the ground.




[h3]General[/h3]
  • Fixed an issue which caused the spread of the Romero 77 Handcannon to be too tight.
  • Fixed an issue where Hellfire Bombs or other fire explosives wouldn't show hit feedback.
  • Fixed missing blur around the scope of the Martini-Henry Marksman.
  • Fixed several smaller animation glitches related to weapon handling.
  • Fixed an issue that caused the Crossbow to deal less damage than it should have.
  • Fixed a bug where the small weapon was unequipped after unloading from Bounty Hunt or after restarting the game.
  • Fixed a bug where player got kicked from group with a 0x20007 crylcoud error.


[h3]Audio[/h3]
  • Fixed an issue where gramophones & pianos could stop the currently playing song before it was finished.
  • Fixed a rare issue where burning caused a high pitched sound effect for other players.


[h3]AI[/h3]
  • Fixed an issue that caused Doctor Grunts to not spawn during any contracts.
  • Fixed an issue where Grunts would not die by triggering Poison Trip Mines.
  • Fixed an issue that caused Sticky Bombs to instantly explode when detached from the assassin while he changes forms.
  • Fixed an issue that caused Sticky Bombs to get stuck in the air when detached from the assassin while he changes forms.


[h3]UI[/h3]
  • Fixed an issue which caused looted weapons to be marked as non-contraband.
  • Fixed an issue which caused the 'Hide Statistics' checkbox to not fully revert to the previous status if a player cancels and confirms to lose unsaved changes.
  • Fixed an issue that caused the "Wellspring Bounty" statistic to always be 0.
  • Fixed several localization issues.
  • Fixed an issue where the extraction banner had a way too small font size in German.


[h3]World[/h3]
  • Fixed an issue where ammo box spawns were missing in some cases.




[h3]UI[/h3]
  • After finishing a challenge (Trial Mode) it might happen that you have -1/-1 displayed in the weapon slot.
  • Trials: Wave challenges might not award you the correct amount of stars.
  • Trials: Wave challenges may continue to run after the timer has expired.
  • Trials: The challenge win condition texts are cut off in several languages.
  • Trials: Rewards text is cut off for trials and doesn't fit into the pop-up window.
  • Trials: Parts of challenge texts aren't translated in all languages.
  • Trials: Failed trial text in Russian is too long for the screen.
  • Dual Wield icon might show up in other places on the equipment screen by accident.
  • Trials: The map background does not update correctly if you have loaded into another map before.
  • Dual Wield: Second equipped dual wield weapon cannot be cleaned while part of a matched pair.
  • Missing String: @ui_hint_interact_swap_4_1 gets displayed when a player has to drop two dual-wielded weapons for a large one.
  • Double-clicking on two contraband weapons equips one contraband and buys and equips a regular one.
  • Dual Wield: Wrong ammo amount gets displayed for dual wield weapons when looting them.
  • Dual Wield: Tooltip for the dual wield icon can be wrong when one Legendary is equipped.
  • Missing String: @ui string when exchanging Caldwell Pax pair with other weapons.
  • Some users might receive high package loss message (You are experiencing high package loss issues).
  • Trials: Text gets cut off in all languages in timed challenges.
  • No proper error/message in case the player doesn't get a backend connection due to Steam authentication problem.
  • No shortcuts for "Back" and "Show mission details" in Mission Summary screen.
  • Minimal orange highlighting on the health bar in some scenarios.
  • Interact and Dark Sight can be assigned to the same button .
  • Leaderboard is missing Bounty Hunt entries .
  • 'Back' button in Trials screen is overlapping with some items .
  • Dual Wield: When one bullet is missing in one weapon of a pair, not both ammo counters are displayed.
  • Sometimes not all UI elements can stream in when loading into a match.
  • Leaderboard might take very long to update when switching from 'World' to 'Friends' .
  • Leaderboard column for kills and assist shows only kills .
  • After assigning the "F" key to another function, it can't be reassigned to its two original functions.
  • After leaving a group and queuing for QP the button "Please wait" gets active/red again .
  • Filters in Roster or Store don't work properly.
  • Buy button triggers buy+equip after equipping an item with double click .
  • Fire control in 3D viewer isn't working anymore when fast entering, leaving and entering again .
  • Daily Challenge might show the wrong reward .
  • A lot of weapons in the death screen are not centered (collection).
  • Unequip button doesn't unequip dual wield weapons at once.
  • Dual wield equipped weapons are getting unequipped when buying the 3rd of the same weapon.
  • The clean button is still visible when filters aren't matching an item.
  • An equipped weapon isn't always displayed on top of the list in the equipment screen.
  • Shadow for weapons and hunter missing on the death screen.
  • Death screen displays different ELO from PvP rating and Summary Screen.
  • No pop up for overnight claimed challenges.
  • The "recruit hunter" button in legendary hunters news screen doesn't lead the player to legendary hunter recruit screen.
  • No discard prompt when unequipping a contraband legendary while already having one of the kind.
  • No shortcuts for Back and Show mission details in Mission Summary screen.
  • Not unlocked item doesn't get equipped when the player has to dismiss the currently equipped item.
  • Statistic for 'Wellspring bounty' doesn't display the correct number (includes Rifts).
  • Replacing a consumable with another one won't jump to next free slot.
  • 'Report Player' button doesn't get removed after a report was submitted (profile window needs to be closed to get it removed).
  • Report and open profile button are overlapping in player profile screen in Russian.
  • Text is overlapping assigned space in report player screen in Russian.
  • Slot selection doesn't jump to next slot when replacing a contraband with a new item when the dismiss pop-up appears.
  • Dying to the poison cloud of a poison trip mine displays an empty death screen.
  • Challenge text is overlapping the transparent text box.
  • Unloading from training leads to continuously displayed training lobby behind other tabs.
  • When queuing for QP, the other tabs can still be selected.
  • When queuing in a team the Training and Contract tab can still be selected.
  • Wrong calculation of weapons in the roster when having dual wield equipped.
  • When prestiging for the first time with a new user folder the game asks again for the control scheme.
  • Sometimes weapon can drop on top of each other and it is hard to loot the correct one.
  • News: Images are displayed darker than the original.
  • Sorting in the leaderboard by a different rating doesn't work.
  • Bloodline message display on new bloodline when going from Trials to trial rewards.
  • Reward text is cut off for trials and doesn't fit into the window.
  • Russian: Big dynamite bundle text is cut off in reward page.
  • Trials: Only the first reward gets displayed in a pop-up when claiming more than one.
  • Replay training button starts a more difficult mission.
  • HUD - Always visible equipment bar doesn't update after trial start/end/restart.
  • Ammo counter for the LeMat doesn't update correctly after specific steps .
  • Picking up a small weapon during a weapon switch animation (from large to small) ends in swapping the wrong weapon.
  • When picking up dual-wields in exchange for a large weapon only a pickup message is displayed.
  • Ammo indicator on looting a hand crossbow poison has two counters.
  • Ammo indicator for looting doesn't update when the ammo pool gets updated.


