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Vampire: The Masquerade - Bloodhunt News

BLOODHUNT – THE ROAD TO LAUNCH

Bloodhunt’s Public Early Access: Founder’s Season is coming to an end, and we’d like to thank everyone who has participated in this first phase of development! Over the course of Early Access, we’ve seen a tremendous level of support from our ever-growing community with over 2 million accounts created and 26 512 898 kills clocked up!

Your feedback has helped us immensely in understanding where our game shines but also where we need to work harder to meet the high standards that both we as developers and you the players expect.

The plan was to launch the game this year for both PC and PS5 as we moved out of Early Access: Founder’s Season. Based on key learnings from this early season, we have decided to take the time needed to address the valuable feedback we have received and postpone the release until early 2022. During this period the public servers will be taken offline.

Bloodhunt Founder’s Season is coming to an end and public servers will close on Monday 22nd of November at 10:00 CET.

So, what does this mean for the players?

Servers:

From Monday, November 22nd, at 10:00 CET, servers will be taken offline to ensure the development teams full focus on the implementation of feedback collected during the Early Access: Founder’s Season.
All players who have been a part of the Founder’s Season as well as last minute newcomers who join before the season ends will be able to participate in exclusive, invite only tests leading up to release.

Store: 

Effective as of today at 20:00 CET no more Tokens will be able to be bought in the game.
Existing Tokens in players accounts can be spent in store but past 22nd of November at 10:00 CET they will retain value and carry over to Season 1 next year.
All those who joined us on the Early Access: Founder’s Season journey will receive a ”Founder’s Token Pack” doubling the Tokens purchased up until this announcement. Players will receive these additional tokens at launch of Bloodhunt next year.

Battle Pass:

A massive XP boost will be activated from today until the servers shut down on 22nd of November at 10:00 CET to enable players to finish their Founder’s Battle Pass progress.
In-game Progression:

All unlocks and purchased items will be carried over to player profiles for the full launch along with journal collections and statistics.
We hope you join us on the streets of Prague leading up to the 22nd of November, celebrating the final nights of the Founder’s Season!

Looking at our game during the Early Access phase, we can see that we have a good core when it comes to game mechanics, graphics, balance, and general feel, but we need more time to work on things that you have been asking for such as improving performance, better ways for players to report cheaters and more overall reasons to continue playing.

With the additional development time, we will be focusing on the following:


Performance

Our top priority is ensuring a smooth, stable gameplay experience. Improving performance will be a major effort requiring adequate time for investigating, optimizing, and testing. We have received lots of great feedback from you that we’re going to use to improve performance.


Cheating

While we have addressed most of the major exploits that have been reported so far and are resolving some new ones that seem to have cropped up recently, we are not satisfied that our processes and systems are where they need to be. We are currently investigating various solutions for making it harder and more frustrating for banned players to create new accounts, looking at better reporting tools, and even evaluating other anti-cheat vendors. We hope to be able to share more information soon.


Player & competitive experience

We are also working on lots of other improvements including a better onboarding experience, more interesting and varied goals to work towards, session streamlining to ensure more playing and less waiting. When it comes to defining your vampire, there will be more qualitative variety of fashionable and cosmetic content that you can use to personalize your vampire. There are of course a few more surprises we’ll be talking about more closer to release.

The launch of the game will also include statistics which will be provided by our friends at Tracker Network together with an improved competitive experience for new and advanced players.

The PTE and Ranked initiative will also continue on our Discord as per usual.


Preparing for greatness

When we launch Bloodhunt next year, we want to ensure that both the PC and the PS5 version offer a fantastic high-quality experience as we will be marketing the game heavily towards players that may never have played or even heard about Bloodhunt previously.

We hope that this will enable many new players to not only play Bloodhunt but also engage with the fantastic community that has been built up around our game in this very short time period, and we hope that our core community will continue to help us spread the good word about Bloodhunt.


We will be sharing more detailed information about these topics in the upcoming months.


Content Creators

For our content creators, any playtests that we will be doing during this pre-launch period will be NDA free and we will make sure to invite you to try out new features and have your say about our progress.

Lastly, we just wanted to thank every player, journalist, and content creator for the support they have shown us, and we can't wait to see you in Prague again in Early 2022 on PC and PlayStation 5!

