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Hunt: Showdown (Test Server) News

Update 1.13 Patch #1 - Live on Test Servers now!



  • [Shooting Range] - fixed a bug that caused players to become stuck in a loading screen when the host leaves during the PvP contract.
  • Fixed a bug that resulted in being unable to hear other players speak through the in-game voice chat.
  • Fixed a bug where the self-revive button was visible even without having the Necromancer Trait equipped to your Hunter.
  • Fixed a bug that caused the “Show player names” option to not work as intended.
  • Fixed a bug that prevented you from equipping a saved loadout when the loadout contained a Legendary item, if you only had contraband versions in your inventory. Loadouts should equip as expected now.


~ The Hunt Team

Update 1.13 - Live on Test Servers!


Hunters,

We are so excited to unleash Update 1.13! We hope you'll enjoy and test everything out. Details about the next Event are not included on Test Server, so keep your eyes out on Social Media for more about that later!

Happy Testing!
~ The Hunt Team


[h2]New Feature – Shooting Range[/h2]
This update introduces the Shooting Range, a new space for players to test their loadouts. It also provides a safe environment to get accustomed to Hunt’s unique gunplay, alone or with a party of friends.

The Shooting Range takes players to a repurposed version of Fort Carmick, where they can find a collection of weapons, consumables, and traits to try out. The Shooting Range has 5 main areas: short, medium, and long-range shooting galleries, a throwables testing space, and a projectile penetration testing space.

[h3]Gameplay Features[/h3]
The Shooting Range adds a series of new gameplay features to help players better test and understand Hunt’s arsenal:
  • Target Dummies
    • The range is populated with custom dummies for players to test their loadouts on. These dummies represent actual Hunters: they have 150 Health Points and suffer from status effects just like regular Hunters. When downed, these dummies reset after 3 seconds.
    • These dummies are also visible in Dark Sight, to help players locate targets at further ranges.
  • Floating Damage Indicators
    • Only in the Shooting Range, all damage dealt by players to dummies is represented with a floating damage indicator. These floating numbers spawn at the impact location of a projectile or, in the case of status effect-induced damage, are centered on the target. The indicators are colored to distinguish between standard damage and damage dealt by status effects.
  • Ping Range Indicator
    • Players can gauge distances in the Shooting Range using the ping function. This displays a range indicator from their current position to the ping marker's position. Teammates' ping markers also have range indicators.
  • Custom Respawn Options
    • When downed in the Shooting Range, players always have 2 options to revive themselves: either by Reviving in place, with fully restored health, or by Respawning, which will take the player to a safe location nearby with fully restored health and a replenished inventory.
  • Multiplayer Options
    • Players can join the Shooting Range with a group of up to 3 players. They can either join as a team, in which case they deal only partial damage to one another, can see each other’s outlines, and have access to teamplay features, or they can join as solo players, in which case full damage is dealt and players are unable to be revived by others, also becoming lootable.
    • Whatever happens in the Shooting Range stays in the Shooting Range—none of the kills, deaths, or weapons picked up or dropped will be carried over to the rest of Hunt. The Shooting Range is a purpose-built sandbox for players to experiment in and hopefully gain a better understanding of Hunt’s unique gameplay.
Developer's Note:
We’ve been working hard on getting the Shooting Range to players as part of our effort to improve the onboarding experience of Hunt. Our updated Tutorial helps players learn about the fundamentals of the game, Trials and Exploration Mode are great ways of gaining map knowledge and learning about different AI types, and the Shooting Range now gives everyone the chance to get more familiar with Hunt’s weapon system.
However, we’re aware the Shooting Range still has limitations, and isn’t a perfect sandbox. It doesn’t offer access to Hunt’s complete arsenal, it doesn’t provide detailed damage and weapon information, nor is it a fully-fledged PvP mode. We acknowledge these limitations, but we still believe the Shooting Range is a valuable addition to Hunt as it is. Particularly when played with friends, the Range can offer a lot of insights and a variety of gameplay to players.
We hope you’ll enjoy the Shooting Range and look forward to seeing how the community uses it!


[h2]Quickplay: now named Soul Survivor[/h2]
We are rebranding Hunt's solo-player only game mode to be named Soul Survivor. We feel this is a more fitting name, and also helps position it better as a separate mode compared to Bounty Hunt.
In Soul Survivor, players spawn with a free Hunter and some basic starting gear and must close Rifts found on the map (similar to Clues in Bounty Hunt). Players can find new weapons and equipment in the world to gear up their Hunter.

The first player to close the fourth Rift will become the Wellspring Carrier, revealing their location to all other players. The longer the Wellspring Carrier stays alive, the higher their guaranteed reward. If another Hunter kills the Carrier, they become the new Carrier.
The person who is Wellspring Carrier when the timer runs out will keep their Hunter with all the gear and XP they earned during the round. These Soul Survivors can be recruited into your roster for free to be used in Bounty Hunt.

Soul Survivor is a great way to earn some Hunt Dollars along the way with the chance to earn a free, well-equipped Hunter, if you win. Waiting for your friends to come online? Maybe do a few rounds of Soul Survivor to warm-up beforehand!



[h2]Audio[/h2]
  • Distant explosions should now better represent the size and severity of the explosion.
  • Reduced the amount of reverb on distant explosions.
  • Improved audio design for Hunter movement in water.


[h2]Ammo Supply Rework[/h2]
For 1.13, we have reworked how resupplying ammunition works. The amount you resupply from ammo sources is now a fixed amount per ammo type carried. The previous resupply ruleset worked by resupplying you with a percentage of the total extra amount you could carry, which was an inconsistent and sometimes confusing system which caused multiple issues.

By moving to a fixed resupply amount, we have decoupled a gun's extra ammo amount from the amount it gets resupplied. This means there is no increase in the amount of ammo resupplied when equipping two weapons of the same ammo type.

Developer’s Note:
In the new system, you are now encouraged to equip different ammo types for both of your weapons, as each pool will receive some extra ammo. Of course, it is still possible to equip weapons sharing the same ammo type, giving you the flexibility to choose which gun to load the ammunition into. However, as it is just one merged pool, you only receive extra ammo once and not per weapon. We think that this will be a healthy change that encourages more experimentation with interesting loadouts, as well as help reduce some previously used strategies to only pick a sidearm to boost the pool of your main weapon. It will also help make the resupply to be less of a deciding factor while choosing a weapon, like, for example, what the case was while considering the Mosin-Nagant vs. the Lebel bolt-action rifles, where the Lebel was much harder to supply due to its small extra ammo pool.


[h3]Ammo Crates[/h3]
The following numbers are the fixed amounts per ammo type you will receive when resupplying from regular ammo crates.
  • Compact Ammo: 8
  • Medium Ammo: 4
  • Long Ammo: 2
  • Shotgun Ammo: 2

[h3]Special Ammo Crates[/h3]
These are the amounts you will receive when resupplying from special ammo crates.
  • Special Compact Ammo: 8
  • Special Medium Ammo: 4
  • Special Long Ammo: 2
  • Special Shotgun Ammo: 2
  • Arrows: 3
  • Compact Bolts: 3
  • Bolts: 2
  • Nitro Express Ammo: 1
  • Dolch Ammo: 3
  • Bomb Lance Ammo: 2

[h3]Ammo Box (Consumable)[/h3]
These are the amounts of ammo you will receive when resupplying from an Ammo Box. We have increased these amounts quite a bit, so the Ammo Box offers more value when equipping them in your loadout. Rounded-up, Hunters receive about 2.5x the ammo from ammo crates you can find in the world.
  • Compact Ammo: 20
  • Special Compact Ammo: 20
  • Medium Ammo: 10
  • Special Medium Ammo: 10
  • Long Ammo: 5
  • Special Long Ammo: 5
  • Shotgun Ammo: 5
  • Special Shotgun Ammo: 5
  • Arrows: 7
  • Compact Bolts: 7
  • Bolts: 5
  • Nitro Ammo: 3
  • Dolch Ammo: 7
  • Bomb Lance Ammo: 5

[h3]Small Ammo Packs:[/h3]
  • Compact Ammo (Red Packs): 5
  • Medium Ammo (Blue Packs): 3
  • Shotgun Ammo (Green Packs): 1
  • Long Ammo (Yellow Packs): 1

[h3]Dual Wield Ammo Reduction[/h3]
We have reduced the extra amount of ammunition carried by half when dual wielding handguns. This is a complementary change to the Ammo Supply Rework above.
Developer’s Note:
This reduction means that you will get the same amount of extra ammo whether you are dual wielding or not. Previously, dual wield weapons had an excessive amount of extra ammo, inviting players to blast away indiscriminately. We want to ensure that like with other weapons, players are mindful of their bullets and need to consider resupply as part of their strategy. Many players also started using their dual wield extra ammo pool with the exclusive purpose to feed their main weapons. By halving the amount of extra ammo, we intend to reduce the incentive of using dual wield weapons just to boost ammo pools and are instead promoting the use of Ammo Box consumables as a tax for this playstyle.


