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Hunt: Showdown (Test Server) News

Test Update #1 for 1.11



Hunters,

Below are the bugfixes that have applied with this update.



  • Fixed a bug that caused a delay when resupplying tools and ammo.
  • Fixed a bug that allowed damage to teammates to contribute to the damage tracked in a Summons.
  • Fixed a bug that allowed damage to a dead enemy hunter to contribute to the damage tracked in a Summons.
  • Fixed a bug that caused the mission timer to not update correctly when both bounties have already extracted from the mission.
  • Fixed a bug for controllers that caused the weapon wheel to become unresponsive when switching between items in the inventory.

Test Server - Update 1.11



Hunters,

Below are the notes for Update 1.11.

Before we get into the detailed notes, We wanted to provide an update regarding the persistent reload issues that have been encountered by many of you. As mentioned in a recent video update (which can be found on our social channels), we understand these issues have beenfrustrating and wanted to let you know that they are a top priority for us, and the team has been working to try and resolve them as quickly as possible.

Over the last few weeks (in the lead up to 1.11), we have attempted several fixes internally in the hope to resolve the issue. Despite our efforts, we have not found a solution that can be integrated into this update without causing other issues to appear in its place (for example, the Lemat bug/exploit from a few months ago).

Due to this, we have determined that a systemic approach is required to permanently resolve these issues. This is not an easy task and will take some time to complete. We will be sure to keep you updated on our progress as soon as we have further information.

We apologise for the inconvenience and appreciate your patience while we work to resolve these issues.





[h2]Audio [/h2]

  • Implemented a subtle cue for other Hunter Footsteps to indicate whether they are above, below, or on the same level as the player.
    • This cue is only audible when the player is in the same building as the other Hunter.
    • It is only audible when the other hunter is moving over a wooden floor.
  • Audio Design improvement pass on door sounds. They should sound more naturalistic and believable now.



[h2]Gunplay [/h2]

  • Flashbang: Optimized Flashbangs to prevent rare situations where a Player might receive a hitmarker for a successful full flash, but the enemy would not actually receive a full flash.
  • Sparks Silencer: Adjusted default ammo and FMJ ammo to have a higher effective range (from 144/152 to 169/184).
  • Vetterli Silencer: Adjusted default ammo and FMJ ammo to have a higher effective range (from 133/147 to 150/176).
    Developer's Note:
    As we increased the effective range of the Winfield M1873C Silencer in Update 1.10 it overlapped with the Vetterli 71 Karabiner Silencer. As a result, we have also increased the effective range of the Vetterli 71 Karabiner Silencer and the Sparks LRR Silencer.

  • Caldwell Pax and Pax Claw: Increased fire rate and decreased upwards recoil while using Fanning trait.
  • Shotguns: Adjusted basic ammo and Penny Shot ammo damage to allow for a further one shot kill range of Grunts and Hellhounds.




[h2]World Changes [/h2]

[h3]Global [/h3]

  • Made it easier to pick up the desired weapon in cases in which multiple weapons are close together on the ground.
  • Created new holes for Stalker Beetles to enter and maneuver in all maps.
  • It is now possible to jump over dry branches without breaking them.


[h3]Stillwater Bayou[/h3]

  • Darrow Livestock: Adjusted the recently added red window to a wooden wall with a peak hole in the Boss Lair.
  • Davant Ranch: Restricted the line of sight of 2 windows on the East side of the Northeast Boss Lair, making them more focused on the white house in front of them.
  • Adjusted pre-placed Stalker Beetle cocoon positions:
    • Moved one of the cocoons in Alice Farm towards the Southwest.
    • Moved the Lockbay Docks cocoon to the big tree on the West side.


[h3]Lawson Delta [/h3]

  • Ironworks: Hunters can now use one of the chimneys to drop down into the Boss Lair. Try using Kiteskin and Lightfoot when attempting that entrance.
  • Ironworks: Made an easier way to get onto a small roof above one of entrances to peek inside the Boss lair
  • Adjusted pre-placed Stalker Beetle cocoon positions:
    • Moved the cocoon South of Windy Run into the forest between Lawson Station and Goddard Docks.
    • Moved the Salter’s Pork cocoon to the big tree outside Lawson Station towards Arden Parish.


