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Hunt: Showdown 1896 (Test Server) News

Update 1.9 - Live on Test Servers!


Hunters,

Update 1.9 is now Live on Test!



[h2]Player movement changes [/h2]



  • Improvements made to local and remote player movement to address Desync issues.


Developer Note:

With this update, we have introduced some improvements to player movement in relation to issues around Desync.

Local improvements – these refer to improvements relating to your Hunter on your client. We have improved the error correction in game which should allow for faster and fairer feedback in those instances where desync can occur. The aim here is to reduce the instances of abrupt and unexpected teleports. However, it is important to note, bad network connectivity, latency or other network interrupts will mean that some instance of teleporting will occur.

Remote improvements – these refer to improvements relating to all other hunters in your match. The improvement now will ensure that the server’s entity position is more accurate. This should adjust for discrepancies and improve overall interaction. This will especially be effective in those instances where hunters cannot be revived or looted because the body has registered in a different position on the client compared with the server.

We know that this has been a big topic in the community for quite some time, and we really hope these changes will have a positive impact. From our internal tests, we have seen improvement, but need your feedback to ensure that these improvements are a step in the right direction.


[h2]Ping Limit [/h2]



  • A new maximum ping limit is set for 225ms.
  • When selecting a region, you will notice they are divided into distinct colours. Optimal regions for your sessions will be highlighted with a gold background and blue font for the latency. If the font is Orange with a grey background this means that you can connect to this region as it is within the ping limit but may not provide the best experience. If a region is outside the ping limit, this will appear with red text and will be blocked out, meaning you cannot select this region.
  • Every player will be able to connect and play on at least one server region. Some will have other options available to them, but the aim is to ensure that no one is completely locked out due to their location or slow ISP.
  • When playing with friends, the Host (inviter) will choose the region. If someone in the team has a higher latency to the region than 225ms, the party will get a popup that the game may be disrupted due to the high ping. However, the group will still be able to play.


Developer's Note:

We know that adding a region lock or ping limit has been a contentious topic within the community. Many have been asking for this feature for a long time, while others have said that playing with friends or on more populated servers is more important. This was all feedback we had to keep in mind when creating this feature, and we hope that we have been able to find a middle ground here that will accommodate everyone.

Please keep in mind that the current limit of 225ms is just a base starting point. We will continue to monitor this to change and can adjust the value to be either higher or lower based on the data and feedback we recieve.

Solo players will no longer be able to join regions with high latency and random groups will pair you with players within your region, but if you select a region where your ping is too high, you will be notified to change regions to one with lower latency before queuing for randoms. We look forward to hearing your feedback as this will help us to ensure this system is balanced, but effective.


[h2]Team Details Screen Improvements [/h2]



  • We have added some information that is displayed on the Team details screen. This screen will now display actions performed by, and against your partner(s) which will be highlighted with a blue background.
  • Consolidated icons and colour displayed for both inbound and outbound actions (‘Downed’ & ‘Killed’): [List]
  • Inbound refers to the actions performed against you by enemy hunters, outbound refers to the action against enemy hunter.
  • Inbound icons are the familiar white skull for a ‘downed’ event, and red skull for ‘killed’.
  • Outbound icons are a variant of the inbound, but with a small bullet hole in the head of the skull (right between the eyes).
  • The names of your teammates are now highlighted in blue on the left side of the team details screen.
Time stamps have been added to the tooltips for each action for a better understanding when they occurred during a mission.

  • If there are multiple time stamps, the icon is marked with a small yellow symbol on the bottom right corner.

Added separate icons for a player carrying either one or two Bounty Tokens.
Added a ‘bounty extracted’ icon to differentiate between players who picked up bounty at least once during a mission and those who extracted with a bounty token.

Developer Note:

The improvements made to the team details screen should now provide a better overview of what happened during your last match. This will add some missing context around key events involving your partner(s) as well as timestamps that will provide some extra context around when these interactions occurred.

We hope that these additions will help you to gain a better insight into which in-game events line up with which enemy hunters to allow you to paint a clearer, more accurate breakdown of the interactions of you, your team, and enemy hunters from the last match.