[h2]Gunplay[/h2]
[h3]Bomb Lance[/h3]
The Bomb Lance can now equip up to two different custom ammo types, which can be switched mid-mission as needed. Ammunition counts and prices per slot have been adjusted accordingly (prices listed separately further below):
  • Explosive Harpoon: 1/3
  • Dragon Breath: 1/3
  • Steel Balls: 1/4

[h3]Gunplay Balance Changes[/h3]
  • Increased base damage for all Shotguns against Hives and Armoreds.
  • Increased base damage for Throwing Knives on Horses to allow a single body hit to kill.
  • Incendiary ammo can now set players on fire with one hit at short range until its base damage starts to drop over distance.
    • Larger ammo types travel further before this starts to happen.
    • The Salveskin Trait will protect Hunters from being set on fire on the first hit.
    Developer’s Note:
    We want to encourage players using powerful weapons like long ammo bolt-action rifles to consider equipping incendiary ammo more often as a valuable alternative. Previously, losing the ability of larger calibers to penetrate walls was too much of a downside to even consider using incendiary ammo on these weapons. We hope the ability to pressure enemies by setting them on fire at close ranges will be seen as a more viable alternative to help create opportunities to break stalemates and push ahead. We are curious to hear your feedback on this change. We’ve also increased the price (listed further below) accordingly.
  • Increased the explosion damage of the Sticky Bomb to be able to severely wound or kill players within a slightly larger radius. This will allow more offensive use and require more care when using it against Boss Targets or Meatheads.
  • Increased damage on the Machete to allow one hit kills to the upper torso on enemy Hunters.
  • Medium Dumdum Rifle Ammo now applies intense bleeding to set it more apart from Compact Ammo.
  • Slightly reduced the reload time of the Romero Handcannon and increased the reload time on the Romero Hatchet. This allows them to fill their own niche, with one reloading faster while the other has a powerful melee attack.
    • Romero Handcannon reload went from 3.5s to 3.2s.
    • Romero Hatchet reload went from 3.5s to 3.7s.
  • Slightly reduced the cycle time on Martini-Henry IC1 Ironside and increased its extra ammo.
    • Cycle time decreased from 1.9s to 1.8s for a faster rate of fire.
    • Extra ammo increased from 10 to 15 for all ammo types.
  • Slightly increased levering speed on the Winfield M1873 Musket Bayonet.
  • Adjusted the recoil on the Nagant M1895 Officer Carbine and Nagant M1895 Officer Carbine Deadeye to be more predictable and feel less erratic between shots.
  • Increased recoil for the Mosin-Nagant M1891 Avtomat to make it less controllable on full-auto and further reduce the chance for successive hits at longer range.
  • Explosive extra ammo increased to base extra ammo levels.
    • Explosive Ammo on Springfield 1866: from 9 to 12.
    • Explosive Ammo on Martini-Henry IC1: from 7 to 10.
    • Explosive Ammo on Nitro Express Rifle: from 2 to 4.
    • Explosive Ammo on Caldwell Conversion Uppercut from 3 to 9.
  • Increased extra ammo on Springfield 92 Krag from 6 to 8 for all ammo types and variants.
  • Reduced the XP unlock requirements within the Martini-Henry IC1 family.
  • Reduced the unlock requirements within the Poison unlock family.



[h2]Meta[/h2]
[h3]Equipment Unlocks[/h3]
  • Added Winfield M1876 Centennial Shorty as the 3rd Centennial family unlock.
  • Added Winfield M1876 Centennial Shorty Silencer as the 6th Centennial family unlock.
  • Added Springfield M1892 Krag Bayonet as the 4th Krag family unlock.
  • Added Springfield M1892 Krag Sniper as the 5th Krag family unlock.
  • Moved Ammo Box consumable unlock from Rank 74 to Rank 1.

[h3]Trait Adjustments[/h3]
  • Resilience will now heal up to full health (150)—previously it was only 100 health.
  • Reduced Assailant cost from 2 trait points to 1.

[h3]Equipment Pricing[/h3]
  • Reduced prices for Bomb Lance Custom Ammo:
    • Bomb Lance Dragon Breath reduced to 10 Hunt Dollars.
    • Bomb Lance Steel Ball Ammo reduced to 5 Hunt Dollars.
  • Reduced prices of Martini-Henry IC1 variants:
    • Martini-Henry IC1 Deadeye decreased from 145 to 140 Hunt Dollars.
    • Martini-Henry IC1 Ironside decreased from 184 to 159 Hunt Dollars.
    • Martini-Henry IC1 Marksman decreased from 173 to 157 Hunt Dollars.
    • Martini-Henry IC1 Riposte decreased from 164 to 157 Hunt Dollars.
  • Increased prices for Incendiary ammo:
    • Compact and Medium Incendiary increased from 10 to 40 Hunt Dollars.
    • Long Incendiary increased from 20 to 50 Hunt Dollars.
  • Increased prices for High Velocity ammo:
    • Compact and Medium High Velocity increased from 50 to 60 Hunt Dollars.


[h3]Mission Summary Accolades[/h3]
The requirement to reach a certain grading (bronze, silver, gold) was adjusted for some Accolades.
  • Completing only one contract in a two-contract mission now results in a gold grading.
  • Unlocking any Book mastery now results in a bronze grading.
  • Receiving any Upgrade Points now always results in a grey grading.
  • The number of Investigated Clues now results in a different grading:
    • 1 = grey
    • 2-3 = bronze
    • 4-5 = silver
    • 6 = gold
  • The amount of necessary AI kills for a grading was decreased:
    • 0-19 = grey (from 0-39)
    • 20-39 = bronze (from 40-59)
    • 40-59 = silver (from 60-99)
    • 60+ = gold (from 100+)
  • The amount of necessary player kills for a grading was decreased:
    • 1-2 = bronze (from 2-3)
    • 3-4 = silver (from 4-5)
    • 5+ = gold (from 6+)
  • The amount of extracted money (Hunt Dollars) now results in a different grading:
    • 0-99 = grey
    • 100-499 = bronze
    • 500-999 = silver
    • 1000+ = gold
  • The number of closed Rifts in Soul Survivor now results in a different grading:
    • 1 = grey
    • 2 = bronze
    • 3 = silver

The reward for some Accolades was adjusted:
  • Hunter level 50 now rewards 500 Hunt Dollars.
  • Closing the fourth Wellspring in Soul Survivor now rewards 75 Bounty instead of 25.


[h3]Loading Screens[/h3]
Added over 100 new loading screen tips, each targeted at specific player groups based on their experience level.


[h2]Tutorial[/h2]
  • A hint is now displayed until it is either overwritten by the next triggered hint or its respective book entry is accessed.
  • Separately assigned input keys for vault/jump, sprint/ads, and interact/bandage are now supported and considered accordingly.
  • The Accolade for “Bounty Extraction Time Bonus” was removed due to the non-existent mission countdown in the Tutorials.