[h3]DeSalle [/h3]

  • Stanley Coal Company: Improved the options of getting into the Boss Lair and the compound in general.





[h2]Audio [/h2]

  • Slightly decreased the volume of the bonfire in Fort Bolden.
  • Tweaked the Sparks Pistol gunshot sound in first person to sound more powerful.



[h2]Gunplay [/h2]

  • Fixed a bug that caused the player to stay too long in the hipfire animation of the Bomb Lance.
  • Fixed instances of the Stalker Beetle clipping in all maps.
  • Fixed an issue that caused throwing knives/axes, bolts, and arrows to disappear when hitting concertina wires.
  • Fixed an issue with dry branches breaking when Hunters jump over them.
  • Fixed an issue that prevented Hunters from interacting with a clue when a world Health Kit on top of it.
  • Improvments made to concertina wires to reduce instances of damaging players through walls.



[h2]World [/h2]

[h3]Stillwater Bayou [/h3]

  • Fixed a table in Port Reeker with the wrong material assigned to it.
  • Fixed a misaligned loot anchor in Slaughterhouse.
  • Fixed some haybales north of Reynard Mill and Lumber to now be climbable.
  • Fixed a small gap in the ladder at Chapel of Madonna Noire that let you see below the terrain.
  • Fixed a tree clipping through the roof of the small barn in the forest between Port Reeker and Alice Farm.
  • Blocked an unintended peek hole in Lockbay Docks towards Blanchett Graves.
  • Fixed some floating loot anchors in Healing Water Church.
  • Blocked an unintended vault in Alice Farm on haybales.
  • Added a ramp to one of the windows in the Alice Farm Southern Boss Lair.
  • Fixed an issue with the AI’s navigation in Pitching Crematorium.
  • Fixed an issue that allowed Meatheads to get into the Western Boss Lair in Davant Ranch.


[h3]Lawson Delta[/h3]

  • Closed an unintended gap in Lawson Station Workshop building.
  • Closed a one-way gap in the roof at Iron Works.
  • Changed an AI spawn rule to not allow an Immolator to spawn in water South of Bradley & Craven Brickworks.
  • Fixed a spot where an Immolator could spawn in a place that it would get stuck at Goddard Docks.
  • Adjusted the collision on the logs in the water between C&A Lumber and Hemlock and Hide.
  • Fixed some floating vegetation around Fort Carmick.
  • Fixed a cause of broken movement on the roof of the side building in Iron Works.
  • Fixed a spot where a Player could become stuck between a window and dog cage in Nicholls Prison.


[h3]DeSalle [/h3]

  • Fixed some inaccurate collision on one of the side building’s roofs at Seven Sisters Estate.
  • Fixed a misaligned door in the small village Northwest of Pearl Plantation.
  • Adjusted the AI encounter rates around Moses Poultry.
  • Adjusted some terrain textures around Forked River Fishery.
  • Fixed a clipping loot anchor in Lower DeSalle that was not allowing Players to loot properly.
  • Adjusted some collision on a fallen tree between Weeping Stone Mill and Forked River Fishery.
  • Fixed some floating vegetation South of Moses Poultry.
  • Fixed some misaligned hay in Heritage Pork.
  • Closed a small gap in the terrain North of Reeves Quarry.
  • Fixed a one-way collision spot in Reeves Quarry.
  • Fixed a spot where a Player could become stuck in some haybales at Moses Poultry.
  • Fixed a collision issue with one of the cages north of Heritage Pork.
  • Fixed an injured horse spawning inside a fireplace in Darin Shipyard.
  • Fixed the bank door clipping into its frame in Upper DeSalle.
  • Fixed the entrance doors clipping into their frame in Pearl Plantation.
  • Adjusted some vegetation East of Upper DeSalle to be less obtrusive.