[h2]Bounty Hunt match time reduction[/h2]
  • The match timer for Bounty Hunt has been reduced to 45 minutes (previously 60 mins).


Developer's Note:

After an extensive review of the data around the length of matches, we found that only 1% of all matches went beyond the 45-minute mark. Given the fact that such a small number of matches are this long, we felt that a reduction would provide several benefits. This change will bring improvements to the server load as well improve the matchmaking speed. We understand not everyone will be happy with this change but based on the data and our research around this, we feel there are for more benefits than downside. However, we will monitor this change closely over the coming months to see if that is the case.


[h2]Performance[/h2]

[h3]Server Performance[/h3]
  • Fixed several dedicated server crashes which should reduce disconnects.
  • Improvements made to the connection between the dedicated server and the server gateway.
  • Improvements made to the dedicated server tolerance level in instances when backend connection is lost to reduce the number of potential disconnects.


[h3]Client performance[/h3]

  • Fixed several potential issues that could cause stutters or sudden FPS drops.
  • Improvements made to the light cast from electric lamps to improve performance.
  • Various changes made to improve performance.




[h2]Audio[/h2]

[h3]Weapon Audio Improvements [/h3]



  • Improved the audio tied to distant interior gunshots for better readability over distance. This should make it easy to determine if a shot was fired indoors or outdoors.


Developer Note:

This is one of the first steps in an ongoing effort to improve the overall readability of audio cues. In most scenarios, gunshots are quite readable, but we noticed some issues in their behaviour over longer distances, especially differentiating between an indoor or an outdoor shot.

This change should make it much easier to tell these apart. You will notice two defining elements to the sounds that will give you the information you need to pinpoint where it came from. If it has a long reverberant tail after the shot has been fired, then this was most likely fired outdoors, while indoor shot will not have this kind of tail to the sound but will have a special interior sound that will play alongside the gunshot sound.

We are hopeful that this will be a bit improvement to the overall readability so make sure to test this out and give us your feedback.



[h2]Gameplay[/h2]

[h3]General gameplay changes[/h3]
  • Player Spawn improvement: There is now a minimum distance between spawning players of 110m on DeSalle. This avoids some unfair spawn configurations and allows us to place more spawn points in general. This currently only affect spawns in DeSalle as the earlier maps already have larger distances between the spawns.
  • When punching an open door to close it, it will now smash through all the way to the other side 180°. If a player is in the way, they might take up to 50 HP damage.



[h2]Gunplay[/h2]

[h3]Weapon Balancing[/h3]



  • Increased the rate of fire of the Winfield 1876 Centennial by around 20%.
  • Reload speed has been increased to shorten the reload time of the Winfield 1887 Terminus
  • Increased the rate of fire of the Winfield 1887 Terminus by around 5%
  • Improvements made to the fire animations of the Centennial and Terminus to support the increased rate of fire.
  • Minor adjustments made to the ballistics of the long ammo pistol cartridge to slightly reduce the damage dealt at close range but keeping higher damage at slightly longer distances.


Developer Note:

The Uppercut has always been one of the weapons with the highest pick rate in Hunt, and for good reason. It is a very versatile weapon in most situations and deals high damage at various ranges. However, with this update, we want to move this weapon away from its current dominating position.

The Uppercut will still deal 125 damage up to 20m or so (previously up to 30m), meaning you can still easily down a player that has lost a small health chunk. However, it will now deal more damage at further ranges, increasing the effective range and allowing the ability to deal more damage to other body parts at range.

Our hope is this will allow it to find a specific spot in the Arsenal alongside the existing weapons and any future additions.

  • Increased the base damage of the poison ammo to be in line with regular ammo.
  • Increased the number of Heavy melee attacks that can be performed with the Heavy Knife before running out of stamina by 1.
  • Increased the number of Heavy melee attacks that can be performed with the Saber before running out of stamina by 1.
  • Increase the heavy melee damage caused by the Machete:


    • Armoured can now be killed with two strikes bringing it more inline with the Saber.
    • The increased damage also puts more pressure on enemy Hunters to heal faster before bleeding out.

