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Hunt: Showdown 1896 News

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

Issues Resolved - EU Servers are down due to technical issue...

The Issues are currently resolved!

Happy Hunting!

Cheers,
The Hunt Team

Hunters,

Our Data center is experiencing some technical issues which means that our EU servers are currently unavailable. We have set the EU server in maintenance mode, you should currently be able to play on the other servers while the issue is getting resolved.

Keep in mind that other servers (like the Russian one as it's closest to the EU ones) might hit the max capacity due to switching servers and give you a "Servers are Occupied". Best is to requeue and try again.

Sorry for the inconvenience, we hope to be back up and running as soon as possible!

You can find more information here: https://www.leasewebstatus.com/incidents/de-fra-10-connectivity-issues-in-part-of-our-datacenter-due-to-high-tempartur/7z73bcre

Update 1.3



[h2]New AI Variations[/h2]
We have added two new AI variations to the game. You will now find the Grunt Doctor, who deals poison damage and drops a medical kit after being killed, and the Concertina Armored, covered in concertina wires causing bleeding damage, wandering in the swamps.

[h2]New Time of Day: Sunset[/h2]
The Sun has set in the Bayou, a new time of day is here! You can now explore the swamps in brand new lighting. Depending on how you move through the Bayou, you can use the sun to gain an advantage over your enemies in a fight.

[h2]New Equipment[/h2]
This update features two new weapon variants, the "Martini-Henry IC1 Marksman" and the "Mosin-Nagant M1891 Obrez Drum", a new tool, the "Decoy Fuses", as well as a new trait, ’’Levering”, allowing lever-action rifles to rapid-fire from the shoulder, giving the Winfield rifles a previously unseen new layer of tactical flexibility at close quarters.

[h2]Weapon Changes[/h2]
The powerful Avtomat rocks a new look and gameplay rework this update, making it harder to control at range with a slightly increased rate of fire and more ammo drain. The update also adds a slight ear ringing effect when you unload your weapons too fast. Additionally, our current damage and projectile system sees a major balancing pass in 1.3 that helps some of the weaker ammo types to keep their damage better up to medium distance. More details can be found further below!

[h2]Improved Death Screen and Lobby[/h2]
Update 1.3 brings a reworked partner inspection screen to the lobby where you are able to look at your fellow Hunters in more detail, as well as a new Death Screen, that additionally displays the enemy player’s hunter and their gear.

[h2]New Legendary Content[/h2]
The Anniversary skin contest winner skin is finally here. We have also added a new Legendary Hunter as well as several additional Legendary Weapons. You can unlock those with Blood Bonds from the in-game menu. Make sure to check them out!



[h2]AI[/h2]
[h3]Doctor Grunt[/h3]
  • New Grunt AI variation
  • Carries a medical kit (similar to the ones players can find at resupply stations or randomly in the world) on his back that he drops when killed.
  • Wields a rusty bone saw that causes poison damage.


[h3]Concertina Armored[/h3]
  • New Armored AI variation.
  • Fully entangled in concertina wire, this Armored causes bleeding damage when a Hunter gets too close.
  • More resistant to melee attacks in general.
  • Less resistant to all types of bullets.


[h2]Audio[/h2]
[h3]Hunter Footsteps[/h3]
  • Adjusted the pitch of footsteps to sound slightly higher for teammates and slightly lower for enemies compared to Player footsteps.


[h3]Branches[/h3]
  • Slightly increased the audible distance of breaking branches that can be found in forest areas.


[h2]Arsenal[/h2]
[h3]Mosin-Nagant M1891 Obrez Drum[/h3]
  • An Obrez variant that features the 15 round drum magazine known from the Avtomat variant on this classic bolt-action.
  • With a 15/0 ammo pool, total ammunition remains the same however, the Obrez Drum does not need to be reloaded during a fight.
  • Available in the Mosin-Nagant M1891 unlock tree within the Book of Weapons, found between the Mosin-Nagant Sniper and Mosin-Nagant Avtomat variants.


[h3]Henry-Martini IC1 Marksman [/h3]
  • A Martini-Henry variant with an attached medium-sized marksman scope for increased ranged capabilities.
  • Available at the end of the Martini-Henry unlock tree in the Book of Weapons.


[h3]Decoy Fuses[/h3]
  • New tool with three charges.
  • Mimics a lit explosive when thrown, but does not explode or deal damage after its fuse time.
  • Can be used to deceive opponents and flush them out of cover.
  • Can be used to break stalemates by pushing into seemingly hazardous positions.
  • New unlock option for the Deception tree in the Book of Weapons.