[h2]UI [/h2]

  • Fixed a bug where no Health and Inventory HUD were displayed while spectating after the spectated Player leaves the drone view and when switching from drone user to regular Player.
  • Fixed a bug that caused a quest selection to fail on the 1st and 2nd selections when using a controller.
  • Fixed a visual issue that caused a hunter to sometimes be visible in the arsenal screen when coming from the respec subtab.
  • Fixed an issue that caused an Item link button in the newsfeed to break when filters were active in legendary item store.
  • Fixed a bug that caused the Caldwell New Army custom ammo to be shown in the “new” filter even when it was not new anymore.
  • Fixed several issues of text overlapping UI elements in different languages.
  • Fixed a bug that caused Players to be sent back to the Roster Overview screen when equipping a second custom ammo type on weapons in Roster Equipment screen.
  • Fixed an issue that caused the Weapon Charms button in the equipment screen to still be visible when the filter was empty or no weapon was selected.
  • Clean button is no longer displayed when no weapon is selected.
  • Fixed several filter related issues which would cause weapons or ammo to be displayed incorrectly.
  • Fixed a bug that caused no extraction banner to be displayed when an enemy extracted with tokens, or when you stay on the map while your teammates extract with bounty tokens.
  • Fixed an issue with the Bomblance info box.
  • Fixed several precision issues with the rate of fire statistics on single shot weapons. This is the first step towards more accurate weapon statistics.



~ The Hunt Team

Update 1.10 - Test server update #1





[h2]New weapon Spawns [/h2]

  • Added a chance for the Caldwell Conversion Uppercut and the Sparks Pistol to the Tower and world spawns.


[h2]Progression changes[/h2]

  • Caldwell Pax unlocks at Rank 30 (previously Rank 58)
  • Sparks LRR unlocks at Rank 32 (previously Rank 30)
  • Deception category unlocks at Rank 1 (previously rank 32)


Developer Note:

After the recent changes with Update 1.10, moving some of the more competitive choices to an earlier point in the progression pushed some items further through the unlock progression. The Pax was one item that fell victim to this. Based on feedback from the community, we have decided to move the Pax to an earlier point in the progression.


[h2]Hunter[/h2]

  • The health regeneration cooldown will no longer be reset once the “poison” effect wears off and health regen will begin instantly.



[h2]Gameplay[/h2]

[h3]Stalker Beetle[/h3]

  • The Stalker Beetle can no longer block the extraction timer when close to extraction points.


Developer Note:

We want to thank everyone for the feedback they have provided so far.

We wanted to acknowledge that we have heard your feedback around the ability to block extractions and understand that its current implementation has too much potential to cause frustrating scenarios. We will consider bringing this ability back in a more readable, constrained and balanced way in the future.

Please make sure to keep all the feedback coming, it really helps us a lot with new additions like this.




  • Fixed an issue where swapping a consumable for the Beetle could cause inventory issues.
  • Fixed an issue that resulted in having to press the key twice to enable Darksight after leaving the beetle view (only in instances where Darksight is not bound to E).
  • Fixed a bug that caused the Berthier to not appear when using the “Bulletgruber” filter.
  • Fixed a bug that allowed barricaded doors to be destroyed instantly under certain circumstances.
  • Fixed a bug that allowed the Stalker Beetle to be hidden inside the extraction boat.
  • Fixed a bug that resulted in no damage or effects being dealt to Hunters when a Beetle was detonated on the ground.




  • In some cases, looting a pistol from an enemy hunter can result in the weapon not working as intended (invisible barrel or being unable to shoot or melee with the looted weapon).

    In these instances, you will need to switch back to your original weapon, as the looted pistol will no longer function as intended.


Developer Note:

We understand that introducing an issue like this can be quite frustrating, but we currently are working on the fix and will have it implemented before the release of Update 1.10 on the live servers.

We have decided to go ahead with this test update rather than wait for the fix as we have several stability fixes that should resolve some crashing issues that have been encountered. Pushing these fixes to the test server will allow us to validate them as quickly as possible so that we can ensure the stability of the update before it is released to the live servers.


Update 1.10 - Live on Test Server Now!



Hunters,

The notes for Update 1.10 can be found below.

Please note, the known issues list will be provided once the update reaches the live servers.




[h2]New Consumable: Stalker Beetle [/h2]

The Stalker Beetle is a new flying “character,” controlled by a Player in first person view. It is spawned and activated as a consumable. It adds reconnaissance capabilities to the arsenal. The Stalker Beetle is unlocked at Bloodline Rank 15 and costs $45.

[h3]Activation [/h3]
  • The Stalker Beetle is activated by throwing them anywhere similar to a dynamite stick or a decoy
  • Throwing the Beetle starts a transition into its own camera view
  • While the Beetle is alive, the controlling Hunter cannot move or perform any actions.