  • The Talon heavy melee attack has been reimagined and now acts in the same manner as an attack from a combat axe. However, the number of heavy attacks that can be performed has been reduced from 3 to 2 before running out of stamina.


Developer Note:

Heavy Knife

In general, we were seeing a lower pick rate for the Heavy knife over the regular knife, this of course is not an issue, but we wanted to make sure the Heavy Knife is also seen as an attractive option as a melee tool.

With these changes the two are now closer in terms of heavy attack stamina usage with the Knife still having a slight edge (pun-intended). The important thing that has always distinguished the two options has been the attack animation and hit consistency, this is where we want a lot of the choice between the two to come from, your personal preference when using them.

Machete and Saber

With the changes to the Heavy knives above, we also wanted to make sure that the two small slot melee weapons still stand out as options in comparison to the tools, so we also adjusted them to account for these changes.

Talon Variants

We had also seen a lower pick rates when looking at the Talon variants and wanted to make sure these were an attractive option for players. These changes are a re-imagining of the variant as we saw it was difficult to find their own spots when compared to other melee options. Each swing of the Talon is now much deadlier, for example killing an Armored in one hit, of course this is now offset by only having a maximum of two heavy swings.




  • Slugs now differentiate between medium and long barreled shotguns, resulting in slightly stronger damage drop over distance with medium barreled shotguns compared to before.
  • Slightly reduced the damage dealt by slugs to lower body and limbs. This requires more precise hits to the upper torso in order to perform a kill in one shot.
  • Reduce the extra ammo for Slugs by around 30-40%

    • Romero 77 reduced to 4 (previously 6).
    • Romero 77 Talon reduced to 4 (previously 6).
    • Romero 77 Handcannon reduced to 3 (previously 5).
    • Romero 77 Hatchet reduced to 3 (previously 5).
    • Caldwell Rival 78 reduced to to 5 (previously 8)
    • Caldwell Rival 78 Handcannon reduced to 4 (previously 6).
    • Specter 1882 reduced to 6 (previously 10).
    • Specter 1882 Bayonet reduced to 6 (previously 10).
    • Specter 1882 Compact reduced to 5 (previously 8).
    • Winfield 1893 Slate reduced to 4 (previously 6)
    • Winfield 1887 Terminus reduced to 5 (previously 8)
    • Winfield 1887 Terminus Handcannon reduced to 4 (previously 6)
    • Crown and King Auto-5 reduced to 4 (previously 6)
    • LeMat MK2 reduced to 2 (previously 3).


Developer Note:

We have seen Slugs having a higher pick rate than many other custom ammo types, which of course is expected as they are a powerful choice. However, we wanted to take another pass at them to make sure they fill the position that was originally intended.

Medium barrel shotguns (Caldwell Rival, Winfield 1893 Slate, Winfield 1887 Terminus, Specter Bayonet) will now have increased damage drop-off and decreased OHK (One Hit Kill) range compared to the longer barrels, this helps to separate the shotguns a bit and means that if you want the best chance of slugs being effective the longer barrels will be the choice.

We have also reduced their max ammo capacity to make sure every shot counts. It is important to understand that the extra stopping power also comes with consequences when missing shots.



[h2]Hunter[/h2]

[h3]Outlines [/h3]


  • The equipment of teammates (active and holstered) is now also highlighted together with the character when teammate outlines are turned on.
  • All interactions that do not require to be held over time can now be activated while cooking a throwable (e.g. starting elevators, gathering ammunition, or taking from a loot box).


[h3]Interactions[/h3]
  • All ‘use’ interactions that do not require the action to be held can now be activated while cooking a throwable (e.g. Starting Elevators, gathering ammunition or taking loot).
  • Previously players could only interact with doors and window shutters in these situations.