As usual we’ll be on Discord answering questions at Discord.gg/Bloodhunt

/The Bloodhunt Team at Sharkmob

Bloodhunt – Early Access – Act 2 – Community Patch – Release Notes

Hello, Bloodhunt Community!

We are very excited to present the 0.6 release notes! We call this the Community update as it’s focused on many of the things that we have been hearing about from our players. This update contains Duo mode, quality-of-life improvements, optimisations, balance adjustments, and other fun tweaks that our players have been asking for.

We want to thank everyone who has taken part in Bloodhunt’s Early Access (more on that below!), as it has really helped spotlight where more work is needed. We hope you will see this update as confirmation that we’re listening to you and reacting as quickly we can. It might not always be as fast as you’d hope, but we don’t want to jeopardise stability just to rush something in before we’re sure it’s safe to add.
The detailed list of improvements is quite extensive, so let’s jump right in.

[h2]A “token” of our appreciation![/h2]

As a Swedish studio, it is almost a national responsibility to have at least one bad pun in our patch notes, so why not lead with it?

With that out of the way, we want to show our gratitude to those of you who have supported Bloodhunt during Early Access and have been patient with us as we work to address your feedback by offering a bunch of FREE STUFF for a limited time!

  • A free item will be offered in the store each day for a limited time! Be sure to log in every day to collect!




  • Also, for a limited time, you can earn tokens just by completing specific daily challenges. We look forward to seeing what you will spend them on and hope to see you share your ultimate Vampire creations with us.




[h2]You asked for it: Duo mode![/h2]

We ran a survey recently asking if we should try to temporarily add a duo mode to see if it would be a fun experience, and we got an overwhelming response that we should add it. So, in the interest of keeping our matchmaker as snappy as possible we are adding Duos with this update, replacing Trios. But don’t worry, Trios will return in the near future.

Also worth mentioning is that Duos is a mode that supports 42 players and, besides this being the obvious answer to life, the universe and everything, it will also positively impact performance (and is divisible by 2- and 3-player groups), but the game maintains its high-paced tempo, especially with the increased red gas changes that are also in this update (More info on that below).

[h2]Kill credit! Finally![/h2]

As of this update, any player who downs an enemy gets credit for the kill regardless how or by whom the enemy is eliminated. It doesn’t matter if the enemy is finished off by another player, the red gas, Entity, fire, a shark, etc. Kill credit is only awarded if the enemy is eliminated before reviving.

  • Eliminating a knocked down player now awards an assist.

  • Assists are also awarded for dealing a certain amount of damage to an enemy that gets finished by someone or something else.


[h2]Pacing improvements – less wait, more action![/h2]



  • Players can now re-queue after a match without having to return to Elysium in solo or group modes, but note that re-queuing is not yet supported for groups. Also note that you will need to leave to the results screen to be able to re-queue. This is an early implementation and therefore still a bit rough around the edges, but we felt it was better to get this feature into the game as soon as possible than to delay it to make it perfect.

  • Shorter pre- and post-match timers, archetype select, and deployment to get you into and out of a game faster.

  • In group player, spectating players can now open and ping the map and press a key to highlight the nearest respawn point for surviving teammates, improving the odds of getting back into the action. This will also make it easier for new players to understand how the respawn system works.

  • We’ve tuned the red gas to tighten up the pace of the game and make the initial phase of the game more varied.


For transparency, here are the new timings:

  • Initial wait time: 90s -> 30s
  • Round 1: 215s -> 185s
  • Round 2: 185s -> 160s
  • Round 3: 180s -> 155s
  • Round 4 & 5 are unchanged at 175s for round 4 and 170s for round 5.


[h2]Loot and item adjustments[/h2]

  • We’ve added two new high-tier loot locations: Memorial Park and the Graveyard. The graveyard is a great place for close-up ground combat with many smaller objects to hide behind. With the addition of the high-tier loot, we think that we will see the fights in this area get even more exciting. The Memorial Park area is an excellent place to show your parkour skills due to its open layout with simple geometry enabling a lot of verticality. High-tier loot will raise the stakes further and we can’t wait to see the action-packed mayhem that our players will cause.