[h3]Levering Trait[/h3]
  • A new trait that allows lever-action rifles like the Winfield series to rapid-fire when aiming from the shoulder.
  • Hard to control, but allows shots to be fired at a staggering rate of fire. Levering gives additional flexibility in close range to stand your ground against Shotguns and other rapid-fire weapons.
  • Like "Fanning" for single-action revolvers, Levering does not work when aiming down sights (ADS).


[h2]Gunplay[/h2]
  • Reworked Chaos Bomb patterns and added more weapon sounds for it to be more likely interpreted as real gunfights.
  • Improved handling of successive heavy melee attacks for some bayonet and talon variants.
  • Improved handling of successive heavy melee attacks for the crossbow.
  • Systemically - just like with Levering - Fanning now also causes slightly increased crosshair spread bloom compared to when firing it normally.
  • Consistency pass made on the time it takes to get 100% accuracy when entering scope view across all aperture, deadeye, marksman and sniper weapon variants.
  • Derringer, Throwing Knives, Decoys and Blankfire Decoys are now 100% refilled when their tool slot is randomly chosen for resupply upon looting a dead Hunter or using an Item Box. All other items still only receive one extra use per interaction.
  • Reduced the stamina cost for Heavy Attacks with the Knuckle Knife to allow 6 instead of 4 heavy attacks


[h3]Damage-Drop Rework[/h3]
  • Balancing pass for weapon projectiles that increases damage-retention over distance based on bullet type:
  • In general damage drop curves have been smoothened out, resulting in most projectiles losing less damage as they travel.
  • Compact Bullets have seen the biggest boost, most notably the Winfield rifles, retaining their damage much better at medium to long-distance also resulting in overall increased effective range for headshot kills.
  • New Compact Pistol Bullet and Medium Pistol Bullet sub-classes have been introduced to better help balance rifles vs. handguns using the same Compact or Medium ammo class.
    • So far this was only the case for Long ammo with the Uppercut, which has a stronger damage drop over distance than Long ammo rifles in comparison.
    • The new pistol variants help ensure that the headshot range boost does not go through the roof for handguns for those cases where we want to boost rifles.
    • Powerful handguns like the Uppercut and Dolch now receive a stronger competition at short to medium distances as they remain largely unchanged when it comes to damage per shot or headshot range compared to their smaller cousins.


Developer Note: The rework of how projectiles lose damage over distance is a pretty big change, touching most of the weapons in the arsenal in one way or another. However, the actual gameplay changes should be pretty minimal for the majority of these weapons, and only affect those we actually want to boost. The weapons we wanted to benefit the most from this balancing pass are the Winfield rifles and the Nagant M1895 Officer Carbine to boost Compact bullets, as well as the Vetterli Karabiner 71 and Springfield 1866 rifles for Medium bullets. All of these weapons will most noticeably have an increase in their two-tap chest shot capability, which in the case of the Winfield goes from around 25m up to 40m+ meters, making that weapon overall a lot stronger short to mid-range. Headshot range is also buffed quite a bit, placing the Winfield where the Vetterli was before, and the Vetterli going up to long distances of 150m+.

As a secondary goal, most Compact ammo handguns see a slight boost, but that is most noticeable with increased chest shot damage and extra headshot range as well, moving them to where the Winfield was positioned prior. Due to the systemic nature of these balancing changes, most Compact, Medium and Long bullet weapons see a change in some way, except for shotguns, which remain untouched! The detailed list of headshot range changes can be found below.

The Winfield has been struggling to find its place in the meta, being at an awkward spot and getting a lot of pressure from shotguns, semi-automatics, and fanning pistols at short-range as well as being outclassed - damage-wise - by long rifles at longer distances. It was very easy to either push away from a Winfield and fight at range or to close the gap and push in with rapid-fire weapons or shotguns at short-range. By combining the projectile changes with the new Levering trait, we hope that Winfield rifles start living up to their reputation as flexible weapons again. The Winfield rifles can arguably be considered as the first "assault rifles" in history, excelling in a number of different combat scenarios and being a true jack of all trades that complements the other more specialized weapons of the era in the Hunters' arsenal nicely.