[h2]Economy Rework[/h2]
[h3]Blood Bonds Store[/h3]
  • The discount on existing Blood Bond Packs has been removed.
  • Updated prices based on Steam recommendations.

[h3]Accolade Cards Blood Bonds Reward[/h3]
  • All Blood Bonds Rewards have been removed from the Accolade Cards.

[h3]First Bounty Extraction Update[/h3]
  • Consecutive 5 Day Extraction bonus (25BBs for 5 days in a row) has been removed.
  • XP and Hunt Dollar Bonus for the first successful daily extraction for each Hunter remains the same.

[h3]Challenges[/h3]
  • Weekly Blood Bonds reward is increased (25 to 50 BBs maximum).

[h3]Dark Tribute Rebalance[/h3]
Bloodline XP thresholds are lowered:
  • 2000
  • 4000
  • 5500
  • 8000

[h3]Free Trait Removal[/h3]
  • Trait removal is now free (No BBs spending).
  • Player receives 1 less Trait Point for removing a Trait than the Trait that was removed. Example: Player removes Conduit (4-point Trait) for free and receives 3 Trait Points back to use.

[h3]Free Add/Remove Health Chunk[/h3]
  • Add/Remove Health Chunk is now free (No BBs spending).

[h3]Cleaning Weapons[/h3]
  • All weapons are automatically cleaned upon successful extraction, with or without the Bounty.
  • All "dirty weapons" that players have in their inventory at the time of 1.13 release should be cleaned automatically.
  • During the Mission, "dirt" levels remain – e.g. If the player was downed and revived, the weapons get dirty, but will be automatically cleaned once the Hunter returns to the Menu.

[h3]Recruit Reshuffling[/h3]
  • BBs paid reshuffle has been removed from the Roster -> Recruitment.
  • Additional rerolls are available now for Hunt Dollars:
    • 1st roll: 100 Hunt Dollars
    • 2nd roll: 200 Hunt Dollars
    • 3rd roll: 300 Hunt Dollars
    • 4th roll: 400 Hunt Dollars
    • 5th and all next: 500 Hunt Dollars
  • Single free reshuffle remains after playing a Mission.

[h3]Black Market Reshuffles Rework[/h3]
  • Three paid rerolls (BBs) have been replaced by single daily reroll.
  • Free reroll is available once per day.

[h3]Bundles Update[/h3]
  • Hunters can now purchase a Bundle if they already have an item that is included in that Bundle.
Developer’s Note:
We started the conversation last fall about an overhaul of the Blond Bond economy and the ways players can use them in the game. We also pledged a rework of the Hunter Traits and Health Bar respec options, feeling it crossed a line into players buying an unfair advantage. We’re now ready to roll out these changes and more with Update 1.13.

As we stated in our previous videos and posts on monetization, Blood Bonds are and continue to be a vital revenue source for the content development and operation of Hunt: Showdown, but their distribution and uses have been in serious need of a rework for some time now, which is why we have made changes to several systems and how Blood Bonds are used.

The detailed changes above will be explained in an upcoming Developer Insight video with General Manager David Fifield, where he will take us through the reasons for these changes as well as our philosophy around the use of Blood Bonds as we move forward.


[h2]New Legendary Content [/h2]
  • Caldwell 92 New Army – Deputy (900 BB)
  • Caldwell Conversion Chain Pistol – Widower (900 BB)
  • Knuckle Knife – Knotted Spine (700 BB)
  • Martini-Henry IC1 Ironside – Heaven's Key (700 BB)
  • Scottfield Model 3 – Judge (700 BB)
  • Scottfield Model 3 Swift – Jury (700 BB)
  • Sticky Bomb – Equine Heart (800 BB)
  • Vetterli 71 Karabiner – The Noose (900 BB)
  • Vitality Shot (Weak) – Sanguis Christi (800 BB)
  • Winfield 1893 Slate – Eulogy (700 BB)


[h2]Black Market Content Update[/h2]
Refreshed the contents of all three Black Market Contractors.



[h2]Audio[/h2]
  • Fixed various issues with different weapons playing the wrong movement sound.
  • Adjusted the footstep audio for enemy Hunters when they are above the player to be less audible over distance.
  • The Sledgehammer and Shovel pick-up sounds have been adjusted.


[h2]AI[/h2]
  • Fixed an issue that caused Grunts to be sitting on thin air or glitching through walls.
  • Fixed an issue that allowed Boss Targets to sometimes hit the player through walls with a melee attack.
  • Fixed an issue that allowed Grunts, Immolators, and Armoreds to sometimes consider Hunters behind walls as directly attackable targets.
  • Meatheads will now drop a Trait 100% of the time in the Scripted Tutorials.


[h2]Combat Log[/h2]
  • Fixed damage to different targets being incorrectly grouped into one combat log entry.
  • Fixed the wrong killer being displayed when dealing damage after dying.
  • Fixed Ghoul health regeneration incorrectly showing as unknown source in combat log.
  • Fixed an issue that caused the first entry of the combat log to be incorrectly shortened when coming into the death screen.
  • Both weapons are now shown correctly in combat log when dual wielding.
  • Fixed an issue that caused the scroll position to be saved when dying multiple times.
  • Fixed an issue that caused the log entry to sometimes show white boxes instead of correct entries.
  • Fixed an issue that caused Dual Wielding related entries to sometimes be missing from the logs.
  • Fixed a rare issue where the log would falsely display a friendly fire tag.
  • Fixed an issue that caused the logs to display the wrong damage type icon .
  • The options setting "Show name of your killer" was renamed to "Show player names". This option affects all player names in combat log, death screen, and team details, and also sets the initial value for the toggles there. The toggles on these screens temporarily show/hide player names on that particular screen only. The global option takes place again at the start of the next game.
  • Fixed an issue that caused a placeholder image to sometimes appear if the player suffered a disconnect, then reconnected to the game.


[h2]UI[/h2]
  • Fixed an issue that caused preset (saved) loadouts to buy new equipment when the preset loadout requested a specific skin, even if instances of that equipment were already in the inventory.
  • Fixed an issue in the Equipment screen that caused the item price to be hidden after switching to any Legendary skins.
  • Fixed an issue that caused the Necromancer self-revive timer to be delayed when opening the Options menu.
  • Fixed an issue that caused incorrect information to be displayed on the death screen after being revived and killed again.
  • Fixed a very rare issue that caused the Mission Summary screen to display a different number of rewards than the player actually received.
  • Fixed an issue in the Equipment screen that caused the weapon list to jump after equipping a consumable.
  • Fixed a visual issue that incorrectly displayed the “missing First Aid Kit” pop-up when equipped with the Scarfskin Satchel First Aid Kit.
  • Fixed several overlapping text issues in the Tutorial.
  • Fixed an issue that caused the Health and Equipment bars to be permanently displayed in the Tutorial, even when deactivated in the Options.
  • Fixed a rare issue that caused the Health and Stamina bars to not be displayed when starting the Tutorial.
  • Fixed an issue that incorrectly displayed the Favorite icon on Charms, in the shop.
  • Fixed a rare issue in the Equipment screen that would cause the “Sell All” button to not work properly.
  • Fixed an issue that allowed an incorrect tooltip to be displayed when hovering over the “Piercing Damage” icon for some weapons.


[h2]Weapons[/h2]
  • Fixed an issue that caused the ammo pool UI to display an incorrect amount for a brief moment.
  • Fixed an issue that caused broken inventory slots when swapping both weapons for one on a saddlebag without Quartermaster.
  • Fixed an issue that sometimes caused Poison to deal increased damage to AI enemies.
  • Fixed an issue that caused Throwing Knives/Axes to disappear when thrown on certain surfaces.
  • Fixed an issue that allowed players to receive duplicate world items when looting Hunters.