[h2]Controls [/h2]
  • The Beetle’s camera is permanently using Dark Sight, but with a slightly increased view distance.
  • The Beetle’s Dark Sight will not consume Dark Sight Boost the Hunter might have and does not highlight enemy Hunters.
  • The Beetle has two control schemes:
    • Absolute (Default):
      • Movement input applies only horizontally.
      • Altitude can be changed via analogue triggers (controller) or dedicated buttons (keyboard).
    • Relative:
      • Movement input applies relative to the camera and changes altitude depending on orientation.
      • Altitude controls can be used for additional adjustments.
  • Stalker Beetles cannot land and stay airborne constantly.
  • The Beetle can be deactivated to return to the ground or detonated to cause a small explosion. Stalker Beetles will also be deactivated by the controlling Player receiving damage/dying, exposure to a Choke Cloud, or touching water.
    • The Player returns to their own perspective after deactivating the Beetle. Any Player can pick up a deactivated Stalker Beetle on the ground.
    • The explosion will cause 5 damage to Hunters, applies Poison, applies Medium Bleeding, and destroys objects like lamps and glass pane windows. Additionally, objects like traps and cranks will be triggered; barricaded doors and window shutters will be opened if the explosion is on the “correct” side.
  • The Beetle has a range of 150m. When it exceeds this distance, an “Out of Range” warning will be displayed with a 10 second countdown. The Beetle will be deactivated if the 10s expires while still out of range.
  • The Stalker Beetle is highly vulnerable and will die to a single bullet or melee attack. When killed, there is no explosion, and it is no longer able to be picked up.



[h2]Other [/h2]
  • Players can Ping from the Beetle’s perspective.
  • Traits: Three traits have been updated at this time to include the Stalker Beetle. The effects of Blade Seer, Poison Sense, and Vigilant will also apply in the Stalker Beetle’s sight.
  • Proximity Warnings: Stalker Beetles will trigger all warning effects, as a Hunter would. This includes red clue warnings, boss whisper warnings, extraction warnings, and blocking extraction progress. Additionally, enemy Stalker Beetles will show up as a small orange visual effect in Boosted Dark Sight.
  • Audio: While flying, Stalker Beetles produce a new, unique sound that is linked to their velocity. The faster the Beetle is flying, the louder the sound. Beetles should be able to disguise their presence in gun fights but heard when the environment is quieter.
  • Environment: Stalker Beetles interact with the environment, as if they are a Hunter. They will startle close-by monsters, make noise on hanging chains (and any other prop they touch), startle crows and horses, and trigger traps they touch (killing the Beetle).




[h2]AI[/h2]
  • Hive swarms can now be killed by Fusees and Flare Pistols.



[h2]Audio[/h2]

[h3]Improved Underground System[/h3]
  • Fighting close to an underground entry:
    • Previously, sounds that were produced underground were completely muffled, even close to an entry. The new system should behave more realistically and will take the distance to the underground entry into account.
    • The new system will reflect how “deep” a sound is inside now. With the sound being more muffled the “deeper” it is.
  • Distant behavior of sounds played underground:
    • All sounds (including gunshots and explosions) will be inaudible outside of the underground above 150m.
    • This applies in the reverse as well; all sounds produced outside the underground are muted above 150m.
Developer’s Note:
With this patch, we are making fighting in and around the underground more reliable, from the Audio side. We’re very interested in your feedback on this new system!


[h3]Audio Mixing Changes[/h3]
  • Dynamite Stick explosions are now quieter, at distance.



[h2]Gunplay[/h2]

[h3]Caldwell Pax Claw[/h3]
  • The Pax Claw now deals the same damage as the Knife, at the cost of additional stamina drain.


[h3]Caldwell Conversion Uppercut[/h3]
  • Explosive ammo on the Uppercut can now headshot enemy Hunters at short to medium ranges (approximately 35m).


[h3]Compact Ammo Rifles[/h3]

Compact ammo rifles now have an increased effective range, including custom ammo.
  • Winfield 1873
    • Base and all variants are now 150m effective range (193m with FMJ).
  • Winfield 1873C
    • Base and Marksman are now 150m effective range (193 with FMJ).
    • Silencer is now 135m (162 with FMJ).
    • Vandal variants are now 140m (178 with FMJ).
  • Nagant M1895 Officer Carbine
    • Carbine and Deadeye are both now 125m.