  • Bornheim No.3 and all its variants have their effective headshot ranges increased from 55m to 60m
  • Bornheim No.3 and all its variants have their damage increased from 65 to 74
  • Caldwell Conversion Pistol and its Chain Pistol variant have their effective headshot ranges increased from 65m to 84m
  • Caldwell Conversion Pistol and its Chain Pistol variant have their damage increased from 80 to 104
  • Caldwell Conversion Uppercut has its effective headshot range decreased from 99m to 96m
  • Caldwell Pax and its Claw variant have their effective headshot ranges increased from 74m to 86m
  • Dolch 96 and its Precision variant have their effective headshot ranges increased from 75m to 86m
  • LeMat Mark II has its effective headshot range increased from 63m to 79m
  • LeMat Mark II has its damage increased from 75 to 97
  • Nagant M1895 and its Precision and Deadeye variants have their effective headshot ranges increased from 58m to 73m
  • Nagant M1895 and all its variants have their damage increased from 70 to 91
  • Nagant M1895 Silencer has its effective headshot range increased from 37m to 56m
  • Nagant M1895 Officer and its Brawler variant have their effective headshot ranges increased from 58m to 73m
  • Nagant M1895 Officer and its Brawler variant have their damage increased from 70 to 91
  • Nagant M1895 Officer Carbine has its effective headshot range increased from 65m to 92m
  • Nagant M1895 Officer Carbine has its damage increased from 80 to 104
  • Sparks LRR Silencer has its effective headshot range increased from 94m to 144m
  • Sparks LRR Silencer has its damage increased from 136 to 149
  • Vetterli 71 Karabiner and all its variants have their effective headshot ranges increased from 95m to 167m
  • Springfield 1866 and all its variants have their effective headshot ranges increased from 150m to 175m
  • Winfield M1873C Silencer has its effective headshot range increased from 39m to 81m
  • Winfield M1873C and all its variants have their damage increased from 85 to 110
  • All other Winfield M1873 variants have their effective headshot ranges increased from 67m to 95m
  • Winfield M1873 and all its variants have their damage increased from 85 to 110
  • Nitro Express Rifle has its effective headshot range increased from 95m to 250m (one hit kill capability from an upper torso hit is now around 43m instead of 48m)
  • Derringer has its damage increased from 65 to 74


[h3]
Weapon Ear-Ringing[/h3]
  • Firing your weapons excessively can cause temporary hearing impairment. The loud gunfire stresses your ears and thus produces a ringing effect that will last for a few seconds.
  • This is intended as a soft-counter mechanic to spamming Avtomat, Dolch, fanning pistols, levering repeaters, or using other rapid-fire weapons, making you possibly miss some sounds around you or making it harder to keep track of enemy movements while suffering from ear-ringing.
  • The intention is to encourage players to fire their weapons with careful aim and consider their shots instead of spamming.


[h3]Avtomat Rework[/h3]
  • The Mosin-Nagant M1891 Avtomat has been re-imagined with an updated look and has also been rebooted gameplay-wise.
  • Increased rate of fire from 400rpm to 545rpm.
  • Increased the minimum amount of bullets fired per burst from 2 to 3.
  • Reduced weapon handling by making recoil harder to control during rapid fire.
  • Reduced initial accuracy when fired from the shoulder.
  • When firing a 3-shot burst and force-swapping weapons to cancel firing, the remaining bullets from that burst are lost to avoid players trying to snipe with the weapon.
  • Reduced the cost slightly (see further below in the Store section).


Developer Note: The Avtomat has always been a controversial weapon. Some love it, some hate it, or feel it has no place in the game. For us, it is an interesting weapon nonetheless, because it brings something to the table that no other weapons in Hunt's 1895 arsenal provide: Automatic fire. In reality, machineguns were not uncommon at that time, but in the context of Hunt's gameplay, it is quite challenging to balance as it is the only weapon of its kind and usually goes up against much slower firing designs.

With this update, we made a couple of changes to how the gameplay works using the rifle. We want to make the weapon harder to operate with a stronger ammunition drain and increased recoil, while still keeping it devastating in the right hands. The new Avtomat works best up to medium distances of 50 meters, where you have a good chance to place 2 hits on an enemy in a short tap burst. Firing over longer distances is possible of course, but players will have to fight the recoil much more aggressively and most of the time can be lucky to score a single hit per burst. Here is where the ammo drain will become noticeable the most, as the new three-round burst pattern will mean you can do that a meager five times before you run dry. At close range, the changes to the weapon are a bit more mixed: On one hand, the weapon shoots faster allowing you to pour rounds downrange at a faster speed, but on the other hand, it is less controllable overall as that recoil now hits you at a faster interval as well.

We hope that the Avtomat will be seen more as just another powerful choice in the end-game arsenal, just like the Auto-5, Dolch 96 and Nitro Express Rifle, they each come with some balancing drawbacks that allow other weapons to challenge them when exploiting their respective weaknesses. Where the Nitro's weakness is mostly its limited ammo, and the Auto-5's weakness is its limited range, the Avtomat has both of these weaknesses to a certain extent, but still allows for a more tactical deployment in the field overall.