[h2]World [/h2]
[h3]Global[/h3]
  • Adjusted placements of the Saddle Hitching Posts and made the vault over them more reliable.
  • Fixed invisible collisions in several natural spots.
  • Weapons in the Death Screen can now be rotated again when using a controller.
  • Soul Survivor: Sometimes the timer would not correctly reduce to 7 ticks, even though all other Hunters are dead or disconnected.
  • A specific door type used was playing an incorrect, very fast animation when punched.
  • Fixed some windows that wouldn’t break when damaged.


[h3]Stillwater Bayou[/h3]
  • Fixed some floating grass, ground modules, and trees across the map.
  • Alain & Son's Fish: fixed some Meathead pathing.
  • Alain & Son's Fish: fixed several spots where a Hunter could get stuck.
  • Alain and Son’s Fish: fixed a floating twig.
  • Alice Farm: Fixed an Assassin Boss Target dressing that was visually blocking a drop-down entrance into the Boss Target lair.
  • Alice Farm: Blocked access to a pile of hay in one of the Boss Target Lairs that should not be accessible.
  • Blanchett Graves: adjusted the collision on two of the graves north of the church to make vaulting more consistent.
  • Catfish Grove: blocked off some tree groups you could get stuck in on the south side of the compound.
  • Catfish Grove: fixed a log on the south side that, while being walked on, sounded like it was in water even though it was not.
  • Cypress Hut: fixed a floating loot box.
  • Cypress Huts: fixed a wall-piece having no proper collision.
  • Healing-Waters Church: changed some crow placements.
  • Lockbay Docks: fixed a floating clue.
  • Pitching Crematorium: made the left waterside entrance into the underground a bit higher so Hunters do not bump their heads when entering.
  • Port Reeker: fixed a piece of Assassin Boss Target dressing blocking one of the windows in the southeast building.
  • Port Reeker: fixed an unreachable envelope.
  • Scupper Lake: fixed a barrel that was not exploding in an ignited oil puddle.
  • Scupper Lake: fixed some broken collision on some rubble on the ground south of the compound.
  • Slaughterhouse: Fixed some geometry clipping through the roof of the white house.
  • Stillwater Bend: blocked a hiding spot in the underground.


[h3]Lawson Delta[/h3]
  • Fixed some floating mud patches and general vegetation around the map.
  • Fixed a grenade pathing issue at the base of the watchtowers.
  • Blanc Brinery: fixed a vault at the railroad cars that were not working as expected.
  • Blanc Brinery: fixed a Hitching Post where a Hunter could get stuck.
  • Bradley & Craven Brickworks: fixed a non-vaultable extraction boat.
  • Bradley & Craven Brickworks: fixed an AI pathing issue.
  • Fort Carmick: closed a small shutter window that did not lead anywhere.
  • Fort Carmick: fixed some angled terrain.
  • Godard Docks: fixed a spot where a Hunter could get stuck.
  • Goddard Docks: fixed a ladder that allowed the Hunter to teleport to the top of it from the ground.
  • Golden Acres: fixed an Assassin Boss Target dressing blocking off one of the windows.
  • Golden Acres: fixed some vaulting issues at the small cabin on the south side.
  • Hemlock and Hide: fixed a spot under a bridge where a Hunter could get stuck.
  • Iron Works: fixed a rendering issue.
  • Iron Works: adjusted the crouch-hole in the west side-building to be smoother to use.
  • Iron Works: fixed an Assassin Boss Target dressing blocking off one of the small windows.
  • Lawson Station: fixed a stack of wooden planks that were not vaultable.
  • Maw Battery: fixed a vault issue.
  • Nicholls Prison: removed some Loot Box anchors in non-accessible spaces.
  • Nicholls Prison: fixed some debris clipping through a wall.
  • Nicholls Prison: fixed a vault that could get you "soft-stuck" in a corner.
  • Nicholls Prison: made a gap jumpable.
  • Salter’s Pork: moved the metal wheel stuck in the terrain.
  • Wolfshead Arsenal: fixed some AI pathing.
  • Wolfshead Arsenal: fixed a spot where the player could vault through a wall.


[h3]DeSalle[/h3]
  • Fixed some floating vegetation around the map.
  • Ash Creek Lumber: blocked an unfair sightline.
  • Ash Creek Lumber: fixed a spot where a Hunter was able to enter the Boss Target Lair in an unintended way.
  • Darin Shipyard: moved a horse that was spawning under trees.
  • Darin Shipyard: fixed a floating rock.
  • Darin Shipyard: fixed a Loot Box that was spawning under the Boss Target's dressing.
  • First Testimonial Church: fixed a small gap in a wall.
  • First Testimonial Church: fixed a see-through tree trunk.
  • First Testimonial Church: fixed some floating decorations.
  • Forked River Fishery: fixed a floating loot box.
  • Fort Bolden: added a new ladder on one of the Boss Target Lair balconies.
  • Heritage Pork: fixed some misaligned Assassin Boss Target dressing.
  • Heritage Pork: closed a gap that looked like you could throw things through but could not.
  • Kingsnake Mine: fixed a vault on a railing not working properly.
  • Lower DeSalle: fixed an unfair one-way peek in Boss Target Lair.
  • Lower DeSalle: fixed a hole in a rock.
  • Moses Poultry: adjusted a pile of grain sacks that looked climbable but were not.
  • Moses Poultry: fixed a spot that you could get "soft-stuck" in.
  • Pearl Plantation: fixed the water west of the compound (next to Heritage Pork) that did not behave correctly as water.
  • Pearl Plantation: fixed ducks spawning underwater.
  • Pearl Plantation: fixed a collision issue with a beam.
  • Pearl Plantation: fixed an AI navigation issue.
  • Pelican Island Prison: fixed a spot where throwable weapons could fall in.
  • Pelican Island Prison: fixed some rough terrain edges.
  • Pelican Island Prison: fixed a stuck spot between a rock and a tree on the North side.
  • Stanley Coal Company: closed a climbable spot inside the Boss Target Lair.
  • Stanley Coal Company: closed an unfair peek at the elevator in the Boss Target Lair.
  • Upper DeSalle: fixed a barrel that was not exploding in an oil puddle.
  • Weeping Stone Mill: fixed a spot where a player could get stuck.

Patch #2 for Update 1.12



Hunters,

Please find the notes for Patch #2 for Update 1.12.



  • Player names are now hidden by default in the Combat Log BETA.




  • Fixed an issue where Equipment/Consumable items could be used without the effect being applied to your Hunter.
  • Fixed an issue that that caused the Bounty Token icons to not fade correctly based on the player’s viewing angle/crosshair proximity.
  • Improvement made to the text and localization of the new Tutorial.
  • Fixed a bug that allowed Trip Mines to be stacked on top of each other when placed in the world.
  • Fixed a bug that caused Saddlebags to not spawn in the world as intended.
  • Fixed a bug that caused the Saddlebags to make an unintended noise.
  • Fixed an issue where Challenges from the Questlines, such as those requiring kills in a specific compound, could be completed by a teammate that was killing AI from outside the target compound.
  • Fixed a bug that caused the Tutorial instructor to T-pose after the melee instruction.
  • Fixed a bug where sometimes, after playing the Wildcard Contract for a couple of rounds, it was tricky to select Standard Contracts.
  • Fixed a bug that occurred while playing solo where the system could automatically select Standard without any user input.
  • Fixed an issue that caused a player to be unable to progress in "Deal damage to enemy Hunters using any custom ammo" Challenge with Crossbow Explosive Bolts.
  • Fixed a UI issue that caused the Contract changes of the lobby host to input no change for the lobby.
  • Fixed an issue that caused the Tutorial to work improperly if the Hunter killed the Butcher too quickly.
  • Fixed an issue where a UI pop-up for the Tutorial still said “Training.”
  • Fixed an issue that caused only 3 out of 4 Challenges to be active.
  • Fixed an issue in the Tutorial that caused a player to become blocked from progressing when killing the 3 Target Dummy Hunters before entering the final room 11 building.
  • Fixed an issue with incorrect stats for custom ammo types of some weapons.
  • Fixed an issue that caused a Hunter to be unable to interact with window shutters after shooting the window with special ammo (mainly Poison Ammo).
  • Fixed an issue that allowed the Serpent Trait to collect Clues while the Hunter was not using Dark Sight (at the start of the round).
  • Fixed an issue that showed the unlock requirement in English when clicking on the Advanced Tutorial button in other languages.
  • Fixed an issue that showed misleading information about Bleeding in the Tutorial.
  • Fixed an issue that allowed a Hunter to be able to have 2 Traits after the Tutorial (due to a Meathead drop).
  • Fixed an issue that did not allow the dialogue subtitles to be turned off in the Options.
  • Fixed an issue that caused burned Health Chunks to refill incorrectly after extracting from the Tutorial.