[h3]AI[/h3]
  • In some cases, the Butcher can get no damage from a sticky bomb.
  • Trials: AI is able to spawn multiple times at the same spot in trials mode.
  • Trials: Banishing an Immolator after waiting a bit doesn't play audio and visual effects.
  • Trials: "No enemy dies through fire" condition sometimes fails to trigger.
  • Trials: Blue shimmer from AI in dark sight might sometimes be broken.
  • Some AI spawns very close to a player spawn and might attack them during 'Waiting for players'.
  • Hellhounds might glitch over obstacles on the ground.
  • AI can attack a closer hiding player instead of the sound source that triggers the AI.
  • AI might be able to block headshots with their body.
  • Butcher can sometimes be observed walking sideways or backwards.
  • Hive swarm can disappear as soon as their target is dead.
  • Sticky Bomb might not deal damage on the explosion when it hits the Assassin.
  • Grunt AI might get stuck in animation loop on a slope.
  • Grunts with two torches can ignite a player on the second swing if they got blown out by a choke bomb.
  • Hive might be able to spawn two swarms.
  • Immolator interacts with already dead AI.
  • Immolator that opens a door doesn't walk through it and gives the player enough time to close it again.
  • Meathead can sometimes get stuck at corners.
  • Meathead death animation is inconsistent across clients.
  • Meathead is sometimes missing leeches and may not react to the player.
  • Concertina armored can damage and kill a player from a distance in some cases.
  • Meathead attack can deal too much damage in some scenarios.
  • The spider can get stuck in death animation in boss lair at Port Reeker.
  • A single grunt can get totally distracted by something and doesn't react to the player at all.
  • The Spider might attack a player more than three times in frenzy if no other player is in the arena.
  • Hellhounds ignited with a fusee in deep water visually burn forever.
  • Any attack of AI which instantly explodes a barrel that is set on fire, doesn't damage the AI.
  • Concertina armored can damage player through walls.
  • It can happen that some AI don't spawn in Trials.
  • Meatheads behavior might break in wave challenge.
  • The Assassin sometimes has issues to differentiate between players above or below him.


[h3]PLAYER[/h3]
  • Dual-Wield: Interrupting the reload of dual-wielded LeMat shotgun shells breaks the logic.
  • Dual-Wield: LeMat Mark II has a varying bullet insertion.
  • Dual-Wield: Wrong logic being used when the Bornheim gets reloaded with one bullet in the chamber.
  • LoD for dual pistols disappears too early in some cases.
  • Dual-Wield: Cylinder for the Lemat has no rotation animation in a dual wield setup.
  • Dual-Wield: Last held Dual Wield weapons don't get removed on extraction and can be looted.
  • It can happen that the player model is stuck on spawn but the player can still move around (using a ladder fixes this).
  • The camera might get stuck in some cases related to the Flare Pistol/reloading guns above an area with underground.
  • Dual-Wield: Bornheim Extended sometimes doesn't reload fully (one bullet doesn't get reloaded).
  • In rare cases, the player is unable to loot weapons, 'Ammo Full' displayed on pressing F.
  • Sometimes the crosshair for the throwing knife can disappear during a mission.
  • Changing to spectate while the burning audio is on the corpse makes the burning audio get stuck.
  • Trials: The player keeps shooting if a challenge fails during the shot.
  • Trials: It can happen that player won't start with full HP into a replayed trial.
  • Poison effect from a hive or spider can be stuck on player.
  • Sometimes a hand (or both) cannot stream in and be invisible.
  • The camera is stuck while aiming with a gun after specific steps in underground areas.
  • Vetterli (Deadeye) can get jammed (when there's no bullet in the chamber).
  • Having toggle for aim and sprint in gunslinger scheme delays the start of sprinting.
  • No lightning for the player that activates the wellspring in Quickplay.
  • Crosshair size doesn't adjust when changing the fire mode on the LeMat mark II.
  • Quickplay: It can happen that weapons don't get attached properly to the player.
  • Bornheim extended sometimes doesn't reload fully (one bullet doesn't get reloaded).
  • Dual Wield: Wrong logic being used when the Bornheim gets reloaded with one bullet in the chamber.
  • It can happen that player model is stuck on spawn but the player can still move.
  • Hive Bomb throw cannot be canceled anymore by holding the item in the hands.
  • Downed enemy gives hitmarkers for bomb lance bolt hits.
  • Pressing 'x' while aiming down sight transitions into hip fire.
  • Player can burn to death while being in the salvation animation in Quickplay.
  • Sometimes a downed hunter doesn't get set on fire even tho it looks like he is complete in the flames.
  • Electric lamp has a light source shining to the right.
  • Player is able to lose control over character tabbing out and in again in some cases.
  • Sometimes people randomly un-ADS from their weapons.
  • Weapon might be wrongfully re-selected when using a consumable and switching to another consumable.
  • Kills made by a fully dead hunter (but still in-game) might not be awarded to the player.
  • Bornheim can have the wrong ammo amount in the weapon when reloading an uneven amount of ammo while 1/2 are in the weapon.
  • Player can create reload issues in specific scenarios when picking up ammo on an empty extra pool during a reload.
  • Fire keeps on burning off chunks when switching from healing with a first aid kit over to stopping fire with 'F'.
  • Gunslinger has different sensitivities for melee weapons and normal guns.
  • Looting a Hunter in QP can sometimes give no loot at all.
  • Sometimes when vaulting the player can get synced inside the objects and be stuck.
  • Sometimes not everything of an extracted player gets removed on the extract .
  • Wrong sensitivity gets used when a player is on a ladder .
  • Player keeps shooting if a challenge fails mid-shot .
  • Player leaves crouch unintentionally on certain key combinations .
  • Sometimes a player is unable to loot weapons, 'Ammo Full' displayed on pressing F.
  • Used up tools get replaced when the player picks up a new tool in Quickplay.
  • Standing close in front of a window and light meleeing doesn't break the window.
  • The last selected Tool or Consumable shadow is stuck to the player's hand in 1p .
  • When only one bullet gets reloaded in the Bornheim (extended) the weapon might dryfire.
  • Nagant officer brawler cannot chain melee attacks properly.
  • Sometimes after picking up a gun or changing fire mode the player can't aim down sight.
  • Sometimes when shooting the player starts meleeing instead.
  • It can happen when exchanging dual-wielded weapons often on a loot create that the interaction point. is inside the proxy and the player needs to shoot the weapon to be able to loot it.


