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Hunt: Showdown 1896 (Test Server) News

Update 1.6.2 - Test Server





[h2]New Weapon[/h2]

[h3]Scottfield Model 3 Revolver[/h3]

New small slot, medium ammo pistol with a 6-round capacity. The Scottfield differs from other revolvers currently available in that it uses a break-open action which allows for faster reloading, this is because of its open cylinder and built-in ejector that can remove all rounds in the cylinder at once.

It uses a slightly shorter round compared to the Caldwell Pax which means its stopping power and range are slightly less in comparison. Since it is a medium bullet its damage and range will still slightly outperform compact pistols.

Ammo types (Custom Ammo)
  • Basic - (Ammo – 6/12)
  • FMJ - (Ammo – 6/12)
  • Incendiary - (Ammo – 6/12)




[h2]Audio[/h2]
  • Weapon Menu Animations now all have sound playing


[h2]Hunter[/h2]
  • Added visual feedback for when a hunter is hit by poison ammunition while the antidote effect is active.


[h2]Gunplay[/h2]

[h3]Regeneration Shots[/h3]
For the duration of the effect:
  • Health regeneration speed is halved (2.5 hp/s instead of 5 hp/s)
  • Health regeneration does not stop at health chunk borders but will continue until current max health is reached
  • Health regeneration will start instantly after taking damage (Usually delayed by 5 seconds)
  • Health regeneration is paused while poisoned, burning or bleeding
  • Health regeneration is paused while reviving a teammate with the Necromancer trait
Versions:
  • Weak Regeneration Shot: 5 Minutes
  • Regeneration Shot: 10 Minutes


[h3]Crossbows[/h3]
  • The Crossbow and Hand Crossbow will now keep their damage better over distance, but the weapon ranges overall didn’t change
  • The Crossbows Basic Bolts will now do strong bleeding


[h3]Hunting Bow[/h3]
  • The Basic Arrow and Poison Arrow have their Bleeding intensity reduced and only do medium bleeding now
Developer Note:
Since releasing the Hunting Bow with the Light the Shadows event, we learned quite a bit about the weapon from your extensive usage. One conclusion we drew was that we wanted to highlight the differences between the crossbows and the bow and arrow more and decided to do a couple of changes, like making the strong bleed exclusive to the crossbows with its slower rate of fire, as well as making the crossbows and bow more consistent to limb damage overall by doing some minor tweaks to both weapons. We also increased the ammo pool for the crossbows somewhat to be more in line with the bow and arrow. With these changes, we feel both weapon classes can carve out their respective gameplay niche better.


[h3]Kill Assists[/h3]
It’s now easier to get kill assists
  • The Kill Assist time window is now calculated on a distance basis
  • The closer players are to a target they damaged, the longer they are eligible for a Kill Assist
    • Effectively this means that players can still get assists after many minutes if they stay close to the target
  • Players will now be rewarded with an assist if targets kill themselves
  • Players will now be rewarded with an assist if targets are killed by AI


[h3]Equipment changes[/h3]
  • The Weak Stamina Shots Duration has been increased from 60 to 300 seconds
  • The Fire Bomb and Liquid Fire Bomb’s burning area duration has been increased from 20 to 120 seconds


[h3]Custom Ammo[/h3]
  • Changed the Nitro Express DumDum to be more in line with the DumDum ammo in other weapons
  • Updated the ranges for Compact Full Metal Jacket
  • Slightly raised the damage for Dragon Breath on all Shotguns
  • Dragon Breath now has a short one-hit kill range (the longer the barrel the longer the one-hit kill range)
Developer Note:
To keep Dragon Breath in line with the changes we've recently made to Flechette, we are also giving Dragon Breath a one-hit kill option on very close range. The one-hit kill range scale with the barrel length of the Weapon, the longer the barrel the larger the one-hit kill range. This also slightly increases the overall damage for Dragon Breath. We think these changes will make Dragon Breath a more enjoyable and viable option.