  • In instances where you have split the key bindings for Sprint/ADS & Vault/Jump, the changes will not be reflected in the Tutorial.

Patch #1 for Update 1.12



Hunters,

Please find the notes for Patch #1 for Update 1.12:



  • All weapons that are purchased or awarded to players will now be 100% clean, including weapons that come with recruited Hunters. Only weapons found in a mission will remain dirty.
  • Reduced the price of the Krag Sniper to $579 (previously $610)





  • Fixed an issue that allowed players to access the Advanced Tutorial before completing the Basic Tutorial.
  • Contraband weapons or those found in the world will have a level of dirt applied to them as usual.
  • Fixed the image of the Bomb Lance reward in the Questline to be in line with what the actual reward looks like.
  • Fixed an issue that allowed a group to join the Matchmaking Queue before the onboarding pop-up was dismissed.
  • Fixed a bug that caused the Water Devil hint to display information relating to the Immolator.
  • Fixed a bug that caused all mine carts to appear as white orbs.
  • Fixed a bug that resulted in the Hunter breathing voice-over to go missing after using a healing item.
  • Improvements made to the text in the UI for the Advanced Tutorial.
  • Fixed a bug that caused an incorrect message to appear for a single frame on the death screen.
  • Fixed an issue that caused the melee range of the Krag Bayonet to be too short.
  • Fixed an issue that unintentionally allowed invited teams of two to select both “queue as duo” & “queue as trio” buttons, which caused confusion on which queue you were joining. Now only one button is selectable.
  • Fixed a bug where stopping burning/poison/bleeding resulted in damage values not showing in the combat log after performing these actions.
  • Fixed a bug that occurred in instances where equipping a weapon skin to a Hunter weapon slot would only add the non-legendary version if you did not already have the weapon in your inventory.
  • Fixed a bug where the incorrect audio played when dying to a bear trap.
  • Fixed a text bug with the combat log title in multiple languages.
  • Fixed some localization bugs in the new tutorial.




[h3]Scripted Tutorial [/h3]

  • Players can become stuck in the Tutorial if the Butcher is killed before entering the Boss Target arena.
  • Player is unable to progress through the Tutorial if the 3 dummy Hunters are killed before finishing the Basic Tutorial.
  • It is not currently possible to turn off the dialog subtitles.
  • The button at the beginning of the Tutorial prompts you to play “Training” instead of “Tutorial”
  • The “bleeding" Tutorial hints contain misleading information, as it mentions that Hunters can track other Hunters via a blood trail.
  • There are some overlapping text issues across multiple languages with the button hint used to open the Manual.
  • There are several missing translations for text in some HUD & Menu elements.
  • The cinematic at the beginning of the Tutorial is not centered on widescreen monitors/screens.
  • In some cases, the Hunter Revive animation appears broken.


[h3]Wildcard conditions [/h3]

  • In an invited team, changes to the Contract selection by the host are not applied to the rest of the team. Changing Contracts in the lobby of an invited team can in turn cause other hiccups with the system.
  • After playing the Wildcard Contract for a couple of rounds, sometimes it is tricky to select Standard Contracts.
  • Sometimes while playing solo, the system might automatically select Standard without any user input. Players will need to cancel the match and reselect the Wildcard Contract in this case.
  • Changing the Contract in the Lobby does not work as intended.

Update 1.12 - Live on Test Server!

Hunters, the Patch Notes for Update 1.12 (Test Server) are below! Before you read through the details, there are some important topics we’d like to provide updates for:

Reload bug: We are happy to announce that the refactor of our ammo system has been completed! This means that the reload bug should be a thing of the past. This fix is included in the Test Server, so please, play around with it and give us your feedback!

Server Issues: We are aware that some people, especially in the Europe and Asia servers, are experiencing unusually high ping and packet loss. We are investigating these issues and apologize for the inconvenience. Please continue to report issues or changes.

Empty Lobbies: We noticed an unusually large number of empty matches during Devil's Moon. We were able to find the cause and make a quick adjustment to correct the issue. Since then, we have seen a decrease in empty matches, back to their previous level. Thank you for reporting your empty matches, and please do so again should they increase in frequency!

Avto Balancing: We have heard your feedback on the current state of the Avtomat and other weapons that allow players to get a large amount of extra ammo. We are working on a change to the ammunition system. This will introduce some changes to how resupplying and extra ammo capacity are handled. We hope this will alleviate the frustrations when playing against high-capacity weapons. These changes are still in progress, so they will not come with this major update yet. Thank you for your patience as we work on this.


[h2]New Tutorial [/h2]
This update introduces a complete overhaul of our new player onboarding experience. Players are now introduced to the unique gameplay of Bounty Hunt through two new tutorials:
  • The Basic Tutorial offers a narrated sequence of sections that explain the most important core elements of Hunt, like controls, Dark Sight and Clues, gunplay, and monsters—step by step.
  • The Advanced Tutorial offers the possibility to explore a specially prepared compound on your own to practice what you have learned, giving you space to explore each AI type in the game and fight a full boss (the Spider) on your own.

The Advanced Tutorial can be played seamlessly after the Basic Tutorial has been completed. Both tutorials can also be accessed directly from the menu later, but the Advanced Tutorial is not accessible until the Basic Tutorial has been successfully completed first.
The previous training missions and their rewards have been removed, as well as the assistance through short pop-ups within regular Bounty Hunt or Quickplay missions.

[h3]Basic Tutorial [/h3]
Players are introduced to the game's core elements through a guided mission with individual sections. John Victor, a veteran Hunter of the bayou, will guide them through this journey to become a Hunter themselves. Players are given custom objectives, supported by hints and corresponding entries in the manual alongside.
Upon completing the Basic Tutorial for the first time, players will be provided with a fresh Tier 1 Hunter that includes all the rewards they collected during that playthrough. Successive playthroughs will not yield a new Hunter—that only happens the first time.
New players will also receive three additional Hunters with predefined equipment and Traits in their Roster to help them take their first steps in the bayou.

[h3]Advanced Tutorial [/h3]
After completing the Basic Tutorial, Hunters can either continue playing the advanced section or access it separately later. During the Advanced Tutorial, Hunters will find a clue to locate a Boss Target (the Spider) to fight and banish it. After retrieving their Bounty, they can leave with their prize.
Compared to the Basic Tutorial, the Advanced Tutorial offers neither a narrator nor a detailed guide. Hints will help players to understand important beats and learn about other monster types and tactical options available to them. Each type of enemy has their own space, separated from other enemies where possible to give players a chance to explore their unique behaviors without being overwhelmed.
When replaying the Advanced Tutorial from the menu, the currently active Hunter in the Roster, together with all their equipment and Traits, is used instead of a fresh Hunter. This allows Hunters to practice with new gear and refine their loadout and playstyle.
Equipment found in the Advanced Tutorial cannot be extracted, and the Hunter does not level up. However, when completing the Advanced Tutorial for the first time, the used Hunter will level up once and take along anything he finds. If playing for the very first time and continuing into the Advanced Tutorial from the Basic Tutorial, the initial Hunter will receive benefits from the experience points collected from both sections, claiming the one-time reward for both.