[h3]ANIMATION[/h3]
  • Dual-Wield: Various animation issues with dual wield weapons.
  • Hive Bomb light and heavy melee have a weird arm animation in first person.
  • Animation breaks when player opens the 'esc' menu while picking a clue.
  • Player can't shoot during an ADS transition.
  • Player might be unable to fire when fast switching from an iron sight shot to fanning.
  • Player might punch when trying to shoot an empty Quad Derringer.
  • Stopping sprint while executing a melee attack doesn't transition to hip fire aim.
  • The Nagant M1895 only seems to fire 6 times when the gun is fired rapidly but all 7 shots count.
  • Winfield can empty itself server-side after the player gets revived or swapping weapons.
  • In a specific ammo scenario, the left Bornheim plays an animation without hand.
  • Bomblance switches and stays in ADS mode after reloading without player input.
  • Running while the map is open bends the player model after some way.
  • Arm briefly twists around when executing a light melee with the Romero Handcanon in third person.
  • Romero talon spins briefly around when executing a heavy melee in third person.
  • Player animation isn't reset properly on replay while holding a world item.


[h3]WORLD[/h3]
  • One of the 3 caged dogs might survive shot lantern for a while longer than the others.
  • Items can be clients side still on a loot box after someone else picked it up before in Quickplay.
  • 'No enemy dies through fire' condition sometimes fails to trigger in Trials mode.


[h3]OTHER[/h3]
  • In some cases, clients might freeze during gameplay.
  • Kill view for teamkills can be broken (when a kill-view is available).
  • In some cases, weapons can be client-side on the wrong position and therefore not be looted.
  • Frozen/crashed/disconnected players keep walking into the last known input direction and never stop.
  • The players can experience desync between client and server (walking on edges/slopes).
  • Choke Bomb might look different through the fog.
  • It can happen that the game crashes when returning from Trials with stars earned during some missions.
  • In rare cases, Hunters can sometimes not stream in completely .
  • Sheriff Hardin skin has no texture beneath his coat.
  • Sometimes a hand (or both) cannot stream in and be invisible.
  • Players might sometimes experience desyncs/rubberbanding during gameplay.
  • Sometimes with a Taiwanese keyboard layout, the input gets blocked and the player can't move or only execute some specific keys.
  • There can be situations with not getting the beacon audio after playing a Trials mission.
  • Depth of field can be enabled despite having it disabled in the settings.




~The Hunt Team

Update 1.4 Client Side Hotfix


Hunters,

We have released a client side hotfix in order to fix some of the reported crashes when opening UI elements such as the Leaderboards, Menus, Option Menu, etc.

This update will mainly affect Chinese players.

We are investigating all other reported issues, including crashes and Packet Loss message. We hope to fix these ASAP!

Happy Hunting!

Update 1.4






Different Intensities for Damage Effects – Update 1.4 rewrites everything you know about burning, bleeding or poison, with new rules and intensities for each damage type.

New Equipment – The update brings some new toys to play with. Now you can poison your careless foes using the brand new Poison Trip Mine tool and as for the careful Hunters, the Serpent trait has been added, allowing the interaction with clues, rifts and abandoned bounties from afar when using dark sight.

New Legendaries – We have introduced many new Legendary weapons including the runners up in our 2nd anniversary weapon skin contest as well as a Hunter! Make sure to check them out.


[h2]Different Intensities for Damage Effects[/h2]
[h3]Fire Damage[/h3]
  • Fire damage can now cause different effects related to burning.
  • Light Fire Damage
    • Scorches health chunks lightly.
    • Does not cause burning on hunters automatically.
    • Can cause or increase burning on hunters when dealt repeatedly over a short amount of time.
  • Medium Fire Damage
    • Medium Burning is equal to what players are used to from before this update.
    • Scorches health chunks.
    • Causes Medium Burning on Hunters.
      • Deals fire damage over time.
      • Takes 4 seconds to stop.
      • Will escalate into Intense Burning when not stopped in time.
      • Indicated by a small flame on the health bar.
  • Intense Fire Damage
    • Intense Burning is 50% stronger than Medium Burning.
    • Scorches health chunks severely.
    • Can destroy a small health chunk instantly.
      • Causes Intense Burning on Hunters.
      • Deals severe fire damage over time.
      • Takes 6 seconds to stop.
      • Indicated by a large flame on the health bar.
  • Scorched health chunks now regenerate twice as fast than before.
  • Scorching over time from burning stacks with scorching from received fire damage attacks.
  • AI does not feature different intensities when burning.
  • Dead hunters are in the Medium Burning state which burns as fast as before this update.