[h3]Two-slot Ammo Weapons[/h3]
  • Weapons that can use two ammo slots now have half price for each slot. This is to account for the fact that you are technically buying only half of the ammo per slot in any weapon that can use two ammo types.
  • The Romero 77 Alamo cannot use two ammo types and does not benefit from half price, even though it is in the Romero 77 unlock tree.



[h2]Hunter[/h2]

[h3]Trait Changes[/h3]

  • Conduit: In addition to its current effect, Conduit now grants 5 minutes of stamina when picking up a clue or bounty token.
  • Ghoul: The range and type of monster is no longer limited. Any kill to any monster (including the boss targets) at any range will result in a small health gain.
  • Poison Sense: The default range has been increased to 150m.



[h2]Meta [/h2]

[h3]Price Changes[/h3]

[h4]Weapons [/h4]
  • Bornheim No.3 Extended goes from $306 to $203
  • Bornheim No.3 goes from $201 to $146
  • Bornheim No.3 Match goes from $224 to $180
  • Caldwell Conversion Chain Pistol goes from $50 to $84
  • Caldwell Conversion Pistol goes from $26 to $55
  • Caldwell Conversion Uppercut goes from $275 to $414
  • Caldwell Pax Claw goes from $125 to $105
  • Caldwell Pax goes from $100 to $80
  • Caldwell Rival 78 goes from $100 to $150
  • Caldwell Rival 78 Handcannon goes from $85 to $125
  • Combat Axe goes from $5 to $15
  • Lebel 1886 Marksman goes from $437 to $607
  • Mosin Nagant Sniper goes from $550 to $730
  • Nagant M1895 Silencer goes from $53 to $93
  • Romero 77 goes from $34 to $66
  • Romero 77 Handcannon goes from $26 to $46
  • Romero 77 Hatchet goes from $62 to $82
  • Romero 77 Talon goes from $59 to $84
  • Winfield 1893 Slate goes from $250 to $333
  • Winfield Terminus 1887 goes from $309 to $238
  • Winfield Terminus 1887 Handcannon goes from $289 to $218


[h4]Ammo [/h4]
  • Chaos Bolts stay at $20 ($10 per slot)
  • Choke Bolts go from $40 to $20 ($10 per slot)
  • Concertina Arrows go from $85 to $60 ($30 per slot)
  • Dragonbreath goes from $50 to $20
  • Dumdum Compact goes from $40 to $50
  • Dumdum Medium stays at $50
  • Explosive Long goes from $120 to $100
  • Explosive Medium stays at $90
  • Flechette goes from $45 to$ 40
  • FMJ Compact goes from $35 to $50
  • FMJ Long stays at $60
  • FMJ Medium goes from $45 to $50
  • Frag Arrows go from $154 to $140 ($70 per slot)
  • High Velocity Compact goes from $75 to $50
  • High Velocity Medium goes from $90 to $50
  • Incendiary Compact goes from $25 to $10
  • Incendiary Long goes from $35 to $20
  • Incendiary Medium goes from $30 to $10
  • Nitro Shredder goes from $150 to $225
  • Poison Arrows go from $65 to $50 ($25 per slot)
  • Poison Compact goes from $35 to $50
  • Poison Long stays at $60
  • Poison Medium goes from $40 to $50
  • Slugs go from $200 to $130
  • Spitzer goes from $220 to $150


[h4]Tools/Consumables[/h4]
  • Fire Bomb goes from $18 to $30
  • Frag Bomb goes from $70 to $103
  • Heavy Knife goes from $25 to $20
  • Knife goes from $20 to $30
  • Liquid Fire Bomb goes from $23 to $35
  • Stalker Beetle is added at $45
  • Vitality Shot goes from $65 to $85
  • Weak Vitality Shot goes from $10 to $20


[h3]Trait Changes[/h3]