[h3]Retrievable Projectiles[/h3]
The following ‘retrievable projectiles’ now do substantial damage to AI and Hunters when being retrieved by a Hunter:
  • Throwing Axes
  • Throwing Knives
  • Crossbow Bolts (basic)
  • Hunting Bow Arrows (basic and poison)


[h2]Meta[/h2]

[h3]Hunter Slots[/h3]
  • Hunter slots have been increased from 20 to 50.
    • Additional slots can be unlocked for 150 Blood Bonds each.


[h3]Training Reward changes[/h3]
Blood Bonds for completing Training missions have been reduced.
  • Basic: Reduced from 100 to 50.
  • Advanced: Reduced from 250 to 75.
  • Professional: Reduced from 500 to 125.


[h3]Unlock Ranks[/h3]
  • Moved Caldwell Pax from Rank 10 to Rank 18
  • Moved Caldwell Rival 78 from Rank 18 to Rank 10
  • Added the Weak Regeneration Shot and the Regeneration Shots to the “Health Shots” category


[h3]Ammo Capacity[/h3]
  • Winfield 1876 Centennial & Variants:
    • Increased all ammo reserves from 8 to 12
  • Crossbow
    • Basic Bolts increased from 6 to 9
    • Explosive Bolts increased from 5 to 6
    • Shot Bolts increased from 4 to 6
  • Hand Crossbow
    • Basic Bolts increased from 5 to 8
    • Poison Bolts increased from 5 to 8
    • Choke Bolts increased from 2 to 5
    • Chaos Bolts increased from 4 to 5



[h3]Trait Changes[/h3]
  • Poacher has its cost reduced from 2 to 1 Upgrade Point
  • Bolt Thrower has its cost reduced from 4 to 3 Upgrade Points
  • Hundred Hands has its damage component cut from 25% to 10%. Increased Sway reduction
  • Bolt Seer name changed to Blade Seer to make it clearer that you can’t only see bolts with it


[h2]Matchmaking[/h2]
  • We've improved the queuing method when Skill Based Matchmaking is disabled. Before it would wait until you have exhausted options of a fair match before adding the group to a match with other SBMM disabled groups. Now, in case you queue with SBMM disabled, you will be queuing at the same time for matches with other groups of similar level and for groups that would also have opted out from SBMM.
  • We've made it possible to disable Skill Based Matchmaking only from rank 100 or above (players that prestige are considered above rank 100).
Developer Note:
One of the best parts of SBMM is the opportunity to protect new players from having to go against opponents that may be too difficult. We want players to avoid this option until they are more experienced with Hunt and its game mechanics.


[h2]Lobby[/h2]
  • Weapon equip animations have been updated


[h2]Store[/h2]

[h3]New Weapon[/h3]

  • Scottfield Model 3 Revolver
    • Added at Rank 1
    • Added for 77 Hunt Dollars
    • A classic, single-action break open revolver, the Scottfield has seen both sides of the law. The break-action allows for quicker ejecting of spent rounds, meaning a faster overall reload when empty.”


[h3]New Variants[/h3]
  • Vetterli 71 Karabiner Marksman
    • Added to the Vetterli 71 Category for 190 Hunt Dollars
  • Vetterli 71 Karabiner Silencer
    • Added to the Vetterli 71 Category for 150 Hunt Dollars
  • Lebel 1866 Aperture
    • Added to the Lebel 1866 Category for 425 Hunt Dollars


[h3]New Custom Ammo[/h3]
  • Scottfield Model 3 FMJ
    • Added to the Scottfield Model 3 category for 35 Dollars
  • Scottfield Model 3 Incendiary
    • Added to the Scottfield Model 3 category for 25 Dollars
  • Vetterli 71 Karabiner High Velocity
    • Added to the Vetterli 71 Karabiner category for 95 Dollars
  • Winfield 1887 Terminus Dragonbreath
    • Added to the Winfield 1887 Terminus category for 50 Dollars


[h3]New Consumables[/h3]
  • Weak Regeneration Shot
    • Added to the “Health Shots” category for 65 Hunt Dollars
  • Regeneration Shot
    • Added to the “Health Shots” category for 110 Hunt Dollars


[h3]New Legendary Items[/h3]