Developer Note:
By introducing different intensities of fire damage we now have new options for balancing game mechanics and equipment. The most noticeable balance change is that hunters don't automatically start burning anymore when they come in contact with fire but on the flip side can also burn faster than before. On one hand, this will reduce frustration for new players that are still learning the mechanics and also give careful players the opportunity to resolve certain situations more effectively. On the other hand fire now also has the potential to damage players even more severely when not taken seriously. The Hellfire Bomb explosion for example does no longer deal physical damage but will scorch a small chunk worth of health instantly and at the same time cause hunters to burn intensively.


This new mechanic will also help us to introduce and balance custom ammunition like incendiary bullets in the future.


[h2]Rending Damage[/h2]
  • Rending damage can now cause three different intensities of bleeding on hunters
  • Light Bleeding
    • Light Bleeding is 50% weaker than Medium Bleeding.
    • Caused by light rending damage directly.
    • Deals minor damage over time.
    • Takes 2 seconds to stop.
    • Indicated by one blood drop on the health bar .
  • Medium Bleeding
    • Medium Bleeding is equal to what players are used to from before this Update.
    • Caused by medium rending damage directly.
    • Can escalate from light bleeding by consecutive rending attacks.
    • Deals moderate damage over time.
    • Takes 4 seconds to stop.
    • Indicated by two blood drops on the health bar.
  • Intense Bleeding
    • Intense Bleeding is 50% stronger than Medium Bleeding.
    • Caused by intense rending damage directly.
    • Can escalate from medium bleeding by consecutive rending attacks.
    • Deals severe damage over time.
    • Takes 6 seconds to stop.
    • Indicated by three blood drops on the health bar.
  • Bleeding intensity will not increase on its own .
  • Bleeding will last until stopped by the player.


Developer Note: Since quite a few of the AI enemies and equipment in Hunt can cause a hunter to bleed it makes sense to introduce intensities and with that a certain scalability to the effect. This will allow players to slip up once in a while but punish them even more than before when they let a situation get out of hand.

This new mechanic will also help us to introduce and balance custom ammunition in the future.


[h2]Poison Damage[/h2]
  • The poison effect no longer has a fixed duration.
  • Instead it can range from 0 to 20 seconds, depending on ...
    • ...how long the hunter had been exposed to a poison cloud.
    • ...the poison intensity of the damage received.
  • Poison intensity will decrease over time when no poison damage is received.
  • The screen and audio effects that obstruct the player's vision and hearing now have three intensities, that indicate the duration of the remaining effect.
    • Light - when remaining effect duration is between 0 and 5 seconds.
    • Medium - when remaining effect duration is between 5 and 15 seconds.
    • Intense - when remaining effect duration is between 15 and 20 seconds.


Developer Note: The duration of the poison effect on hunters was fixed in the past and therefore did not necessarily match with the cause of the poisoning. With introducing an intensity that can scale up and down it's now a valid option for careful players to sit out short exposures and not having to rely on traits or equipment like the antidote shot.

This new mechanic will also help us to introduce and balance custom ammunition like poison bullets in the future.


[h2]New Equipment[/h2]
[h3]New Tool Added: Poison Trip Mine[/h3]
  • Comes in packs of 2.
  • The Poison Trip Mine is part of the "Poison" unlock tree and has been added as the last item in that category.

[h3]New Trait Added: Serpent[/h3]
  • Available for 4 Upgrade points.
  • Available at Bloodline Rank 28.
  • "Using Dark Sight, interact with nearby Clues, Rifts, and abandoned Bounty from a safe distance."
  • Allows players to look at Clues, Rifts and Bounty in Dark Sight to start an interaction over distance.
  • The interaction range is 25 meters.
  • The duration is 10 seconds.


[h2]New Legendary Content[/h2]
"Black Mamba"
  • Nitro Express Rifle
  • Description: "The deadliest rifle, named for the deadliest snake. This Nitro Express has a vicious bite and can take down the largest foes with ease."  
"Kamacite Moon"
  • Caldwell Uppercut
  • Description: "Forged by a scrappy fighter using what he had to hand, this Caldwell Conversion Uppercut is forged from Kamacite, an alloy of iron and nickel, found in a meteor that caused an ancient and unspeakable calamity."
"Tooth and Claw"
  • Martini Henry IC1 Riposte
  • Description: "The law of the jungle dictates that only the fittest survive. This Martini Henry ICI Riposte gives its owner an edge. Beloved by a hunter who loves to take a risk – and still come out on top."
"Death's Breath"
  • Winfield M1873 Talon
  • Description: "One shot from this Winfield M1873 Talon will take your breath away – permanently. Designed by Corwin Stedman, a runner up in our 2nd anniversary weapon skin contest."
"Gator"
  • Caldwell Rival 78 Handcannon
  • Description: "With hide tough as armor and gruesome, rusty teeth, this Caldwell Rival 78 Handcannon’s bite is as fearsome as that of its namesake. Designed by Seven-D, a runner up in our 2nd anniversary weapon skin contest."
"Felis"
  • Legendary Hunter
  • Description: "Accomplices to the devil, stealers of souls, and an ill omen – cats have long been associated with dark magic, and Nika Felis bears the skull of one feline adversary on her head as a warning to others that she has capabilities as powerful – and as dangerous. Rumored to be a shapeshifter, and a colleague of Doctor John."




[h3]Audio[/h3]
  • Time of day "Sunset" now uses daylight ambience instead of night.
  • AI footstep intensity is now driven by aggro level instead of movement speed.


Developer Note: This change will make AI footsteps more reliably escalate and therefore easier to read.

  • Added fly swarm audio to poison barrels and the Doctor Grunt.
  • Audio Mix Improvements for elevation and azimuth, making sounds below, above and around the listener easier to pinpoint.