[h4]Trait Point Cost Changes[/h4]
  • Beastface goes from 3 to 4
  • Blade Seer from 2 to 1
  • Bloodless goes from 4 to 5
  • Bulletgrubber goes from 6 to 4
  • Deadeye Scopesmith goes from 1 to 2
  • Determination goes from 3 to 4
  • Dewclaw from 2 to 1
  • Doctor goes from 8 to 9
  • Fanning goes from 7 to 8
  • Frontiersman goes from 8 to 7
  • Gator Legs goes from 2 to 3
  • Ghoul goes from 4 to 3
  • Greyhound goes from 4 to 5
  • Hundred Hands from 3 to 2
  • Iron Sharpshooter goes from 3 to 2
  • Levering goes from 3 to 4
  • Lightfoot goes from 5 to 6
  • Packmule goes from 3 to 4
  • Resilience goes from 2 to 3
  • Silent Killer goes from 5 to 4
  • Sniper Scopesmith from 3 to 2
  • Vigilant from 2 to 1
  • Vigor from 4 to 3
  • Whispersmith goes from 2 to 1


Developer’s Note:
We have made some changes to trait point costs to match their usage rates and usefulness rates. Generally, traits that are the most used received an increase and underused traits received a decrease in points.


[h4]Trait Point Rank Unlock Changes[/h4]
  • Ambidextrous from rank 44 to 73
  • Assailant from rank 11 to 72
  • Beastface from rank 41 to 33
  • Blade Seer from rank 49 to 53
  • Bolt Thrower from rank 22 to 26
  • Bulletgrubber from rank 57 to 43
  • Bulwark from rank 16 to 59
  • Conduit from rank 1 to 10
  • Dauntless from rank 61 to 76
  • Deadeye Scopesmith from rank 23 to 19
  • Decoy Supply from rank 43 to 51
  • Determination from rank 5 to 1
  • Dewclaw from rank 67 to 55
  • Doctor from rank 73 to 11
  • Fanning from rank 17 to 13
  • Frontiersman from rank 39 to 64
  • Gator Legs from rank 21 to 36
  • Ghoul from rank 19 to 23
  • Greyhound from rank 1 to 3
  • Hundred hands from rank 60 to 57
  • Iron Devastator from rank 65 to 66
  • Iron Repeater from rank 7 to 5
  • Iron Sharpshooter from rank 47 to 17
  • Kiteskin from rank 63 to 85
  • Levering from rank 14 to 8
  • Lightfoot from rank 27 to 47
  • Marksman Scopesmith from rank 35 to 25
  • Mithridatist from rank 15 to 31
  • Necromancer from rank 69 to 29
  • Physician from rank 29 to 87
  • Pitcher from rank 55 to 69
  • Poacher from rank 59 to 63
  • Poison Sense from rank 84 to 68
  • Quartermaster from rank 51 to 22
  • Resilience from rank 9 to 7
  • Silent Killer from rank 25 to 45
  • Sniper Scopesmith from rank 77 to 83
  • Steady Aim from rank 31 to 20
  • Steady Hand from rank 33 to 39
  • Tomahawk from rank 45 to 49
  • Vigilant from rank 87 to 61
  • Vigor from rank 38 to 79
  • Vulture from rank 71 to 81
  • Whispersmith from rank 38 to 41


[h3]Weapon Progression Changes[/h3]
  • Berthier Carbine from rank 62 to 48
  • Bornheim No.3 from rank 30 to 35
  • Caldwell Conversion Pistol from rank 22 to 18
  • Caldwell Pax from rank 18 to 58
  • Caldwell Rival 78 from rank 19 to 16
  • Dolch 96 from rank 68 to 71
  • Hand Crossbow from rank 4 to 21
  • Martini Henri Carbine from rank 16 to 9
  • Mosin Nagant M1891 from rank 72 to 75
  • Nagant M1895 Officer from rank 36 to 56
  • Nitro Express Rifle from rank 88 to 90
  • Sparks LRR from rank 26 to 30
  • Specter 1882 from rank 24 to 38
  • Vetterli 71 Karabiner from rank 6 to 14
  • Winfield 1887 Terminus from rank 64 to 4
  • Winfield 1893 Slate from rank 48 to 65
  • Winfield M1873 from rank 20 to 27
  • Winfield M1876 Centennial from rank 58 to 24