  • The blue visual effects around loot piles are now removed once all items are picked up. This makes it clearer when there is nothing left to find.

  • Consumable items are now automatically collected, just like ammo.

  • Consumables now have fixed positions in the consumable wheel instead of being sorted by the order in which they’re picked up.

  • Golden weapons are now a bit rarer.

  • Improved visibility of Camarilla and Entity crates – We’ve brightened the base colour of the Entity and Camarilla crates to make them stand out more, which will hopefully enable more players to find them. We also added a particle effect around the lid to draw further attention to them.


[h2]Making the game more welcoming for new players[/h2]

Bloodhunt is easy to play but hard to master, and the skill ceiling is very high, so we’ve added some improvements to help ease new players into the experience and turn them into worthy adversaries for existing players.

  • New players will now get several onboarding sessions with a mix of other new players and bots that are identified as Cultists. Look for a “Cultists present” indicator on the pre-match screen. The bots aren’t always... convincing, but they’re fun to kill and a good way to practice weapons and powers. This is an experimental feature and subject to further tuning and development, but from our testing, players seem to like having the chance to get familiar with the game at a slower pace. Let us know what you think!

  • We’ve streamlined some steps of the tutorial that some players were struggling with. These are mostly related to confusing input prompts.

  • By popular request, you can now skip the tutorial.

  • Push-to-talk voice chat (VOIP) is now on by default. We think that this will encourage more players to use voice chat and increase cooperation and mentoring. If you are an experienced player, please share your expertise with your teammates!


Because of this change, the audio settings have been reset.

  • XP call-outs have been added to notifications for events such as downing, eliminating, and diablerising enemies.

  • Rewards earned from the Battle Pass or quests are now highlighted upon returning to Elysium.

  • We’ve clarified the token and XP boost rewards in the Battle Pass.

  • Your health after reviving has been increased from 50 to 75 to give you a slightly better chance of getting away. To compensate, the window of invulnerability after reviving has been reduced from 1.5s to 1s. The invulnerability is intended to protect the player during the “getting back up” animation, but as soon as you’re able to move freely again, you will be vulnerable to damage. We hope to find a more elegant solution in the future that allows us to get rid of the invulnerability completely.


[h2]Performance improvements[/h2]

Optimising performance remains a priority and will be an on-going effort. We’ve made a few improvements for this update:

  • Fixed an issue with our shader compilation process in DX12 – We identified a bug where our game would not compile all of the required shaders when running the game in DX12 mode for the first time. This caused the game to generate the missing shaders when it encountered them during gameplay, which led to sudden and very noticeable performance dips. This has now been significantly improved, but you may still encounter intermittent hitches until all shaders have been compiled.

  • SSR, Volumetric Fog and SSS settings are now set correctly when changed in the graphical settings menu.

  • Audio threads have been optimised to take fewer CPU cycles.


[h2]Changes to the config files[/h2]

As the game is in Early Access and we are still optimising, it makes sense that we allow players to edit the parameters that we expose in our config file. However, a few of them have proven to give too much of an advantage, which circumvents how we want the game to be played, so you will no longer be able to toggle the following through the config files:

r.Fog
r.VolumetricFog

We believe that this will make the game fairer.

[h2]More stuff to do![/h2]

Six new quests have been added:

  • Welcome to Elysium
  • The Wrong Hands
  • Track Record
  • Missing Agent
  • Ashes to Ashes
  • A Spy in Prague
  • We still have some work to do on making it clear when someone has a quest to offer. In the meantime, be sure to talk to the NPCs in Elysium whenever you’re there to see if they have a task for you!

  • We added a bunch of extra daily challenges and have fine-tuned the existing ones based on player feedback and telemetry. Let us know what you think!

  • In this update, we are experimenting with mutators that can shake up the experience by altering key parameters of the game. Examples are: speeding up the red gas, turning all loot locations high tier, remove Entity (but not their loot containers!), etc.

  • Active mutators are displayed on cards on the pre-match screens and in-game during the countdown as well as on the map.

  • Additionally, there are several new Journal unlocks and you might also spot some new spooky pumpkins as we get into the holiday season.



[h2]Balance changes[/h2]

[h3]Blood Resonance[/h3]

  • We’ve increased the chance of a civilian having resonant blood from 60% to 80% to make it easier to find the resonances you want.