[h3]Gunplay[/h3]
Melee Attachments
  • Updated light attacks on the Martini Henry Riposte and the Springfield Compact Striker variants to have their hit-boxes better fit their animations.
  • Increased Melee damage for all heavy Attack with "Talon" variants from 135 to 150
  • Increased Melee damage for the heavy Attack with the Romero Hatchet from 135 to 150
  • Increased Melee damage for the Light Attack with the Obrez Mace from 32 to 54
  • Increased Melee damage for the Heavy Attack with the Obrez Mace from 72 to 90


Shotguns
  • Removed rending damage and with that Bleeding from Shotguns.
  • Romero Handcannon's accuracy has been increased slightly (effective range stat increased to 10m).
  • Romero Hatchet's accuracy has been increased slightly (effective range stat increased to 10m).
  • Romero Hatchet's recoil punch has been increased erraticly after shooting (reduced handling stat to 80).


Equipment
  • Fire Bomb
    • No longer deals damage
    • Scorches health chunks lightly and causes hunters to start burning
  • Hellfire Bomb
    • no longer deals damage
    • Scorches health chunks and causes hunters to start burning intensely
    • Can destroy a small health chunk on impact
  • Frag Bomb
    • Reduced damage from 200 to 150.
    • Now deals Intense Rending Damage (Causes Intense Bleeding).


    Developer Note: This change will slightly increase the chance for players to survive with severe injuries at the edge of the frag bombs explosion radius.

  • Flare Pistol
    • No longer deals damage
    • Scorches health chunks and causes hunters to start burning intensely
  • Increased Weak Antidote Shot duration from 360 to 1800 seconds (6 minutes to 30 minutes)
  • Increased Choke Bomb duration from 60 to 120 seconds
  • Choke Bombs can now remove Poison clouds
    • Hunters may still receive initial Poison Damage while in a Choke Bomb Cloud

[h3]Hunter[/h3]

Traits Salveskin
  • Reduces fire damage and burn speed by 25%, even when downed.
  • Increased cost from 2 to 5 Upgrade Points

 
Bloodless
  • Bleeding will not escalate from light to medium or intense bleeding.


Mithridatist
  • Drastically reduces the time needed to recover from poisoning.

[h3]Bounty Hunt[/h3]
  • Looting a dead hunter while carrying any Bounty now restores one second of Dark Sight Boost
    • Will restore even if Dark Sight Boost had been used up already
    • Dark Sight Boost can not exceed 5 seconds

[h3]AI[/h3]
  • Torch Grunts deal Light Fire Damage
  • Cleaver Grunts deal Light Rending Damage
  • Doctor Grunts deal Intense Poison Damage
  • Hellhounds deal Light Rending Damage
  • Waterdevils deal Intense Rending Damage
  • Hives swarm attack deals Light Poison Damage
  • Immolators explosion deals Intense Fire Damage
  • Immolators now die to a single Poison Bolt
  • Concertina Armoreds deals Light Rending Damage
  • Concertina Armoreds now die to a single Poison Bolt
  • Armoreds now die to a single Poison Bolt
  • Leeches deal Light Poison Damage
  • Boss: Spider deals up to Medium Poison Damage
  • Boss: Butcher deals up to Medium Fire Damage
  • Boss: Assassin deals Intense Rending Damage


[h3]Localisation[/h3]
  • Improvements made to Russian translation.

[h2]Store[/h2]
  • Adjusted the Values in the Store for the Bornheim family to reflect the actual Damage and Effective Range.
  • Bornheim Family: Damage decreased to 74 from 84.

[h3]World[/h3]
  • Smaller tweaks and updates made to various parts of Stillwater Bayou and Lawson Delta maps to improve navigation and fix clipping issues.
  • Closed lots of small gaps in walls all around Stillwater Bayou and Lawson Delta which were used to exploit people.
  • Oil Barrel Explosion deals Intense Fire Damage

[h3]Store[/h3]
New Tool Added: Poison Trip Mine
  • Added for $60
Antidote Shot
  • Increased price from 25 to 55 Hunt Dollars
Weak Antidote Shot
  • Increased Weak Antidote Shot price from 5 to 25 Hunt Dollars.
New Legendary Weapons
  • Added Nitro Express Rifle: "Black Mamba" for 500 Blood Bonds
  • Added Caldwell Uppercut : "Kamacite Moon" for 500 Blood Bonds
  • Added Martini Henry IC1 Riposte: "Tooth and Claw" for 500 Blood Bonds
  • Added Winfield M1873 Talon: "Death's Breath" for 300 Blood Bonds
  • Added Caldwell Rival 78 Handcannon: "Gator" for 300 Blood Bonds
New Legendary Hunter
  • Added "Felis" for 700 Blood Bonds

[h3]Options[/h3]
  • Opt out of statistic sharing ; other players won't see the player's statistic anymore, and he will not see them.

[h3]Matchmaking[/h3]
  • Leaving a random teammate will now trigger a delay before searching for a new one.
    • Delay gets longer from 15 seconds to 1 minute after several leaves.

[h3]Performance[/h3]
  • Precache skeletons for characters built with skin bundles.

[h3]UI[/h3]
  • More information is displayed when picking up a weapon during a game (Number and type of ammo).

[h3]Miscellaneous[/h3]
  • The KD Ratio now includes the assists in it's formula.
  • The number of Kills, Death and Assists is now displayed as a tooltip, over the KDA Ratio.
  • Added Loading Screen for the Dark sight replenishment.


General
  • Fixed a bug where empty hands would shown after dropping a world item despite having weapons.
  • Fixed some Discord rich presence issues and re-enabled the Discord rich presence integration.
  • Fixed a bug where under certain conditions, players could loot the invisible corpse of extracted players.
  • Fixed a bug where player couldn't interact with a clue for the first few seconds if a dead armored would have fallen directly on it.
  • Fixed a bug where player needed to renew their input when pressing '^' on a german keyboard layout.
  • Fixed some client crashes.
  • Fixed some minor localization issues.
  • Fixed an issue where looting a hunter with the Vulture trait did not yield any loot.


AI
  • Fixed a bug where the Butcher could teleport to the lower floor in Davant Ranch under specific conditions.


Audio
  • Fixed an issue where the sound of some animals could stop too early.
  • Fixed an issue that could lead to world animals not emitting sounds (horses, crows,...).
  • Fixed an issue where a hunters "out of breath" sound continued to play for too long after sprinting.