Runners Up for Skin Contest
  • Mosin-Nagant M1891 "Wormwood"
    • "The corruption gets into the trees, twisting tendrils around roots and turning sap dark as bile. This Mosin-Nagant M1891 is made from such wood and only when its work is done will it be left to rot.”
    • Added for 500BB
  • Winfield 1887 Terminus Handcannon "Bird of Prey"
    • "Like the talons of hawks and eagles, this Winfield 1887 Terminus will tear prey apart and leave a feast for the crows, vultures, and other carrion that follows its booming song.”
    • Added for 500BB


[h3]Price Changes[/h3]
Increases
  • Nagant M1895 Officer from 66 to 96 Hunt Dollars
  • Nagant M1895 Officer Brawler from 80 to 110 Hunt Dollars
  • Weak Stamina Shot from 10 to 60 Hunt Dollars
  • Stamina Shot from 40 to 100 Hunt Dollars
  • Weak Antidote Shot from 25 to 50 Hunt Dollars
  • Antidote Shot from 55 to 80 Hunt Dollars


Decreases
  • Winfield M1876 Centennial from 277 to 157 Hunt Dollars
  • Winfield M1876 Centennial Sniper from 298 to 229 Hunt Dollars
  • Crossbow from 55 to 50 Hunt Dollars
  • Hand Crossbow from 35 to 30 Hunt Dollars
  • Hunting Bow from 97 to 57 Hunt Dollars
  • Price decrease for multiple Custom Ammo types


  • US-East and Asia regions might display a (misleading) "Servers occupied" message, but clients will still load into the session after a short moment.
  • Asia region can show a 0x20005 error when queueing for missions. If you have experienced this error, please retry queueing.
  • Currently, the Iron sharpshooter trait does not allow you to stay in sights when using the Lebel Aperture sight. (This is a side effect of a change that fixes a bigger issue related to the blur mask when using that sight).

Update 1.6.1 Patch #1



Below are the update notes for Patch #1 of Update 1.6.1



[h2]Shoulder Aim toggle [/h2]

The follow applies to Hunter control Scheme only

  • It is now possible to start sprinting while shoulder Aim is toggled ‘on’ in the following circumstances:
    • If the weapon cannot ADS (Throwables, Bomb Lance, throwing knives and other items that do not have an ADS option)
    • If sprint and Aim Down Sights are assigned to different buttons.


[h2]New Bounty Revive Mechanic (updates)[/h2]

  • Reviving a “Redskulled” teammate will no longer reward revive XP.
  • Killing a hunter who was previously “redskulled” and revived will not grant any further XP and will not count as a kill towards your KDA.
    • The kills will still be tracked separately in the mission summary screen.
      • Deaths/downs will count towards the KDA of the player being killed, even after being revived from being “redskulled”.


[h2]New menu animations[/h2]

  • Weapon equip animations will now only be played when the main weapon has been changed (previously would play any time you changed back to the lobby screen).
  • Refined several of the new animations
    • The following animations were updated:
      • Bomblance, Romero 77 Handcannon, Springfield 1866 compact, and some of the Dual pistols.




  • Fixed a bug that caused your partner’s hunter to disappear in the lobby after inspecting them for a second time.
  • Fixed an issue where the heavy melee attacks would not carry over to the next weapon if you switched while prepping the heavy attack. (you had to let go and prep the heavy attack again instead of it doing it automatically after the weapons switch).
  • Fixed an issue that caused the Stamina regen to continue when preparing a heavy melee attack. This was not intended and the regen will now pause as expected.
  • Fixed a bug that prevented hunters from sprinting after taking a shot when sprint was set to toggle (Hunt Control scheme).



~Happy Test hunting

Update 1.6.1. - Test Server



Test Server note:

You should have a recent copy of your profile on the Test Server with 50,000 Hunt Dollars and 10,000 Blood Bonds.

Please note: Not all gear will be unlocked for this test phase.

We have discounted several items in the BB store (weapons, tools and hunters) on the Test Server, feel free to attempt to buy these with your free blood bonds to help us test the system.

Available regions will be Europe and US for this test phase.