  • Healing per second for the Sanguine resonance has increased from 0.5/1.5/ 3 to 1/2/4 to make it more impactful.


[h2]Archetypes[/h2]

[h3]Nosferatu – Prowler[/h3]
  • Scouting Famulus now has a max duration of 45s. This change shouldn’t affect Prowler players too much but reduces “bat clutter” later in a match.




[h3]Nosferatu – Saboteur[/h3]

  • The Sewer Bomb now has a max. duration of 5 minutes. As with the Scouting Famulus change, this shouldn’t affect Saboteur players too much and just cleans up the miscellaneous sewer bombs scattered around the tunnels and breeze-ways of Prague in the late stages of a session.
  • Sewer Bomb initial damage has been increased from 10 to 20 to increase their effectiveness both as traps and offensive tools, such as tossing one and shooting it next to an enemy hiding in a bush.




[h3]Toreador[/h3]

  • The max range you can travel from your projection without having it disappear will now only take horizontal distance into account, which should make it much more intuitive how far you can travel from it.




[h3]Toreador – Siren[/h3]

  • The Blinding Beauty slowing effect has been reduced from 50% to 15%. Now that the blinding effect is working more as intended, we felt the slowdown was a bit too punishing. This change makes it easier to react and evade when blinded.


[h2]Ranged Weapons[/h2]



[h3]SMG[/h3]
  • Decreased damage from 12 to 11. The SMG is still one of the highest-damage weapons, but this change brings it a bit more in line with the rest of the arsenal.


[h3]LMG[/h3]
  • Increased damage from 15 to 17. This change brings the weapon more in line with the Assault Rifle in terms of DPS but still with its unique pros and cons such as better sustained fire, larger magazine capacity, and poorer initial accuracy.


[h3]Revolver[/h3]
  • Increased damage from 45 to 50. The Revolver is meant to reward good aim at varied ranges but was a bit behind in DPS. This change lets you finish the job with one less shot on average.


[h3]Dual Pistols[/h3]
  • Increased damage from 25 to 28 and decreased maximum fire rate from 7 to 6. A slight reduction in DPS but also a little less spammy, making it easier to place your shots accurately.


[h3]Toggler[/h3]
  • Increased damage of primary fire mode from 25 to 26. This slight improvement should bring the Toggler more in line with the Assault Rifle.


[h3]Burst Rifle[/h3]
  • Increased damage from 22 to 25 and also increased accuracy by reducing spread from previous shots. We understood why players weren’t really using this weapon much and hope these changes will make it more attractive.

Parts of this change unintentionally made it into the previous update, but this is now the fully intended adjustment.

[h3]Marksman Rifle[/h3]
  • Vastly increased accuracy.
  • Reduced maximum fire rate from 6 to 5. We felt the rifle’s spread took too long to recover between shots, which worked against its intended role as a precision weapon. You should now be able to hit more consistently but with a slightly reduced rate of fire.


[h3]Crossbow[/h3]
  • Reduced movement speed multiplier when aiming down sights from 0.8 to 0.6. This is not a balance change but rather a bug fix. All rifles and heavier weapons are meant to have a slower movement rate in ADS than single-handed or lightweight weapons.


[h2]Melee Weapons[/h2]


The rare melee weapons have felt a bit too weak compared to the higher rarity weapons, so we’ve bumped up their damage a bit. They’re still inferior to the Scourge Blades and Katana due to those weapons’ special abilities, but there was no good justification for giving them such low damage output.

  • Spike bat damage has been increased from 50 to 55.

  • Fire axe damage has been increased damage from 65 to 70.



/Sharkmob








BLOODHUNT – EARLY ACCESS – ACT 2 LEARNINGS

Hello Bloodhunt Community!

Thank you for taking the time to take part in our latest community survey! As always, here are the leanings from them.

OPTIMIZATIONS AND PERFORMANCE

This is clearly the most requested improvement. As you know, we have started our PTE program to speed up the investigation process. If you have issues and would like to help us out on the PTE program, you can simply join our discord server at discord.gg/Bloodhunt and write “!PTE” in the general chat. This will give you the correct role and channel access.