Gunplay
  • Fixed a bug where the aim down sights toggle did not work correctly
  • Fixed issues with the spread of the Romero Handcannon and the Romero Hatchet while Aiming down Sights: Spread was too tight.
  • Fixed an issue where players could survive their own frag bomb explosions.


UI
  • Fixed a bug where new Soul Survivor would appears only after hitting 'Free Reshuffle' when it would have been won without any recruits or Soul Survivors left.
  • Fixed a bug where the previous death damage still got displayed in damage history.
  • Fixed a bug where under certain conditions the weapon was displaced and wouldn't rotate centered.
  • Fixed a bug where the crosshair would change size based on resolution.
  • Fixed a bug where the damage history often accumulated damage when ping / packet loss is high.
  • Fixed a bug where the Hunter and all their information disappeared from the death screen when player that killed the person left the mission.
  • Fixed an issue where player could receive a not fitting 'Kill view' in rare occasions where the killer shot him from behind a wall.
  • Fixed a bug where Player couldn't open weapon wheel while waiting for other players.
  • Fixed a bug with the Legendary Bomb lance skin 'Shellback' where it had no 'shoot weapon' button in 3d viewer.




General
  • Player unable to loot weapons, 'Ammo Full' displayed on pressing F.
  • Poison trip mine is not affected by Vigilant
  • Not everything of an extracted player gets removed on extract (floating equipment)
  • Wellspring bounty is not displayed correctly in the statistics screen.
  • The Leaderboards for Bounty Hunt may take some time to populate correctly due to the new KDA feature.


Stability
  • Client can occasionally crash during gameplay.
  • Clients can crash on resolution change.
  • Players may sometimes experience desyncs / rubberbanding issues during gameplay.


Visuals & Audio
  • Sometimes a hand (or both) cannot stream in and be invisible.
  • Slower texture streaming than in PC 1.3.1
  • Lantern Oil puddle does not have burning audio.
  • In rare cases, players might see a permanent ghosting effect on the skybox.
  • Fog partially not rendered if observed through gaps .
  • Running while the map is open bends the player model after some way.
  • Hunters can sometimes not stream in completely (might be 1st person character being rendered)
  • After specific steps the reload mechanism for the winfield swift can be visible while executing the levering mechanism.
  • Depth of field can be enabled despite having it disabled in the settings.
  • Electric lamp has a light source shining to the right.
  • Underground impacts or the beginning of a sound cannot be correctly occluded when being above ground.
  • Teammates don't have shadows
  • Ambient audio from outside is audible inside of boss room.
  • Volumetric Fog inside boss room flickers.
  • Dogs and chicken audio is inaudible after a few moments on aware state
  • Some songs cut off when played on gramophone
  • Ravens, ducks and horse deescalate from suspicious very quickly
  • Some pistols have a different running and idling animation in third person
  • Some weapon don't have audio in the 3D viewer



Gameplay & AI
  • Hornskin trait doesn't give the player a blunt melee damage reduction of 25%
  • Crouching steps and walking/running steps have the same volume
  • Poison trip mine doesn't deal damage to AI
  • Weapons can be client side on the wrong position and therefore not be looted
  • Spawned grunts can be observed sliding until they change states for the first time
  • Player can sometimes still get revived if teammate dies during revive process.
  • AI finishing off a hunter counts as kill of the Player that damaged the hunter before (for some challenges)
  • Concertina armored can damage and kill a player from a distance
  • Concertina trip mines cannot destroy poison/hive barrels
  • The Nagant M1895 only seems to fire 6 times when the gun is fired rapidly but all 7 shots count.
  • Poison trip mine is not affected by Vigilant
  • Sometimes when canceling a reload the player melees instead of shoot (while RMB is held down)
  • With Gunslinger control scheme, holding RMB is ignored if pressed right after pressing SHIFT while a lever animation is played with a Winfield
  • AI can attack a closer hiding player instead of the sound source that triggers the AI
  • Hellhounds might jump over obstacles on the ground
  • Players can reach some positions they are not supposed to have access to.
  • Player can get on boss building roof
  • Sometimes bullets that should penetrate don't penetrate the object
  • Nagant officer brawler cannot chain melee attacks properly
  • Having toggle for aim and sprint in gunslinger scheme delays the start of sprinting
  • Picking up a small weapon during a weapon switch animation (from large to small) ends in swapping the wrong weapon.
  • Sometimes a downed hunter doesn't get set on fire even tho it looks like he is complete in the flames
  • Player leaves crouch unintentionally on certain key combinations
  • Sometimes after picking up a gun or changing fire mode the player can't aim down sight
  • Stamina gets not reduced for two heavy melee hits with the Sparks after each other
  • Player melees when right and left clicking during the revolver spin animation
  • Butcher can sometimes be observed walking sideways or backwards
  • Player can get stuck while picking up clue and climbing ladder at the same time
  • Player unable to loot weapons, 'Ammo Full' displayed on pressing
  • Not everything of an extracted player gets removed on extract
  • The Assassin stabs 2 times in a row for an attack
  • The Assassin does not attack if a player is marked by its clone
  • Damage to assassin with explosives ( sticky bomb ) is inconsistent
  • Meathead is sometimes missing leeches and may not react to the player
  • Hive Barrels Bees don't attack the Player after the use of an antidote shot
  • Meathead attack can deal too much damage
  • Immolator interacts with already dead AI
  • Assassin and Spider can get stuck sometimes.
  • Items can be client side still on a loot box after someone else picked it up before
  • Looting a Hunter in QP can sometimes give no loot at all
  • Quad derringer ammunition goes directly into the chamber when interacting with an item box
  • Ammo replenishment of quad derringer doesn't work correctly in quickplay
  • Winfield can empty itself server side after player gets revived or swapping weapons
  • Meathead can sometimes get stuck at corners
  • Player can keep and win soul survivor even though he died in Quickplay (trading kills with wellspring carrier)
  • Gunslinger has different sensitivities for melee weapons and normal guns
  • Player has a hard time vaulting through a window with a bear trap inside it
  • Weapon is wrongfully re-selected when using a consumable and switching to another consumable
  • Concertina wire can prevent a choke bomb from extinguishing fire
  • Sometimes when vaulting the player can get synced inside the objects and be stuck
  • Used up tools get replaced when the player picks up a new tool
  • Standing close in front of a window and light meleeing doesn't break the window
  • Player can't open window shutters while cooking a throwable item (e.g. Frag grenade)
  • One of the 3 caged dogs might survive shot lantern for a while
  • Sometimes weapon can drop on top of each other and it is hard to loot the correct one
  • Razor wire can damage a player through walls
  • The assassin has issues discerning between players above or below him
  • Sticky bomb doesn't fall off if the player stops bleeding
  • Martini-Henry Marksman has no scope blur
  • Crosshair size changes depending on aspect ratio
  • Player can't shoot during an ads transition