[h3]After the Tutorial [/h3]
New players will see a new pop-up message after playing the Tutorial for the first time, informing them about other important topics and directing them to their Roster, where they can see their three starter Hunters (plus one extra if they complete the Basic Tutorial).
To help Hunters take their next steps, we have added additional safety nets:
Players will receive a warning when trying to load into the game without having essential gear on their Hunter or when their Hunter is missing a Health Chunk from a previous encounter.
Players will receive a warning when trying to load into the game without a teammate, informing them of their options to find other Hunters and the risks of going in alone.
Developer Note:
Updating the tutorial from our 1.0 release has been a major milestone for the team, and we are super excited to finally be able to offer a much richer and more detailed onboarding experience to new players to help them enter the world of Hunt: Showdown and become part of our growing family. We encourage our existing players to also look at the new Tutorial, tell us what you think, and help spread the word about these improvements. Hunt is going strong, and the new Tutorial will go a long way to bring more players into the game.


[h2]Combat Log Rework - First Iteration Beta[/h2]
The revised Damage History feature offers an enhanced level of detail, allowing players to view events (both inbound and outbound) that occurred in the 90 seconds leading up to their demise. Inbound and outbound actions are clearly differentiated through different colors; inbound damage (damage received by the player) is shown in red, while outbound damage (damage done by the player) is shown in gray. Healing actions are denoted in green. The player is provided with specific information such as which body part was struck, the amount of damage inflicted, the source of the attack, distance from the player, and the type of event (e.g. deathblow or banishment).

Furthermore, players are able to access an extended view of each event which offers additional details including the weapon used, custom ammunition, any status effects that were applied, changes to the health bar (as a result of status effects), and special icons indicating actions, such as headshots and wallbangs. As this is the first iteration, please give us your Feedback!

[h2]Equipment[/h2]
We have revised the equipment selection process to make it easier for players to choose Legendary Weapons. Previously, they were listed separately, but now they are incorporated into a rotating selection within the base category. Each selection made by the player modifies the weapon's cosmetic appearance and becomes the default option, ensuring that when a player selects a particular skin, it remains the default choice for that weapon, until it is changed again.

The exceptions to this new system are contraband Legendaries and Legendaries obtained as a reward for weapons that are not yet unlocked. In such specific cases, these items will still be considered as separate instances, maintaining the previous approach.
As an additional feature, players can now unequip all equipment from a hunter by pressing a newly added button.


[h2]Solo Gameplay Changes [/h2]
This update adds additional solo-only conditional effects to some existing Traits to help those Hunters daring to go into the bayou on their own, taking on teams of Hunters. Not only does Necromancer’s self-revive from Devil’s Moon have a comeback, but there are also several other Traits that give benefits to Hunters when going in solo. We are also slightly increasing the bonus for extracting with Bounty as a solo player.

[h3]Necromancer[/h3]
‘SOLO: You can revive your downed Hunter.’
Solo Hunters with Necromancer can revive themselves using a button on the death screen; this option will only be active 10 seconds after death.
Developer Note:
During the Devil’s Moon Event, we enabled solo self-revive as a part of the Grounded pact, gaining some great insights surrounding solo play. Therefore, as a part of the 1.12 update, we are bringing it back to regular play, and it will now be an option available for solos regardless of Pact etc. We have increased the time needed to wait to revive from 4 to 10 seconds.


[h3]Magpie[/h3]
‘SOLO: Dark Sight Boost capacity and all Boost sources are doubled.’
Solo Hunters with Magpie now have an increased maximum of 10 seconds Dark Sight Boost, instead of 5. They will now gain 10 seconds of Dark Sight Boost when they pick up the Bounty and will also gain 2 seconds back from looting a Hunter or investigating a Clue, instead of 1.

Additional Effect (for all Hunters, not just Solo): Magpie will now always give all 3 effects when picking up Bounty; the duration remains unchanged.

[h3]Serpent[/h3]
‘SOLO: Interaction range increased. (50m)’
Solo Hunters with Serpent can now interact with Clues, Bounty, and Banishes from up to 50m, instead of 25m.

[h3]Underdog Bonus[/h3]
Increased the value of the Underdog Bonus, granted for Bounties extracted while playing against larger teams:
  • Solo vs Duos: increased from 250 to 300 Hunt Dollars
  • Solo vs Trios: increased from 500 to 600 Hunt Dollars
  • Duos vs Trios: increased from 125 to 150 Hunt Dollars

[h2]Wildcard Conditions [/h2]
In this update, we’re testing the ability to have a second contract—a Wildcard contract—that will take players to a different mission, one that is not available in the standard rotation. This opens up an interesting alternative for those times when you don't want to play the standard rotation.

The first wildcard that we're rolling out as a part of this test, is the Night Time of Day. If you select the Wildcard Contract in Update 1.12, you will be in a separate queue that consists of players wanting to play the Night ToD. Please note though, the Standard Contract will not include the Night ToD, as long as the Wildcard Contract is active. Please give your feedback on this initial test!


[h2]Audio [/h2]
General Audio Improvements
  • Interacting with spotlights around the maps now has a sound.
  • Adjusted the sound of the wooden indoor levels. Footsteps above the player in wooden buildings should now be more easily differentiated to a Hunter moving on the same level as the player.
  • Crouching through cans and trash piles is now audible to an enemy in very close proximity.


[h2]Gameplay[/h2]
[h3]Left-side Peek Advantage[/h3]
Adjustments were made to the location of the Hunter model in relation to the camera, reducing the advantage gained from peeking from the left side of cover. This adjustment focuses specifically on how much of a Hunter’s head is shown when peeking, meaning that there can, in some edge cases, still be slightly more of a Hunter’s body showing, depending on the situation.
Developer Note:
With this adjustment, we have addressed an issue that we know many in the community have been asking for. Although these changes should make it much more fair regardless of the side you peek from, it’s important to mention that due to the nature of first-person cameras, this will never be perfect. We hope these changes bring it as close as possible; however, we will continue to make any additional adjustments based on your feedback.


[h3]Stalker Beetle[/h3]
  • Increased Stalker Beetle explosion damage to 25.


[h3]Quickplay[/h3]
  • Interacting with a Rift now shows the rewarded Trait on the right side of the screen for better readability.


[h3]Lootable Saddles [/h3]
In this update, we are adding a new loot option. Lootable saddles are new additions that can be found on hitching posts or strapped to the dying horse sound trap. These saddles can have a weapon holster and/or saddle bag attached to them. The weapon holster will contain weapons frequently carried by horse riders. The saddle bag will either contain consumables or Hunt Dollars when looted. Lootable saddles spawn in both Bounty Hunt and Quickplay. In Quickplay, the Hunt Dollar reward for the saddle bags is replaced by an ammo replenishment.

[h2]Gunplay [/h2]
[h3]New Weapon Variant: Winfield M1876 Centennial Shorty [/h3]
The growing popularity of the Winfield M1876 Centennial throughout the country brought a wide range of users who desired more flexible versions of the rifle. Some thought an increased recoil to be a worthwhile trade-off for this flexibility.
Ammo types
  • Basic - Medium Ammo – 5+1/12
  • Poison - Medium Ammo – 5+1/12
  • FMJ - Medium Ammo – 5+1/12


[h3]New Weapon Variant: Winfield M1876 Centennial Shorty Silencer [/h3]
Once the rifle is reduced in size, a suppressor attachment makes the Winfield M1876 Centennial Shorty Silencer both dynamic and quiet. It’s well suited for hunting multiple monsters in a small area with speed and subtlety but requires some deft handling.
Ammo types
  • Basic - Medium Ammo – 5+1/12
  • Poison - Medium Ammo – 5+1/12
  • FMJ - Medium Ammo – 5+1/12
Developer Note:
With the addition of the Winfield M1876 Centennial Shorty Silencer, we are adding a medium slot silenced firearm. This variant has been on our list for quite a while and will make a fine addition to Quartermaster loadouts.