[h2]Meta[/h2]

[h3]Black Market [/h3]


  • The Black Market is a new type of shop where the players can purchase Legendary content from several infamous vendors.
  • All vendors will have its own theme as well as a specific type of content which players can purchase for the best possible Blood Bonds price in the game.
  • Each vendor will have limited stock. Once all items have been purchased, you will no longer be able to interact with the vendor. New offers will be available with future updates
  • Each vendor shop will contain an order list of items available for purchase. The order they are unlocked for you will be random, but all items will be visible from the moment the store is available.

    • If you already own one of the Legendary item that is on offer, you will then be able to purchase an instance of this hunter/weapon for a reduced Hunt Dollars price. This will then open the next unlock available from that vendor.
    • Please note, in order to purchase the Hunter instance, you must have a free hunter slot available.


[h2]UI[/h2]

[h3]News Indicator Improvements [/h3]


  • We made some improvements and additions to the news indicator: by clicking on any news indicator in the menu tabs, the whole section / sub-section can be marked as read.
  • It is also possible to mark everything as ‘read’ by using a new dedicated button in the options menu. In this case all the indicators disappear through the game.


[h3]Other UI Improvements [/h3]


  • Improvements made to the weapons and tools on the death screen.
  • Weapons and tools in the 3d preview are now better framed and rotate around their center.


[h2]World[/h2]

[h3]Global [/h3]


  • Blocked off the non-interactive side of the ladders in Hunting Towers for better readability. Towers).
  • Improved the precision of bullet collision when shooting through metal grids, metal barricades, metal cages, etc.
  • Improved player collision of Horse Carts for more consistent vaulting from the drawbar onto the top.


[h3]Stillwater Bayou [/h3]


  • Darrow Livestock: Removed the cranked gate and replaced it with a wooden sliding door at the entrance to the basement.
  • Darrow Livestock: Reworked the Pit area.
  • Pitching Crematorium: Added a new staircase entrance (from east approach) to the underground area.
  • Pitching Crematorium: Added some higher walls around the main entrance to provide more full body cover for players.
  • Stillwater Bend: Reworked the northside underground entrance and its surroundings.
  • Port Reeker: Added a new bridge entrance to the middle boss building.
  • Port Reeker: Added multiple stairways, connecting the ground level and elevated walkways.
  • Alice Farm: Added a new ladder in the silo and a new window entrance to the West barn (spider lair barn). You can now access both roof parts of this barn.


[h3]Lawson Delta [/h3]


  • C&A Lumber: It is no longer possible to access the roofs of the main buildings (the small roof in between the main building and the workshop is still accessible). This change will also close an unfair position that allowed players to shoot south out of the workshop area near the sliding gate.
  • C&A Lumber: Added a new ladder entrance under the boss building.
  • Salter’s Pork: Added a new tunnel entrance on the East side from the open field to the outer East barn.
  • Fort Carmick: Reworked a window on the south-east side of the wall for better visuals, leading, and cover.
  • Fort Carmick: Improvements made to the player movement around the large cannons.


[h3]DeSalle [/h3]


  • Heritage Pork: Added new spawn points and adjusted the areas around them.
  • Heritage Pork: Adjustments made to the existing spawn points and the areas around them.
  • Weeping Stone Mill: Added a new hole at the bridge on the west side to vault through.
  • Kingsnake Mine: Opened the tunnel’s underneath, providing access to the main and side buildings. This includes a ladder and a long elevator to the main building.
  • Fort Bolden: Changed the covered bridge into a new Log Bridge across the riverbed to the southwest.
  • Fort Bolden: Added barricades at the high ground next to the west and north-west bridges, providing cover to make it more viable to use the bridges.
  • Fort Bolden: Reworked the South-West surroundings for more better visuals and more interesting navigation and combat.
  • Fort Bolden: Minor improvements to the north-west tunnel entrance for sightlines and cover.




Test Update #2 for Update 1.8.1



Hunters,

Below are the notes for the second test update for Update 1.8.1:



[h2]Weapon Price Changes[/h2]

[h3]Caldwell 92 New Army [/h3]

  • Reduced the price to $90 (previously $103)


[h3]Winfield 1893 Slate [/h3]

  • Reduced the price to $250 (previously $300)


Developer Note:

The full details of the new additions to the arsenal will be included in the Live version of the 1.8.1 notes.