UI
  • HUD elements for swapping weapons or looting items are increasing if players receives bleeding while looking at them.
  • News screen displays an empty screen when selecting the recruit button in legendary hunters news
  • Leaderboard column for kills and assist shows only kills
  • 'Hide Statistics' checkbox doesn't fully revert to previous status if a player cancels and confirms to loose unsaved changes
  • Wrong hunter will be shown when killer is back in lobby ( with his hunter been dead )
  • After leaving group and queuing for QP the button "Please wait" gets active/red again
  • Name of killer is still visible on 'Profile' view when 'show name of killer' is disabled
  • Every shotgun pellet has its own entry in the damage history
  • All filter in roster or store don't work properly
  • Slot selection doesn't jump to next slot when replacing a contraband with a new item when the dismiss pop-up appears
  • Not unlocked item doesn't get equipped when player has to dismiss the current equipped item
  • Damage history for the Explosive crossbow shows melee damage on direct hit
  • After assigning the "F" key to another function, it can't be reassigned to its two original functions
  • Death screen displays different elo from PvP rating and Summary Screen
  • Weapon tool tip is displayed on roster overview when changing from 'equipment' to 'overview'
  • Player can change hunter in between matchmaking counter and matchmaking timer
  • Images are displayed darker than the original
  • Equipment: Clean button is still visible when filters aren't matching an item
  • Non-host can access the Lobby subtabs after reforming groups after unloading
  • Damage history is missing damage ticks when getting shot while burning
  • UI elements go missing after clicking on the mission UI in the lobby screen
  • Replacing a consumable with another one won't jump to next free slot
  • Outline of team mate changes from blue to red when getting close to revive
  • Equipment bar numbers don't always get updated for the quad derringer after interacting with an item box
  • Two hud indicators for bullets from quad derringer get displayed when replenishing it
  • Boss token icon is flickering and doesn't stay in position when moving camera
  • HUD instantly disappears when switching from/to the LeMat in shotgun mode
  • Missing the "+" icon when unlocking a new weapon in book of weapons
  • Quickplay screen doesn't update on region switch
  • Bounty indicator lines may be wrong after some bounty extracted
  • When killed as last player in quickplay, "You are the only survivor" banner is shown
  • Crossbow (and variants) are displayed empty on the death screen (no bolts)
  • Death screen: Glass from bottles isn't visible
  • Damage history shows any damage that you made to yourself as "killed yourself"
  • Health regen is calculated ( subtracted ) from damage values in damage history.
  • No discard prompt when un-equipping a contraband legendary while already having one of the kind
  • Equipped weapon isn't always displayed on top of the list in the equipment screen.
  • Player can unlock a legendary hunter during matchmaking which will be automatically be picked
  • When queuing for QP, the other tabs can still be selected
  • NEWS - News feed sometimes stucks in an in-between state
  • 'Report Player' button doesn't get removed after a report was submitted (profile window needs to be closed to get it removed)
  • KDA ratio tool tip isn't translated in all languages except English
  • Old/outdated lobby state can be displayed in the background


Other
  • Teamsharing unlock for consumables and tools doesn't work correctly


~The Hunt Team

EU Servers are back again! - We're working on fixing the EU Servers.

The Servers are back again!

Happy Hunting!

Hunters,

We're aware of the issues in the EU servers and the team is working on a fix.

You can play on the Russian or US Server until there is a fix, but be aware that those can get occupied due to people moving from the EU servers to play.

- The Hunt Team

Update 1.3.1



(Please note: We currently only have US East and Oceania regions available for testing.)



[h2]Audio[/h2]
  • Decoy Fuses now play a tiny explosion sound when they explode.

[h2]UI[/h2]
[h3]Death Screen:[/h3]
  • Improved and added text transition to the Death Screen for an overall smoother transition.
  • The Detail button is now a toggle, similarly to the Damage history button.

[h3]Store[/h3]
  • The Louisiana Legacy DLC is now available in the store, containing two illustrious firearms: Mountain Air and Antebellum Wit. Check it out NOW!





[h2]General[/h2]
  • Fixed some client crashes.
  • Fixed cases when player could get nothing from item boxes.
  • Fixed edge case where the Packmule trait would not work as expected.
  • Fixed a number of cases where weapons on the ground could not be looted.
  • Fixed a number of cases where weapon would not be equipped after switching it (no arms/hands and weapon rendered).
  • Fixed the too quick disconnection at the end of the quickplay round so that Quickplay end of rounds animations are played before returning to the menu.
  • Fixed the missing explosive icon for the Bomb Lance in the store and equipment screens.
  • Fixed a number of minor animation issues.
  • Fixed a number of minor localization issues.

[h2]Gunplay[/h2]
  • Fixed a bug where the crosshair on LeMat shotgun would change with changing stance.

[h2]UI[/h2]
  • Death screen: Fixed a bug where selected hunter for Bounty Hunt got displayed instead of selected hunter for Quickplay.
  • Death screen: Extracted players will no longer break the death screen.
  • Death screen: In Damage History the health bars should be representative like in the game.
  • Death screen: Fixed a bug where kills / Death value on death screen player profile would show too many decimal digits.
  • Death screen: Fixed a bug where being killed while having the options menu open, resulted in no death screen shown.
  • Fixed a bug where users couldn't switch contracts twice in a row on the contract screen because the button doesn't update to ACCEPT.
  • General: Fixed a bug where players banned for cheating did not receive a proper error message when being kicked from loading into a game.
  • Kill View: Fixed a bug where leaving mission while being in the kill view would break the screen for the next times the player dies.
  • Spectator: Fixed a bug where the 'You're being revived' message when being revived while spectating was missing.
  • Weapon Preview: Fixed a bug where pressing 'esc' in the 3D view exited the view but displayed the weapon still in the background.