So far, we have asked the PTE players to fill in a detailed survey of their hardware, as well as a description of how the performance issues affect them.

We have now gone through all the surveys and identified a few things that seem suspicious. We will of course investigate these further.

Here are the hottest leads that we have so far:

  • Further optimizations needed in our menu system, as we have identified a few possible culprits that we want to investigate
  • An optimization issue with some of the abilities in the game


We have also identified an issue with our DX12 shader optimization process, where it doesn’t complete all the expected processes. There is a way to force the process and you can read more about it here: https://steamcommunity.com/app/760160/discussions/0/3079890849099568051/

We are working on solving the issue itself with a future update.

We are currently planning the next phase of the PTE. In this, we will focus on very specific issues related to performance and will have unique build with more debugging and logging capabilities. Expect more information about this in the near future.

Optimizing the game remains a high priority for us and is something that we will continue to work on throughout the development of Bloodhunt.

NEW CONTENT – COSMETICS, ARCHETYPES AND MODES
We are happy to hear that our players want more content for Bloodhunt! And just as a small note for some of our new players, we have already announced the next clan that will be added into Bloodhunt: Ventrue.

We also did a poll for our community where we asked you if you would be OK if we added Duo for a limited timeframe, in which case it would temporarily replace Trios.

It's time to present the results!



As you can see there is overwhelming support for trying out Duos! As we of course love Trios as well, we are planning on running Duos as a temporary weekend event to see how you like it and if it would enable us to attract more players. As you may already know, the number of players needed to have fast matchmaking across several regions requires quite a lot of players wanting to play at the exact same time. We will therefore be keeping a close eye on our concurrent players to find the best possible balance for our matchmaker.

GAME BALANCE
We got quite a lot of comments that you are happy with the balance after the release of Act 2, but we can also see differing opinions about classes and weapons. We think it might be a little too early to draw any conclusions on what the next balance change should be, as everyone simply needs a bit of time to try out all the various new metas. We also need more telemetry data to assess the balance.

But with a game like Bloodhunt, we will always keep adjusting and balancing, especially since our game is based on powers and abilities, and we will need to make sure that any new clan that we add has a proper place in our game. We will need to adjust things to make it a fun and balanced game, yet a unique experience no matter what clan and archetype you play as.

Thank you so much for reading.

Until next time – see you at dusk!

Sharkmob

BLOODHUNT - EARLY ACCESS - ACT 2 - AVAILABLE NOW! + Release notes

Hello Bloodhunt Community!

Since the release of Early Access, we have been busy with improving the game and we thank you for all the feedback that you have given us.

This update contains several Quality of Life (QoL) and balance changes that we hope will further improve the Bloodhunt experience for our players.

We also must make you aware that this update does not contain any optimizations for those players that are running into performance issues. While we are working on that with high priority it is a bigger task that requires more time. More on that in the future and we thank you for your continued patience.

Without further ado, let us look at what this update contains:

[h3]FEATURES AND ADDITIONS[/h3]

IMPROVED RESPAWN/REVIVE MECHANICS

We noticed that many players had a tough time understanding how the respawn mechanics work, so we took a bit of time to add a few things to it, which we hope will help increase players using it.

First, we have improved the feedback loop of when dead players are able to respawn in a group match by reminding eliminated players that they can still be respawned by teammates. So, make sure to tell your teammates about it!

Second, the teammate's health bar will now also indicate if they can be revived. We hope that this makes it a lot clearer that the game has a revive function, and that it also reminds players of when it's possible to utilize it.

When it comes to the respawning, we have added activation VFX once the respawn station has been used and improved the respawn station activation sounds.


TRAVERSAL – CLIMBING

There is now an option to not have to hold the jump button when climbing walls. To start climbing a wall, you just need to be in the air and hold forward. This setting is active as default on controllers since it lets you look around more easily but can be activated with a mouse and keyboard setup as well. Let us know what you think!


ELYSIUM CHANGES

Keep your eyes open for changes in the Elysium! In addition to some new pieces worth examining, the Kindred allies in Elysium are all working to make the building feel more like home. Custos has been tidying things up to make the place more accommodating, Maia is claiming a stage area to bring some energy into the Elysium, and Kirill is… Yeah, what is he doing? Looks like he’s planning something.