[h2]Weapon Rank Changes[/h2]

[h3]Machete [/h3]

  • Unlocks at rank 1 (previously Rank 24)


[h3]Specter 1882 [/h3]

  • Unlocks at rank 24 (previously rank 36)


[h3]Nagant M1895 Officer [/h3]

  • Unlocks at rank 36 (previously rank 12)







  • Fixed an issue where a reward pop-up for Hunt dollars and Blood Bonds was always displayed after a mission.
  • Fixed an issue where the ‘Hold F to stop bleeding’ prompt would not appear on screen while your hunt is bleeding.
  • Fixed an issue where the extraction could become blocked if another player/team extracted before your attempt.
  • Fixed an issue where the hunters movement speed was significantly reduced after healing with First Aid Kits or deploying traps.
  • Fixed an issue where the movement speed reductions that are applied to Hunters when moving through deep water and from healing with First Aid Kits would stack. This has been corrected and only the highest speed reduction is applied as intended.
  • Fixed an issue where the movement speed reduction from First Aid Kits was applied while aiming. This caused an inconsistency between the Hunter and Gunslinger control schemes, so now the speed reduction will only begin as you start healing.


~The Hunt team.

Update 1.8.1 - Now on Test Server



Hunters,

Update 1.8.1 is now live on test server and with it comes our new Quest system - "Summons" as well as two new grunt AI variants. Full details can be found below.



[h2]New Quest System – "Summons" [/h2]

This update brings a new Quest system to the Bayou! This feature will replace the Daily and Weekly Challenges and can be found in the progress section under the "Summons" tab. Players will have to complete quests to collect a new reward called "stars" - this is separate from the Trials stars and will have a different symbol. These quests will reset every Monday.

Each Quest will reward a number of stars (ranging from 1 to 6) as well as in-game reward (Hunt Dollars/Consumables/Tools/Weapons/etc). Players can progress simultaneously with 2 Quests and can unlocked a 3rd Quest slot with Blood Bonds. Additionally, Hunters can complete each Quest multiple times to collect the stars, but the in-game items will only be unlocked through the first completion. Once you have collected 30 stars, you will earn 25 Bloodbonds. This reward can be claimed once per week.

There are currently 5 categories of Quests, which will target different goals/playstyles.
  • Simple Quests: Can be completed by anyone. Rewards 1-2 stars.
  • Core Gameplay Quests: Involves tasks around the core gameplay loop (clues, bosses, and bounties). Rewards 2-3 stars.
  • PvP Quests: PvP focused quests that reward engagement with enemy Hunters. Rewards 3-4 stars.
  • Hardcore Quests: A more complex set of quests aimed at veteran players. Reward 5 stars.
  • Legendary Quests: Involves the use of specific Legendary skins (Hunters or Weapons). Rewards 6 stars.


Developer's Note:
This new Quest system is designed to be more fun and engaging than the old challenge system. This is not a fully complete feature, meaning we will continue to add more quests, tweak rewards, and otherwise make adjustments where needed. We're looking forward to your feedback and to see the crazy ways Hunters complete some Quests.


[h2]AI[/h2]

We have added two new Grunt variations to the game. Introducing the Pistol Grunt, an AI that carries a broken pistol which causes a loud gunshot sound when it hits a player with a melee attack, and the Lantern Grunt, an AI that carries a lantern. If you are quick enough, this lantern can used by players if you manage to kill the Grunt before you are hit with it.

Both variations have been added to the default spawn pools for all three maps.



[h3]Pistol Grunt[/h3]
  • New Grunt AI Variation
  • Wields a rusted broken pistol
  • Will attempt to melee attack hunters with the broken pistol, which causes it to explode and play a loud gunshot sound.
  • Will not discharge a bullet and therefore only deals melee damage.
  • The broken pistol cannot be picked up or used by hunters, and will disappear shortly after its effect has been triggered.