[h3]New Weapon Variant: Springfield M1892 Krag Bayonet[/h3]
The Springfield M1892 Krag is a repeating bolt-action rifle with a side-loading magazine. To combine the modern magazine with a classical bayonet was an obvious but exceptionally effective evolution, as it made for a fast-loading rifle that could easily fend off nearby attackers.
Ammo types
  • Basic - Long Ammo – 5+1/6
  • FMJ - Long Ammo – 5+1/6
  • Incendiary - Long Ammo – 5+1/6


[h3]New Weapon Variant: Springfield M1892 Krag Sniper [/h3]
Thanks to its side-loading magazine, the effectiveness of the original Springfield M1892 Krag was unquestionable and was only enhanced with the addition of a sniper scope attached to its barrel. The fast reloading combined with long-range efficiency made this rifle a great choice for those who prefer to stay out of sight and range of their prey.
Ammo types
  • Basic - Long Ammo – 5+1/6
  • FMJ - Long Ammo – 5+1/6
  • Incendiary - Long Ammo – 5+1/6


[h3]Weapon Changes [/h3]
LeMat Carbine: There has seen a couple of tweaks based on the community's feedback. Its rate of fire has been increased a bit to make it put up more of a fight. Its iron sights have been realigned so it will feel more accurate. Last but not the least, its recoil has been decreased to allow for easier follow up shots.

Hand Crossbow Choke Bolts
  • Slightly increased the size of the choke cloud.
  • Choke Bolts now have the same slightly bigger initial area effect, compared to the lasting cloud of the regular Choke Bomb.


Hand Crossbow Poison Bolts
  • Slightly increased the size of the poison cloud.


[h2]Meta[/h2]
[h3]Challenges & Questlines System Improvements[/h3]
  • Shared Team Progression
    Developer Note: Your teammates’ actions will now count towards the progress of all active personal Challenges and Quests. This rule applies to both PvE and PvP-oriented objectives.
  • Improved Description Text Readability
  • Improved Questline Visibility
    Developer Note: Questlines are now accompanied by an interactive Questline Teaser Banner upon their release. The Teaser Banner is located at the top center part of the UI and is visible while in the Lobby and any other sub-screen. Clicking on the Teaser Banner will redirect the player to the corresponding Questline’s Overview Screen, after which it will disappear.
  • Additional Questlines UI Dressing
    Questlines now have their own distinct background visual.
  • Challenges Pool Update
    The pool of Challenges has been updated with some new objective types while retiring some old ones. Additionally, most existing Challenges have been rebalanced.


[h3]New Questlines[/h3]
With Update 1.12, there will be 2 new Questlines in the Bayou: “The Ward of the Reptilian” and “Vengeance of the Skinned.” These Questlines offer Hunters new types of activities to pursue as well as valuable rewards to earn in 6 Acts each, such as unlocking new Weapon Variants, Legendary Equipment, and more.
Both Questlines will run for approximately 1 month each and in a sequential manner, meaning that the 2 Questlines will neither be running in parallel, nor overlapping with each other.

[h3]Equipment Unlocks [/h3]
Winfield M1876 Centennial Shorty
  • During the “The Ward of the Reptilian” Questline, the weapon is unlocked as a reward for completing the 2nd Act.
  • Unlocked as part of the Weapon Progression of the Winfield M1876 Centennial and costs $103.


Winfield M1876 Centennial Shorty Silencer
  • During the “The Ward of the Reptilian” Questline, the weapon is unlocked as a reward for completing the 4th Act.
  • Unlocked as part of the Weapon Progression of the Winfield M1876 Centennial and costs $137.


Springfield M1892 Krag Bayonet
  • During the “Vengeance of the Skinned” Questline, the weapon is unlocked as a reward for completing the 1st Act.
  • Unlocked as part of the Weapon Progression of the Springfield M1892 Krag and costs $426.


Springfield M1892 Krag Sniper
  • During the “Vengeance of the Skinned” Questline, the weapon is unlocked as a reward for completing the 3rd Act.
  • Unlocked as part of the Weapon Progression of the Springfield M1892 Krag and costs $610.


Early Access & Later Unlock Conditions
Initially, all new Weapon Variants will be unlockable by completing certain Acts of the corresponding Questlines. All new Weapon Variants will eventually be added to their respective unlock trees in a future update. Playing the Questlines will give players a period of “early access” to these weapons.

[h3]Loading Screens[/h3]
  • Added a new filter system to loading screens, allowing for display of specific loading screens to players depending on a variety of parameters: Bloodline Rank, Prestige, Playtime, Game Mode, etc.
  • Added new loading screen hints and images tailored to new players.
  • More unique loading screens will be added in future updates to expand on this new system.

    [h3]Weapon Statistics[/h3]
  • Improved accuracy of a lot of statistics.
  • Added new statistics to allow for better comparisons between weapons, tools, and consumables:
    • Throw Range: The furthest range (in meters) this can be thrown.
    • Damage (Thrown): Damage value of hitting a Hunter with its full effect.
    • Spread: The relative crosshair spread while aiming from the hip. Shotguns have a comparatively wider spread.
    • Sway: The relative amount of weapon sway while ADS.
    • Recoil (Vertical): The relative strength of the vertical recoil after a shot.
      Developer Note: Spread, Sway, and Recoil replace the statistic ‘Handling’ and should allow for a more accurate comparison between weapons.
    • Cycle Time: the time (in seconds) this needs to ready for the next shot, including time to reload if necessary. For Dual Wield: the time it takes for the weapon that shot first to ready again.
    • Fuse Timer: The time (in seconds) until detonation.
    • Stamina Consumption (Light): the stamina consumed with a light melee attack.
    • Stamina Consumption (Heavy): the stamina consumed with a heavy melee attack.
    • Stamina Consumption (Throw): the stamina consumed when being thrown.
  • Changed RoF (Rate of Fire) to a more realistic approach: shots fired per minute, including time to reload.
    Developer Note: Due to how ‘Rate of Fire’ was calculated in the past, this created inaccurate values, especially for single shot weapons. The new stat follows a more realistic approach, which leads to the RoF for weapons being closer together across the board. To still be able to compare weapons, the new ‘Cycle Time’ stat was added and the ‘Reload’ stat was made more precise.


[h3]Quickplay Recruits[/h3]
Added more variation to the starting equipment for quickplay Hunters. These weapons can now appear as additional starting items:
Medium Range:
  • Nagant M1895 Silencer Pair
  • Hunting Bow
  • Scottfield Model 3
  • Scottfield Model 3 Pair
  • Sparks Pistol
  • Sparks Pistol Pair
  • Springfield 1866 Compact
  • Springfield 1866 Compact Deadeye
  • Winfield M1873C Vandal


Short Range:
  • LeMat Mark II Pair
  • Winfield 1887 Terminus Handcannon


Melee:
When choosing Melee, the regular melee tools are replaced with:
  • Throwing Knives or
  • Throwing Axes

All weapons can also be chosen in the Random pool.

[h3]Legendary Additions[/h3]
  • Legendary Hunter – Worm Bite (1.000 BB)
  • Legendary Hunter – The Hornback (1.000 BB)
  • Sparks LRR Silencer – Muscadine (900 BB)
  • Romero 77 Alamo – Flat Iron (800 BB)
  • Fire Bomb – Brookes' Burner (800 BB)
  • Weapon Charm – Ruby’s Favor (400 BB)
  • Weapon Charm – Nemean Claw (300 BB)
  • Weapon Charm – Ferryman’s Coin (300 BB)
  • Weapon Charm – Blood Relic (500 BB)


[h2]UI[/h2]
[h2]Bounty Hunt UI [/h2]
There are some updated UI icons in the Lobby of Bounty Hunt, including a new toggle to switch the selection of enemy team sizes. To increase the readability, we deleted the following elements: MMR Ranges, Event Information and Duration (if applicable), and the Redeem Code button (can now be found in the options).

[h3]Contextual Popups / Matchmaking Reminders [/h3]
To help new players become familiar with important actions before starting matchmaking, we've added reminder pop-ups. These pop-ups provide information such as joining matchmaking alone, competing against teams of three, and the status and equipment of the player's Hunter. Pop-ups can be disabled by the player and will not appear again.