Also, the Nosferatu Primogen has arrived: Omnis. They are standing in the main hall. Perhaps they have some news about the situation?

The recent events in Prague have also made for some new talking points for Custos and the clan Primogens, so make sure you check in on them once in a while for more knowledge on the situation.


RUDOLFINUM CONCERT HALL IS NOW OPEN!

As you’re fighting your way through Prague, you can now explore the Rudolfinum – a place for high culture. This building has functioned as a communal haven for clan Toreador but is now just as much of a place for battle and bloodshed as the rest of Prague.

THE JOURNAL

We added multiple new journal entries for your reading pleasure, but you will have to unlock most of them first!

We also did some improvements to the journal by reducing the delay when it comes to interacting with examinable items in the Elysium.


IMPROVED DIALOGUE TRANSITION

We created a new fade to black transition into dialogue with our primogens to allow the animations to be ready once the dialogue starts.


PERFORMANCE INDICATORS

We have added performance indicators that will appear when the game is running into some unexpected problems. This will help you identify where the problem is, and helps us to easier understand how we can help you, should you reach out to us for help with a video.



The performance indicators mean the following:

Low FPS – This means that you are having performance issues which are resulting in your computer being unable to draw the image of the game at a desired framerate.

Latency variation – This means that you are having difficulties with maintaining a steady ping, this could result in your enemies seemingly teleporting while in the game or otherwise.

Latency – This means that you are under the threshold of the accepted latency for playing Bloodhunt. The game may still work, but you may experience multiple Side effects like your shots and hits not connecting properly or getting killed behind walls.

Server FPS – This means that the Bloodhunt server itself is unable to keep up with the desired amount of data that it needs to track per second.

Refresh rate – When this warning shows, you are not utilizing the maximum refresh rate of your screen and thus not getting the best possible gameplay experience! Go check your video settings and increase the refresh rate in options menu in Bloodhunt to match that of your screen (applicable on screens that support refresh rates higher than 60hz)

Packet loss – This means that the data packets that are sent from the server to your game client or vice versa to keep track of everything that is going on in the game are getting lost on the way. Packet loss means that the server is unable to give your game client the full information on what is currently going on in Bloodhunt, and the game client will have to make some predictions, usually not in your favor.

Halloween quest!

We have added a special Halloween quest line which we hope you will enjoy!


[h3]BALANCE CHANGES[/h3]

We heard from quite a lot of players that the Nosferatu clan might be a little too powerful, and we could confirm in our telemetry data that this indeed seemed to be the case so we did some tweaks to better balance them out against the other clans.

VAMPIRE CLANS & POWERS

Nosferatu

Decreased the maximum speed during Vanish by 9.2%
Reduced the duration of Vanish from 1.4s to 1.25s

Nosferatu: Saboteur

Decreased the crouch time to trigger unseen passage from 3s to 2s.

Nosferatu: Prowler

Cooldown for the Scouting Famulus power increased from 16s to 22s.
The revealed status now only lasts 1s from 5s after leaving the area of effect of the Scouting Famulus power.
Radius of Scouting Famulus decreased from 10m to 9m.
Enemy Scouting Famulus' are now shown with a red tint to make it a little easier to avoid so keep your eyes peeled Kindred.

Toreador

Toreador: Siren

Blinding Beauty screen effect now has a classic white flashbang effect appear which then gradually starts fading. This was always the intended behavior for the power but was unfortunately not working as intended due to a bug.
We also did some changes to the weapon balance, to keep it more fun and interesting.

Here are the weapon changes for this update:

[h3]RANGED WEAPONS[/h3]

Pump Shotgun

Reload is now available sooner after firing.

Crossbow

Headshot multiplier reduced from 2x to 1.75x.
The gas is already a good pay-off for hitting, but the headshots together with immediate damage from the gas got players too close to death even when armored.
Gas damage reduced from 25/s to 16/s putting it on par with the Sewer bomb gas damage wise.
Initial area damage has been reduced from 20 to 4.
Gas radius reduced slightly: 4.5m to 4m.
The crossbow awarded the user with way too much free damage than intended and with the changes to both initial damage and over time damage we hope to vastly reduce its raw damage potential when not hitting direct hits, while still letting it hurt just enough to keep the enemy moving and to flush out people from cover.