[h3]Lantern Grunt [/h3]
  • New Grunt AI Variation
  • Holds a Lantern, which can be lit or unlit
  • Will attempt to melee attack hunters with the Lantern, breaking the Lantern in the process.
    • If the Lantern is lit, this will create a small fire explosion (similar to throwing a Lantern)
    • If the Lantern is unlit, this will create an oil pool on the ground which can be ignited as per usual
  • Killing the Grunt before they break the Lantern will cause them to drop the Lantern, which can be picked up and used by hunters.


[h3]Modification to behaviour of Grunts holding weapons [/h3]
When shooting grunts in the arm or on death, they will now drop the weapon they are carrying. For example, Doctor Grunts will drop their poisoned saw and others will drop their torch or cleaver.
These weapons are not usable by players.
Dropped torches however can ignite oil pools or trigger explosive barrels. However the torches will not harm hunters directly once dropped.

[h2]Gunplay [/h2]

[h3]Brawler Variant adjustments [/h3]
  • Increased Heavy Melee Damage on all Brawler variants to bring them in line with Dusters.
  • Stamina consumption remains unchanged (Dusters are still more efficient).


[h3]Nitro Custom ammo name adjustment [/h3]
  • Renamed the Nitro ‘Dum Dum’ ammo to ‘Shredder’.
  • This is purely a cosmetic change and does not affect gameplay in anyway.


Developer Note:
The Dum Dum ammo on the Nitro differs from other weapons because it is able to penetrate at least once. We felt it important to better differentiate the two ammo types by adjusting the name. It’s important to mention this does not change the gameplay in any way.



[h2]Audio [/h2]

  • Bullet Casings are now audible when they fall on the ground.
  • Hanging Chains and other objects now play a subtle sound when crouch walking through them.
  • Sound Design improvements on the Door impacts and destruction


[h2]World[/h2]
  • Decreased spawn rate of Golden Cash Registers.
    Developer's Note:
    Due to a bug that caused the spawn rate of the golden cash registers to increase significantly, the spawn rate has been reduced to counteract the negative effects this has had on the Bloodbond economy over the last few months. Golden cash registers will still spawn but they will no longer be as frequent as they have been in recent months.

    We know that many of you have expressed concerns regarding some of the changes around how Bloodbonds are earned in-game and we have been taking this feedback on board. We will have a much more detailed blog coming up at the end of April/beginning of May that will focus on discussing the topic of monetization, where we will try to address the concerns that have been brought up. Please keep an eye on our social channels for updates.




[h2]AI [/h2]


  • Banished bosses should no longer drop their bounties in unreachable places.
  • Fixed an issue whereby AI was sometimes able to hear players through some obstacles.
  • Fixed an issue whereby grunts were not always facing their attacker properly.
  • Fixed an issue whereby the Butcher could not be properly interrupted the first time it taunted.
  • Butcher will stop roaming when no players are around.



[h2]Weapons [/h2]

  • Fixed an issue where the Berthier Riposte Iron sights were slightly misaligned.
  • Fixed an issue where the Depth of Field blur would stay too long on the Berthier Deadeye
  • Fixed an issue where the Iron Sights on the Romero 77 were misaligned.



[h2]Hunter [/h2]

  • Fixed an issue where D-pad buttons would switch to wrong items until they were re-assigned when using a controller
  • Fixed an issue where the Conduit Trait wouldn’t apply its effects when picking up a Bounty
  • Fixed an issue where players could extend their Dark Sight Boost duration with the Serpent Trait
  • Fixed an issue that could lock the camera after reconnecting to a mission
  • Fixed a couple of cases where the extraction timer would reset when dead players in the extraction radius would leave the game to the menu
  • Fixed an issue where the Wellspring could not be picked up from a player that had permanently disconnected from the game


[h2]UI [/h2]