[h2]Store[/h2]
[h3]Bornheim No.3[/h3]
  • Increased price from $96 to $201

[h3]Bornheim No.3 Extended[/h3]
  • Increased price from $131 to $306

[h3]Bornheim No.3 Match[/h3]
  • Increased price from $119 to $224

[h3]Mosin-Nagant M1891 Avtomat[/h3]
  • Reduced price from $1500 to $1250
New Weapon Added: Mosin-Nagant M1891 Obrez Drum
  • Added for $350
New Weapon Added: Henry-Martini IC1 Marksman
  • Added for $173
New Tool Added: Decoy Fuses
  • Added for $60


[h2]Meta[/h2]
[h3]News Feed (Coming Soon!)[/h3]
  • A new banner in the lobby has been added to highlight important news and announcements to the players.
  • The News Feed will inform players about the following items:
  • New Releases (content updates, DLC, etc.).
  • Community updates (blogposts, etc.).
  • Sales events and special promotions.
  • Maintenance Mode warning.


[h3]Legendary Ruleset Changes:[/h3]
  • When first unlocking a legendary Hunter, players will automatically recruit a free version into their roster.
    • In case the roster is full already, a temporary extra slot will be added which is removed once any Hunter dies and frees up a slot again.
  • Players can now recruit any legendary Hunters into their roster as often as they like.
  • Players can now buy any legendary equipment with the same limitations as for regular equipment.
  • Every Hunter can have any legendary gear, even if other Hunters already use the same items.


[h3]New Legendary Weapons:[/h3]
  • Added Caldwell Conversion Chain Pistol "Hedera Mortiferum" - 0 Blood Bonds (free for all players!)
  • Added Cavalry Saber "Mot Juste" - 400 Blood Bonds
  • Added Martini-Henry IC1 "Long Hand" - 400 Blood Bonds


[h3]New Legendary Hunters:[/h3]
  • Added "Redneck" - 500 Blood Bonds


[h2]Performance[/h2]
  • Optimized the Banishment assets
  • Optimize character spawning (first character spawn stall)


[h3]Due to remote work we are currently unable to provide a comprehensive list of Bug fixes. The correct list will be provided later on this week.[/h3]



[h2]Stability[/h2]
  • Client can occasionally crash during gameplay.
  • Clients can crash on resolution change.
  • Players may sometimes experience desyncs / rubberbanding issues during gameplay.




[h2]Visuals & Audio[/h2]

  • Texture / asset streaming is slow sometimes.
  • Changing and applying another Audio Output Device in Options doesn't work.
  • Lantern Oil puddle does not have burning audio.
  • Breathing audio can get stuck on player when crouching, sprinting or jumping
  • In rare cases, players might see a permanent ghosting effect on the skybox.
  • Decoy and Ammo Box shadows float around the player in first person after using them.
  • The last selected Tool or Consumable's shadow is stuck on players hand in first person.
  • Fog is partially not rendered when observed through gaps.



[h2]Gameplay & AI[/h2]
  • If a hunter joins without his primary weapon slot equipped, he/she can't pick up looted weapons from dead enemy hunters.
  • Poison Bomb doesn't kill ravens and ducks.
  • Meathead attack can deal too much damage.
  • Assassin and Spider can get stuck sometimes.
  • Looting a Hunter in Quickplay can sometimes give no loot at all.
  • Quad derringer ammunition goes directly into the chamber when interacting with an item box.
  • Damage to Assassin with explosives ( Sticky Bomb ) is inconsistent.
  • Ammo replenishment of quad derringer doesn't work correctly in Quickplay.


[h2]UI[/h2]
  • Summary screen can show negative XP as total instead of 0.
  • Challenge progress only gets displayed after the challenge count got updated.
  • Numbers on Profile view can be cut off.
  • 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 .
  • Inspect icon in lobby screen picture switches every time 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.
  • Player can get stuck when accepting an invite while in the tutorial summary screen.
  • When killed as last player in quickplay, "You are the only survivor" banner is shown .


[h2]Death Screen[/h2]
  • Crossbow (and variants) are displayed empty on the death screen (no bolts) .
  • Glass from bottles aren't visible.
  • Numbers on Profile view can be cut off.
  • Damage history shows any damage that you made to yourself as "killed yourself".
  • Health regen is calculated ( subtracted ) from damage values in damage history.
  • Damage history often accumulates damage when ping / packet loss is high.




~The Hunt Team