[h3]Tools/Consumables Progression Changes[/h3]
  • Ammo Box from rank 80 to 74
  • Choke Bomb from rank 11 to 1
  • Dynamite Stick from rank 8 to 6
  • Fire Bomb from rank 3 to 1
  • Quad Derringer from rank 66 to 80


[h3]Additional Hunt Dollar Rewards[/h3]
  • Rank 11 (End of Trainee mode) receives $2000
  • Rank 34 (Tier 2) receives $2000
  • Rank 37 receives $200
  • Rank 44 receives $200
  • Rank 50 receives $200
  • Rank 60 receives $200
  • Rank 67 (Tier 3) receives $1000
  • Rank 70 receives $200
  • Rank 77 receives $200
  • Rank 84 receives $200
  • Rank 86 receives $200
  • Rank 88 receives $200
  • Rank 89 receives $200
  • Rank 91 - 100 receives $200 per level



[h2]World[/h2]

[h3]Global[/h3]

[h4]Cocoon – New Lootable[/h4]
  • The Cocoon is a new lootable that can spawn on walls throughout the map. Currently, it will only provide a Stalker Beetle.
  • here are a few locations on each map where cocoons are permanently nested; the Beetles prefer larger trees.
  • Like Toolboxes, the Cocoon will provide two items when used with the Packmule trait.
Developer Note:
Though the Cocoon will only give Stalker Beetles currently, we are looking to add more items to the Cocoon’s drop list in the future.


[h4]Consumable Spawns[/h4]
  • Certain consumables can now be found in the world. Additionally, there is now a permanent spawn for consumables to appear in Watch Towers.
  • Hellfire Bombs are no longer in the drop table for Toolboxes. They have been replaced by the Fire Bomb and Liquid Fire Bomb.


[h3]Stillwater Bayou[/h3]
  • Alice Farms: Added an island in the river towards Stillwater Bend.
  • Catfish Grove: Repositioned the tree logs on the South side.
  • Chapel of Madonna Noir: Added cover to the bridge by Alice Farms.
  • Darrow Livestock: Removed some peek spots across all barns.
  • Darrow Livestock: Added a new roof entrance on the West side building.
  • Darrow Livestock: Replaced the double doors on the first floor (North side) with a window.
  • Healing Waters Church: Removed some peek spots and blocked glass windows.
  • Lockbay Docks: Replaced the barricaded window to a peek hole window (South side).
  • Lockbay Docks: Removed the crates that block the sliding gate (South side).
  • Port Reeker: Removed some peek spots.
  • Port Reeker: Added a new window on the North side of the Canning & Shipping building.
  • Port Reeker: Lowered the area behind the cart railing so Players can hide better by the Canning & Shipping building.
  • Slaughterhouse: Added barbed wire fence on the South side.
  • Slaughterhouse: Added vault and crouch through spots to the fence bordering the cornfield (West side).
  • Added 6 new spawn points:
    • Between Slaughterhouse and Catfish Grove.
    • West of Cyprus Huts.
    • Between Port Reeker and Reynard Mill & Lumber.
    • Between Stillwater Bend and Chapel of Madonna Noir.
    • On the North side of Scupper Lake.
    • On the Southeast side of Scupper Lake.


[h3]Lawson Delta[/h3]
  • Bradley & Craven Brickworks: The brick walls next to dog kennels now have cracks for Players to shoot the lanterns more easily.
  • Godard Docks: Players can now jump from the North side building to the boss lair balcony.
  • Hemlock & Hide: Reworked the ruins on the North side.
  • Ironworks: Added a connection between the roofs of the boss building and the West side barn.
  • Ironworks: Closed and opened some of the small windows.
  • Lawson Station: Barricaded a static door inside the Waiting Hall building.
  • Lawson Station: Added ramps up to the platform along the Waiting Hall building.
  • Maw Battery: Removed an exploit hole.
  • Nicholls Prison: Reworked the layout, fixed visual noise issues, and added new paths/entrances.
  • Added 6 new spawn points:
    • Between Godard Docks and Maw Battery.
    • On an island between Maw Battery and Ironworks.
    • Between Blanc Brinery and Godard Docks.
    • On the train tracks North of Blanc Brinery.
    • Between Salters Pork and Golden Acres.
    • On the East side of Windy Run.