[h3]Weapon Charms[/h3]
Weapon Charms are now displayed with different rarity levels: Common, Uncommon, Rare, Epic, and Legendary.

[h2]World [/h2]
[h3]Stillwater Bayou: [/h3]
  • Slightly reduced the number of bushes to make it a bit easier to spot enemy Hunters in the forest between Darrow Livestock and Port Reeker.


[h3]DeSalle: [/h3]
  • A new water entrance/exit has been added to the Boss Target lair in Weeping Stone Mill.
  • Removed roots from vegetation near the bridge north of Upper DeSalle to improve player movement.
  • Reworked and cleaned up vegetation on the east side of Pearl Plantation for better readability and player movement.
  • Reworked and cleaned up vegetation between Ash Creek Lumber and Upper DeSalle for better readability and player movement.
  • Reworked and cleaned up vegetation on the west side of Upper DeSalle for better readability and player movement.
  • Reworked and cleaned up vegetation on the north side of First Testimonial Church.
  • Cleaned up hidden vegetation for performance improvement.



[h2]AI[/h2]
  • Fixed an issue that caused Hellhounds to sometimes keep repeating their last movement behavior until a Hunter approached close enough to be attacked.
  • Fixed an issue that caused the Assassin to sometimes not launch its ranged attack on Hunters that had just entered or left the lair.


[h2]Gunplay[/h2]
  • Improved synchronization of ammunition amounts for weapons, which should mitigate issues from receiving delayed server updates. (Reload bug)
  • Fixed an issue where weapons with a chambered round received the missing ammunition of the chambered round twice at the start of the match instead of once.
  • For weapons with two ammunition types, the ammunition that is not loaded for the second ammunition type will not be added as an extra spare bullet anymore.
  • Adjusted an unintended physics interaction between bolts/arrows and certain explosives, which meant they would be launched at a high velocity.
    • Now, hitting one of these thrown explosives with any kind of Bolt or Arrow will defuse the projectile as if it had entered a choke bomb or been defused by Dauntless.
  • Fixed an issue that allowed the Nagant M1895 Precision to deal more damage than it should.
  • Fixed an issue which allowed the Flare Gun ammo to exceed maximum capacity.
  • Fixed an issue that allowed overcooking a Choke Bomb to not consume a charge.
  • Fixed an issue that caused Meathead Leeches to not be killed by poison arrows when using the Dewclaw trait.


[h2]Gameplay[/h2]
  • Fixed an issue that caused poison clouds created by yourself or teammates to deal reduced damage.
  • Fixed an issue that allowed two tools or consumables to be given from an item box without the Packmule trait.
  • Fixed an issue that allowed players to pick up Clues with the Serpent trait before the match had properly begun.
  • Fixed a rare issue that caused an extraction to be blocked even though no enemies were present.
  • Fixed an issue that caused the server to close a match even though a solo player used the Necromancer solo revive to continue playing.
  • Fixed an issue that caused Bomb Lance explosions to show incorrectly as the cause of death on the death screen.
  • Fixed an issue that caused bear traps to show incorrectly as the cause of death on the death screen.


[h2]UI [/h2]
  • Fixed several issues of overlapping text.
  • Fixed an issue that caused the damage from the Bomb Lance explosion to show incorrectly on the death screen.
  • Added description text to the Control scheme option.
  • Fixed an issue that caused the plus symbols in the newsfeed to pop up when switching tabs.
  • Fixed an issue that allowed the slot size filter in the Roster Equipment menu to include instances that should not be part of the filter.
  • Fixed an issue that caused the Bounty Token icon to turn blue when in Stalker Beetle view while carrying a token.
  • Fixed an issue that caused the Hunter model to disappear from the death screen when a player stopped spectating.
  • Fixed an issue that caused Small/Medium/Large slot filters to be enabled per default in the Roster Equipment menu when they should not be.
  • Fixed several issues regarding the sorting options in the Equipment screen where the results might be incorrect or confusing.
  • Fixed an issue that caused the ping in the Region Selection menu to break while maintenance is active or planned.
  • Fixed a rare issue that caused a Hunter to not receive a summary screen after a mission.
  • Fixed an issue when getting multiple rewards from Challenges that resulted in incorrect Blood Bond values to be shown.
  • Fixed a rare issue that allowed spare ammo to not always update immediately and could be displayed as 0 after picking up a weapon.


[h2]World[/h2]
[h3]Stillwater Bayou:[/h3]
  • Fixed a bug where sometimes the wrong Ambience Audio was selected for Gold, Neutral, and Sunset Times of Day.
  • Blanchett Graves: fixed several texture issues towards Lockbay Docks.
  • Catfish Grove: fixed a spot where you could hide inside the Boss Target dressing.
  • Catfish Grove: fixed a "slide" on a slightly too-big collision at the log piles.
  • Chapel of Madonna Noire: removed some static glass from the windows.
  • Chapel of Madonna Noire: fixed some floating Scrapbeak Boss Target dressing.
  • Chapel of Madonna Noire: fixed some floating debris on a wall.
  • Cyprus Huts: blocked access to the roof of one of the side buildings.
  • Reynard Mill and Lumber: fixed a floating Clue.
  • Reynard Mill and Lumber: fixed a hiding spot under some cloth.
  • Stillwater Bend: patched up some rocks that were semi-transparent.
  • Stillwater Bend: fixed a spot where players could get stuck behind a box.


[h3]Lawson Delta:[/h3]
  • Arden Parish: fixed the rendering of some walls (facing Windy Run) of the Boss Target building.
  • Bradley & Craven Brickworks: moved some shrubs that were clipping through the floor of the southwest side hut.
  • C&A Lumber: fixed an issue with a stack of wooden planks that could cause issues.
  • Fort Carmick: fixed some floating grass.
  • Goddard Docks: fixed a spot on the fence by the southwest hunting tower where it was sometimes difficult to vault.
  • Goddard Docks: fixed some flickering bushes in the forest.
  • Golden Acres: moved some vegetation around for smoother traversal on the south side of the compound.
  • Hemlock and Hide: fixed some floating grass.
  • Iron Works: blocked off the attic of the Boss Target Lair.
  • Iron Works: fixed a tree clipping through a fence on the west side.
  • Iron Works: fixed some vegetation clipping through an outhouse.
  • Lawson Station: fixed a window barricade on a train.
  • Lawson Station: made it possible to jump around a corner at the northern tower.
  • Maw Battery: fixed some faulty terrain clipping through a staircase.
  • Nicholls Prison: moved a Dog Cage that was clipping through the wall of a hut.
  • Nicholls Prison: fixed some crows clipping through a metal railing when the Scrapbeak is present.
  • Nicholls Prison: fixed some floating vegetation southwest of the compound.
  • Nicholls Prison: fixed a patch of floating grass.
  • Nicholls Prison: fixed a spot where a player could become stuck behind a cart in the north yard.
  • Nicholls Prison: adjusted some floating crates.
  • Salter’s Pork: fixed a piece of the Scrapbeak Boss Target dressing clipping through a roof.


[h3]DeSalle:[/h3]
  • Darin Shipyard: made some of the ceiling windows indestructible.
  • Darin Shipyard: fixed a spot where a player could become stuck in some vegetation.
  • Darin Shipyard: fixed an oil puddle spot that was not spreading the fire correctly.
  • Forked River Fishery: fixed a spot where a player could become stuck behind some barrels.
  • Fort Bolden: closed an unfair crack peek spot.
  • Fort Bolden: made the walkway on the walls less bumpy.
  • Moses Poultry: fixed a spot where a Hunter could become stuck in a rock.
  • Reeves Quarry: fixed a spot where Hunters could unintentionally get on the roof.
  • Seven Sisters Estate: closed an unfair peek spot through a crack.
  • Upper Desalle: blocked some climbable spots above the staircases in Boss Target building that shouldn't be climbable.
  • Upper DeSalle: closed some small gaps where you could see under the ground.