[h2]Stability[/h2]
  • Client can occasionally crash during gameplay.
  • Clients can crash on resolution change.
  • The players can experience desync between client and server (walking on edges / slopes).

[h2]Visuals & Audio[/h2]
  • Minor animation issues can occur when switching between weapons/items or during exhausted attacks.
  • In certain small areas reverb is missing or applied where it shouldn't.
  • Detail texture terrain blending is not working correct.
  • Fog partially not rendered if observed through gaps.
  • No poison audio played when player is bleeding/burning and poisoned at the same time.
  • Strong shadow flickering on hunters and objects in menu and in-game.
  • Player caused audio instantly stops when the player extracts.
  • The decoys and ammo box shadows are floating around the player in 1p after using them once.
  • Some assets are not rendered as far as they should, making them not visible over larger distances.
  • Lantern Oil puddle does not have burning audio.
  • Spectating the winner of a QP Match results in a random Hunter Death Scream when being returned to own Death Screen.
  • Sometimes the underground audio is not muffle depending on the position of the player above the ground.
  • Player is unable to fire when fast switching from an iron sight shot to fanning.

[h2]Gameplay & AI[/h2]
  • Player can get stuck while picking up clue and climbing ladder at the same time.
  • Player leaves crouch unintentionally on certain key combinations.
  • Sometimes after picking up a gun with a hunter that has a ironsight related trait he can't aim down sight.
  • Sometimes a downed hunter doesn't get set on fire even tho he is complete in the flames.
  • Quickplay: when trading kills with the wellspring carrier, players might keep their hunter despite dying.
  • Ammo replenishment of quad derringer doesn't work correctly in Quickplay.
  • Gunslinger has different sensitivities for melee weapons and normal guns.
  • Weapon is wrongfully re-selected when using a consumable and switching to another consumable.
  • Consumable replenishment after re-spawn can give the wrong amount of items.
  • Picking up items from a specific lootbox at a supply point near Blanchet Graves doesn't work.
  • Bells don't always ring when triggered indirectly (explosions, etc ...).
  • Trip mines can visually look active when they got already deactivated.
  • It can happen that player model is stuck on spawn but the player can still move.
  • Standing close in front of a window and light meleeing doesn't break the window.
  • One of the 3 caged dogs might survive shot lantern for a while.
  • Hand crossbow poison doesn't kill crows and ducks.
  • Razor wire can damage a player through walls.
  • Despite having weapons on the hunter, empty hands might shown after dropping a world item.
  • If a hunter joins without his primary weapon slot equipped, he cant pick up looted weapons from dead hunters.
  • Weapons can be client side on the wrong position and therefore not be looted.
  • Sometimes weapon can drop on top of each other and it is hard to loot the correct one.
  • Damage to assassin with explosives ( sticky bomb ) is inconsistent,
  • Meathead is sometimes missing leeches and may not react to the player.
  • Meathead attack can deal too much damage.
  • Meathead can sometimes get stuck at corners.
  • Looting a Hunter in QP can sometimes give no loot at all.
  • Quad derringer ammunition goes directly into the chamber when interacting with an item box.
  • Ammo replenishment of quad derringer doesn't work correctly in Quickplay.

[h2]UI[/h2]
  • Player can get stuck when accepting an invite while in the tutorial summary screen.
  • Crosshair size changes on different resolutions.
  • Shadow for weapons and hunter missing on the death screen.
  • Player can't open weapon wheel while waiting for other players.
  • New host in a team of three doesn't have an invite button after specific steps.
  • Token lightning symbols visible on map on first time map is opened after game start.
  • Statistic tab only updates on tab change.
  • After assigning the "F" key to another function, it can't be reassigned to its two original functions.
  • No discard prompt when unequipping a contraband legendary while already having one of the kind.
  • Equipped weapon isn't always displayed on top of the list in the equipment screen.
  • Weapon wheel shows charges for empty consumable slots after revive.
  • Hunter with empty background gets displayed between concluded matchmaking and loading screen.
  • Sell/Sell all causes that selected item in inventory list and different item in selected slot get sold.
  • Buy button triggers buy+equip after equipping an item with double click.
  • Interact and Dark Sight can be assigned to the same button.
  • After unloading from a mission previous search text is invisible but still active.
  • Cleaning a weapon will cause the focus of the selection to select a different item .
  • Chat box overlaps drop down for the 'scope' on the leaderboard.
  • Players are able to quit group by spamming the ready/unready button.
  • Doing resolution changes and window mode changes at the same time does not work correctly and leads to cursor/button misalignment.
  • Challenge progress only gets displayed after the challenge count got updated.
  • Replacing a consumable with another one won't jump to next free slot.
  • Equipment bar numbers don't always get updated for the quad derringer after interacting with an item box.
  • Two hud indicators for bullets from quad derringer get displayed when replenishing it.
  • Boss token icon is flickering and doesn't stay in position when moving camera.
  • Inspect icon in lobby screen picture switches everytime the inspect window gets opened.
  • HUD instantly disappears when switching from/to the LeMat in shotgun mode.
  • Missing the "+" icon when unlocking a new weapon in book of weapons.
  • Quickplay screen doesn't update on region switch.
  • Bounty indicator lines may be wrong after some bounty extracted .
  • Health regen is calculated ( subtracted ) from damage values in damage history.
  • Wrong hunter will be shown when killer is back in lobby ( with his hunter been dead ) .
  • Death screen: Glass from bottles isn't visible.
  • Damage history shows any damage that you made to yourself as "killed yourself".
  • Health regen is calculated ( subtracted ) from damage values in damage history.



~The Hunt Team