Fixed an issue where the objectives would not revert to "Collect the Bounty" after losing two bounty tokens (still shows "Extract the Bounty" for both bosses).
Fixed a bug which caused the D-pad navigation in contract screen to break when using a controller.
Fixed a rare bug which cause filters to be highlighted in roster even when not applied.
Fixed a bug which lead to filters for consumables and tools to be unresponsive.
Fixed a rare issue which caused buttons to overlap on top of others in specific conditions.
Fixed an issue which allowed players to click through the hunter equipment pop up on the Bounty Hunt menu onto other tabs and subtabs
Fixed an issue where the normal bow ammo was always greyed out in the weapon wheel
Fixed a bug which would break the equipment bar when changing the equipment by looting from a hunter under special conditions
Fixed a rare issue which caused a discard pop up to be displayed when the player wants to have two contraband pistols (as dual) equipped
Fixed an issue which would cause buttons to overlap while on the legendary recruits screen while forming an invited team
Player cannot give a Dark Tribute offering while in matchmaking in a team anymore
Fixed an issue where both Partners in a team of three could be displayed as “Partner 2”.
Fixed an Option issue when clicking on the right side of an audio settings tab would open the drop-down list.




  • The Ladder Desync Exploit
    Developer's Note:
    As stated in our Developer's Update on Reddit, this is a high priority for the Team. Please continue reporting anyone using this exploit. This issue is complex, and the Team is working hard on a fix. Climbing is one of the oldest systems in Hunt, and we are integrating it into a newer part of the movement system. This is taking some time because we need to make sure that the climbing continues to work as intended within the new system while also fixing the problems of the old system.


  • In some cases, weapons will come out of ADS randomly.
  • Poison effects from the hive and spider can persist even after their intended duration.
  • In some cases, when first starting the game, Hunters in the lobby may not load in correctly (only parts of the hunter are visible).
  • In some cases, an incorrect/placeholder death screen will appear when your hunter has been burned out (lost all health chunks to fire).
  • In some cases, when attempting to loot a hunter, a message can appear saying “Ammo full” which will prevent you from looting.
  • Quickplay: Picking up a small weapon while performing a switch from a larger weapon results in swapping the wrong item.
  • In some cases, activating a filter in the weapons screen will still show all weapons rather than the selected option.
  • Concertina wire can damage players through walls.
  • In some cases, you are unable to loot a weapon because the client registers that it fell in a different place than is shown on the screen.
  • In some cases, switching to another weapon (looting) can result in the dropped weapon falling under the floor.
  • In some cases, crows may react to player noise later than intended. If there is a lot of occlusion between you and the crows, they can also be hard to hear.
  • In some cases, single shot weapons can not be reloaded when switching while vaulting or quick-swapping.
  • In some cases, while in the “waiting for players” screen, it is possible for AI to attack.
  • In some cases, the banish state and extraction state can show the incorrect details. This is purely a visual issue. The normal status will continue as intended in the background.
  • In some cases, the UI can “hiccup” and may take some time to update meta-actions (buying/equipping/hiring hunters).
  • In some cases, when an enemy hunter survives a headshot from explosive ammo the “death from a headshot” audio can still be heard.
  • UI shows incorrect unlock conditions in the Arsenal.
  • Butcher and Scrapbeak can get stuck in place during combat with several Hunters.
  • Hunters can interact with trait charms (in the world) at a specific range that triggers the "trait acquired" audio, but the trait is not gained on the Hunter.
  • In some cases, a Hunter will not get a hitmarker in melee while correctly dealing damage.
  • In some cases, it is possible that a Hunter will move slower right after placing a trip mine.
  • The electric lamp is incorrectly shadowed by the Hunter.
  • Fusees emitted light is too bright in night missions.
  • New players / or Hunters that deleted their "user folder" will have the new "+" icon on all traits.
  • Arrows and other retrievable items might become irretrievable when killed AI is despawned.
  • In some cases, headshots won't count as a headshot.
  • In some cases, Hunters can be stuck in the dual wield animation with other weapons.
  • In some cases, lanterns are out of sync for disconnecting Hunters.
  • In some cases, Hunters melee and gun sensitivities can be misaligned.
  • Hunter is unable to fire when swapping quickly from iron sight to fanning
  • In some cases, weapons will drop on top of each other, and it is hard to loot the desired weapon.
  • In some cases, the crosshair will become small and will not change size dynamically as intended.
  • In some cases, a Hunter will lose a healing item when trying to heal a teammate, but the heal will not go through.
  • In some cases, a Hunter will not receive an item back when looting a dead enemy.
  • After reconnecting, a flare on the ground can loop the throwing audio to the reconnected Hunter.
  • In some cases, placing a bear trap will be cancelled when standing too close to another object.
  • Aperture sights can randomly be flipped up or down.
  • It is possible for for a Hunter to receive the "extraction blocked" warning at an extract where someone else has extracted earlier in the match.
  • In some cases, a Hunter's health will stop regenerating at 100 health, even if the health chunk should allow for further regeneration.
  • In some cases, the ammo counter will not update correctly when firing the Scottfield too quickly.
  • In some cases, the Hunting Bow will not correctly destroy windows.
  • In some cases, the Assassin will attack the wrong target.
  • In Gunslinger, it is possible for the crosshair to be missing after switching weapons.
  • Melee queueing fails sometimes for some weapons/items.
  • Holding RMB while switching to a melee tool or weapon does not correctly prepare a heavy melee.
  • In some cases, concertina wire is not correctly destroyed, although it was hit properly.
  • Bleeding damage ticks are not properly represented in the damage history upon death.
  • Spectator mode does not always represent the correct aiming state of the spectated Hunter.
  • Dying to the poison cloud of a poison trip mine will display an empty death screen.
  • In some cases, the Assassin's clone can be stuck and not try to attack a Hunter.
  • In some cases, the Spider can fall through the floor and become stuck when jumping on a Hunter.
  • Unlocking a Legendary weapon often changes the order of the weapon equipment.
  • World health packs can stop a Hunter from interacting with a clue when dropped in certain spots on top of the clue.
  • In some cases, Hunters will incorrectly receive a reconnect pop-up after a server crash.
  • Shooting a hive bomb that is floating in water with a shotgun will incorrectly spawn multiple instances of the hive swarm.
  • In some cases, audio sounds will appear to come from a different source than it actually does.
  • In some cases, the bomb lance explosion will not deal area damage.
  • In some cases, the transition between poison states will result in a slight camera shake.
  • In some cases when sprint and ADS are bound separately, sprinting input can be incorrectly ignored.