[h2]New Accessibility Options [/h2]

This update brings with it a refactor to the weapon handling system in Hunt. This new system is more solid and should give us much more flexibility when it comes to adding new accessibility features for all platforms.

[h2]General [/h2]
[h3]Leave ADS during shots [/h3]

We have made it possible to leave the ADS (Aim down sights) state while your weapon is in the recoil phase of the shot animation. Previously, you were locked to ADS until the weapon was finished firing. This change will make you more agile as soon as you stop aiming. This only works with ADS and does not impact switching equipment which will remain as it is.

[h3]Force Reload for Controllers [/h3]

It is now possible to force a reload when using a controller, even if there are interactable items nearby. While the weapon wheel is open, other interactions in front of you will be ignored. By tapping [LB] before you tap [X] (L1 and Square on PS) to reload you can ensure that the reload gets priority over any other interactions.

This will be especially helpful in enclosed spaces such as the hunting towers, which have a lot of interactions close together, making it difficult to find a way to reload without opening every window or climbing a ladder unintentionally.

[h3]Gunslinger control changes [/h3]

Lower weapon
  • Added the ability to lower weapons/items while using Gunslinger (like Hunter mode).
  • Holding [Q] will lower the weapon (tapping [Q] will still perform the quick weapon switch).
  • Shooting is still possible, however there is a slight delay due to having to raise the weapon first (you will not need multiple inputs to raise the weapon).


Keep lowered State (Menu setting)
  • Option added to the settings menu.
  • Select what should happen when weapons are aimed or fired while Lowered State is toggled on
  • Options:
    • Enabled – Weapons automatically transition back to Lowered State after being aimed or fired
    • Disabled– Weapons need to be manually lowered again after being aimed or fired


[h3]Hunter control Changes[/h3]

Dedicated Melee button
  • Dedicated melee button [V] is now available in Hunter mode (no longer a Gunslinger only option).
  • Works in parallel to standard melee attacks.
  • Allows you to perform melee attacks when in Shoulder Aim or ADS where attack inputs could only fire the weapon
Sprint to Aim transition
  • An option that allows you to determine what happens when an aim input is issued while sprinting:
    • Specifically, if you have ADS/Sprint assigned to the same button (current default setting [L-Shift])

  • Drop down menu Options:
    • Shoulder Aim – Interrupting sprint will go to shoulder aim as normal.
    • Aim Down Sights – Interrupting sprint will go directly to ADS as long as the sprint input is still pressed.

Shoulder Aim toggle
  • Added a drop-down menu option that allows you to set “Shoulder Aim” to ‘Toggle’ instead of ‘Hold’.

[h3]Auto-Interact[/h3]
  • New menu option that when enabled allows you to continuously hold the interaction button.
  • When holding this, it will automatically trigger interactions when you come close to an item.
  • Great for holding the interaction when running at doors or past windows (easier to open/close).
  • Effect will be enabled after pressing the button for 0.25 seconds, so it is still possible to single tap certain interactions without accidentally triggering everything around you.
  • Option is disabled by default.

[h3]FOV options[/h3]
This update brings some FOV changes that we feel have been restricting for some players. Console has been limited to a wide base FOV and does not zoom in when shoulder aiming.
Gunslinger on PC has a similar problem, where the FOV is narrow which means that even with the slider set to max, it is still not equal to that of the Hunter Scheme FOV.
With this in mind, we are adding two new customization options which are available to all platforms and all control schemes.
  • Lowered State FOV with two options - ‘Default’ or ‘Zoom’.
  • Shoulder Aim FOV with two options - Default’ or ‘Zoom’.

With these settings you can now recreate all the current control scheme zoom defaults on all platforms. (Please note: For technical reasons, console still does not have the standard FOV slider, but these should allow you to adjust everything else around the current FOV.)
Default sensitivity sliders are also now available in the Gunslinger scheme and will be used whenever the current weapon is not aiming, similar to how it currently works in the Hunter scheme.