Dual Crossbows

Magazine size increased from 2 / 4 / 6 to 4 / 6 / 8.
Explosion maximum damage reaches 2m instead of 1m, but still drops off after that. Max range of explosion remains the same, but the damage should feel more consistent after this change.
Sniper Rifle

Reload is now available sooner after firing a bullet.

MELEE WEAPONS

General

The size of melee weapon hitboxes has been notably increased, especially the width.
This change should make melee attacks hit when it feels like they should a bit more. But mostly it is the width of the hitboxes that have increased, to make attacks land more consistently when an enemy is below or above you on a slanted rooftop for example, or when they are jumping.

Entity

We lowered the amount of Entity soldiers that spawn per location in group play.

Loot

Entity crates no longer drop rare (blue) weapons (only Purple and Gold)
Visibility & Accessibility

Clearer colors on outlines, especially in Heightened Senses and low-quality settings
Increased legibility by changing the size of various texts

Bug Fixes

  • Fixes an issue with the tutorial having significantly slower fire rate for automatic weapons than in multiplayer.
  • Fixed an issue that could cause the player unable to open the Elysium menu when pressing escape after having opened the Battle pass pop-up
  • Fixed a bug that could cause range weapons to disappear when reloading
  • The challenge that requires players to cause damage with Assault rifles no longer requires a purple Assault rifle
  • Journal entries now properly unlock after interacting with the Primogens
  • Swapping a LMG with an SMG no longer causes the weapons to teleport on the floor
  • Improved the Diablerie animations to decrease the risk of getting stuck inside a wall if the animation was interrupted
  • Fixed an issue with gamepads that was causing flickering or missing button prompts in the game menu and inventory
  • Added some missing information in the journal regarding gold weapons
  • Fixed the “Prague 2.0” outfit which was showing the incorrect item
  • Improved the LODS for character models (Level of detail)
  • Fixed a few areas where it was possible for players to go out of bounds
  • Several crash fixes


Known issues


  • Players can in some cases run into performance issues, even if they meet the requirements
  • The game may not run if the user is running Comodo or Intego Antivirus software
  • Facial hair may not render even though it has been equipped
  • Its currently not possible to complete the “Place in the top X over several games” challenge
  • We hope you will like these improvements, and as always, see you at dusk!


Sharkmob Team

Bloodhunt Community Stream 3 Summary

Hello Bloodhunt Community!

Yesterday we had our third community stream where we talked about Act 2 and showed the near future roadmap for Bloodhunt. So, we thought that in case you missed it, you might enjoy getting a small summary of what we talked about!

But of course, if you would like to watch the stream instead you can still do so here:

https://www.twitch.tv/videos/1167374086

Alright, let’s get started!



In the stream we shared our near future roadmap with you, which begins with the Act 2 – 0.5 update. We are aiming to release it as soon as we have completed our testing and fixed the last few remaining bugs.

This update includes a new indoor battle area, balance tweaks, a new event quest chain with new free vanity items that players can grind, several quality-of-life improvements, bug fixes and new cosmetics.

Check out our Early Access Act 2 Trailer to get a glimpse of what awaits you!

https://twitter.com/Bloodhunt/status/1445436291621998598?s=20

Next up on the roadmap is the Act 2 – 0.6 update. Its objective is to level up the engagement factor by including additional quests, more quality-of-life improvements such as improvements on who gets the credit for a kill, fixed positions for items in the consumables wheel and of course bug fixes.

This is also when we are looking at the possibility of adding a Duo mode, but we need your input on how/if we should implement it. Please have a read here https://steamcommunity.com/app/760160/discussions/0/2951537622600851880 for more details on how you could make your voice heard on this topic.

After that, we gave you a small sneak peek of the Ventrue by revealing our concept art exploration. Ventrue is our upcoming clan planned to make its entrance in Season 1.



Lastly, we gave you a small update about the PS5 version, re-stating that we are still planning to get this version of the game in your hands in 2021. At this time though, we cannot reveal a specific date as we are still working hard to get it done.

Thank you so much for reading, and as always, see you at dusk!

/Sharkmob