[h3]DeSalle[/h3]
  • Ash Creek Lumber: Added cover around the stairs.
  • Ash Creek Lumber: Added a ramp to the wooden bridge on the West side.
  • Darin Shipyard: Barricaded inaccessible areas in the boss building.
  • First Testimonial Church: Removed some holes in the boss building.
  • First Testimonial Church: Fixed dog cage visibility on the South side.
  • Forked River Fishery: Updated cover around the boss building.
  • Fort Bolden: The railing at the small white house on the Southwest edge of the compound is now vaultable.
  • Lower DeSalle: Removed some holes in the boss building.
  • Pearl Plantation: Removed some holes in the boss building.
  • Pearl Plantation: Improved interactive windows readability in the boss building.
  • Pearl Plantation: Added cover around the stairs.
  • Pelican Island Prison: Added cover around the stairs.
  • Reeve’s Quarry: Improved cover for the ladder on the West side.
  • Upper DeSalle: Removed some holes in the boss building.
  • Weeping Stone Mill: Extended the wall at the boss building entrance by the big metal doors.
  • Weeping Stone Mill: Lowered the interactive lantern in the upper tower of the boss building.
  • Added 4 new spawn points:
    • On the Northeast side of Lower DeSalle.
    • South of Lower DeSalle.
    • Northwest of Kingsnake Mine.
    • Between Fort Bolden and Darin Shipyard.





[h2]AI[/h2]
  • Fixed an issue that caused AI to take the wrong pose when being spawned in.
  • Fixed an issue that caused Scrapbeak and Butcher getting stuck on stairs.
  • Fixed an issue that caused the boss to take the wrong pose when starting the banishing process.
  • Fixed an animation issue on the Assassin’s melee attacks.



[h2]Audio[/h2]
  • Fixed an issue that caused the bomblance explosion to be positioned slightly incorrectly.
  • Fixed an issue that caused gunshots to be inaudible when in Dark Sight and behind a wall.
  • Fixed an issue that caused background ambience to be played incorrectly when loading into a mission.



[h2]Weapons[/h2]
  • Fixed an issue that caused some Hunter skins with gloves to obscure sight when looking through a scope.
  • Reduced the chance for projectiles (IE throwing knives, etc) to despawn when stuck to a despawning AI.
  • Fixed an issue that allowed weapons with two ammo slots to receive one extra bullet when taking two ammo types.
  • Fixed an issue that stopped a Player from sprinting immediately after throwing a throwing axe.
  • Fixed an issue that caused the Winfield M1873 Aperture to have a higher recoil when the aperture sight was flipped down.
  • Fixed an issue that displayed the Caldwell Rival 78 hammer incorrectly after shooting.
  • Fixed an issue that prevented you from reloading single shot weapons when a reload or ammo switch was interrupted by vaulting or switching weapons.



[h2]World[/h2]

[h3]Global[/h3]
  • Fixed clipping and floating objects around all three maps.


[h3]Stillwater[/h3]
  • Fixed an ammo box that was not interactable when the Butcher was spawned in Chapel of Madonna Noire.
  • Fixed a sliding gate that was incorrectly aligned in Stillwater Bend.
  • Fixed a spot where Hunters could get stuck on the Reynard Mill & Lumber roof.
  • Adjusted the render distances of Alain & Son’s Fish, Cyprus Huts, Davant Ranch, Healing Waters Church, and Stillwater Bend.


[h3]Lawson[/h3]
  • Adjusted the render distances of C&A Lumber, Fort Carmick, Ironworks, and Maw Battery.


[h3]DeSalle[/h3]
  • Fixed floating bricks in the ruins between Forked Rivery Fishery and First Testimonial Church.
  • Fixed an ammo box that was too close to a building prop and was not interactable in Seven Sisters Estate.
  • Moved a clue that was clipping into a tree at Pearl Plantation.

Test Update #1 for 1.9

Hunters,

Here is a small update to 1.9 for the Test Server.



  • Fixed an issue that caused the death screen to display the wrong information.
  • Fixed an issue that caused the Caldwell Conversion Uppercut Pair UI to display the wrong damage number.
  • Fixed an issue that caused the Sparks iron sight to be misaligned.
  • Fixed an issue that caused the poison effect to display incorrectly when switching in spectator.


~ The Hunt Team