Latest update for 1.8 - Now live on Test!



Hunters,

Below are the details for the latest update to 1.8.

This update includes some bug fixes and some balance changes to the new weapons.




Gunplay


[h2]Caldwell 92 [/h2]

  • Reduced the Muzzle Velocity from 270 m/s to 230 m/s.
  • This also reduces the velocity of the custom ammo options for this weapon (FMJ and Dumdum now at 200 m/s)
  • Reduced the extra ammo from 18 to 12.


[h2]Winfield 93 Slate [/h2]

  • Reduced the extra ammo count from 9 to 6 (Basic and Slug)
  • Penny Shot reduced from 14 to 9.
  • Slightly increased the recoil making it harder to re-acquire your target for a follow-up shot.



[h2]Bonus Sway for Semi auto weapons [/h2]

  • Increased the sway penalty for rapidly firing to be in line with all semi-auto and Double action pistols. The values for the Caldwell 92 New Army, the Nagant 1895 Officer and Nagant Officer 1895 brawler sway values are now set to the same as the Dolch and Bornheim No.3 as well as their variants.



Meta


[h2]Caldwell 92 [/h2]

  • Increased the price to $103 (previously $92).



[h2]Winfield 93 Slate [/h2]

  • Increased the price to $300 (previously $200).




Hunter


  • Fixed an issue that resulted in Hunters not correctly rendering when viewed over longer distances.
  • Fixed a bug that caused particle effects to persist even after the status effect has worn off (e.g 3rd person view shows you are on fire or bleeding when it has already stopped).
  • Fixed a bug that caused a particle effect to persist on the screen after being revived.



Gunplay


  • Fixed a bug that prevented players from fanning with the Nagant Silencer.

Test server Maintenance @ 15:00 CET today



Hunters,

The test server will be taken offline for maintenance at 15:00 CET. During this time we will be deploying a small update to address some bugs and apply some balancing changes to the new weapons.

We will post again when the servers are back online.

Thanks.