[h2]New Menu Animations[/h2]
  • With this update we are bringing some life to the Hunter poses to the Lobby and Death screen and Legendary Hunter store pages with a plethora of newly hand-crafted animations. We love to showcase the work our artists have created and now we have a new way to achieve this with these unique animations.
  • Weapon Equip animation – All Hunters will now have an “equip” animation that will show in the lobby screen instead of the static poses, allowing the Hunters to show off your chosen gear in style.
  • Legendary intros - Legendary Hunters now feature a signature intro animation that fits their character which gives them an impressive way to show-off. These signature animations will be visible in the Lobby (or when you join a group) as well as on the Death screen. All animations can be previewed in the Legendary Hunter store page. When in a lobby, Legendary hunters will play their signature move followed by the equip animation for the currently selected weapon.


[h2]New Bounty Revive Mechanic[/h2]
Bounty carries will now have the option to revive a “redskulled” teammate that has lost all their health chunks.
  • The action for reviving a “redskulled” teammate will drain 25 HP per revive, like the necromancer trait.
  • A revived player will return with a maximum of 50HP (always with one large health chunk).
  • It is not possible to perform this action over distance with the Necromancer trait. You must physically interact with the “redskulled” teammate to take advantage of this ability.
  • Bouty revives don't reward "Revive XP"
  • Team extraction is now also blocked if a dead hunter is in the extraction range:
    • If a living teammate has any bounty token - reviving the dead hunter is possible in this case.
    • If this dead hunter has any bounty token. Reviving would be possible after their teammates picked up their bounty token.
Developer Note:
With this feature we want to address some issues that we see in the core loop of Bounty Hunt missions and give players new considerations when making tactical decisions at the same time.
Currently, picking up bounty tokens yields huge advantages initially but can become the opposite very quickly after the boost is depleted which is why bounty tokens are often left unattended in the early game.
We want to incentivize carrying bounty more by tipping the chances of surviving battles of attrition slightly towards the team which focuses on the main objective. Keep in mind that reviving dead players with bounty will be even riskier than it already is. Healing resources will run out at some point and bounty carriers are still marked on the map.
Another benefit we see is that there should now be more reasons for dead players to stay in the game and root for their teammates because as long as there is bounty in the match, there is also the possibility to extract together.
We have seen many suggestions for similar mechanics that mentioned other costs for reviving dead players like depleting bounty boost or trading health chunks. However, we feel that this would only lead to friction in teams as players would make other players responsible for having to pay a price for their mistakes.




[h2]Gunplay[/h2]
Item Deployment Validation
  • It is now possible to place Trip Wire Traps on stairs and steep slopes (Up to 45°).
  • Improvement made to the collision detection for Beartraps and Ammo Boxes.


Item Deployment Preview
  • Improved the visual fidelity of deployment preview models
    • Preview models are now correctly shaded and react to level lighting as intended.
    • Preview colors changed from green/red to white/red to better fit in to Hunt's color palette
    • Bear trap is now previewed in primed state


Round start Changes
  • Hunters will now play the weapon equip animation at the start of the round.
  • All weapon actions (except shooting and melee attacks) are now available to use during the “Waiting for Players” state.
    • This means you can reload weapons that are not fully loaded or switch ammo types before the start of the round.


[h2]Hunter[/h2]
[h3]Health Chunks[/h3]
  • Reduced the cost of 50HP health chunks to 2 trait points (previously 3 trait points).


[h2]UI[/h2]
  • Now it possible to choose between "toggle" or "hold" to see the Map.


[h3]Traits[/h3]
General trait changes
  • Updated the random traits tied to Legendary Hunter recruits (more options/combinations available).
  • Updated the possible traits that can be acquired from closing Rifts in Quickplay.
Bolt-seer
  • We have enhanced the visibility (and fixed some broken outlines) of items that show in Dark Sight when this trait Is equipped. Now, it will be much easier to find your lost bolts, throwing knives and… “other” items. (*cough* #LightTheShadow *cough*)
  • Range increased to 30m (previously 15m)


[h2]Meta[/h2]
[h3]Additional weapon stat [/h3]
  • Sighted Range
    • “The range at which the projectile drop will impact your accuracy in relation to the sights of the weapon”.
Developer note:
We have introduced this stat to allow players to have a better understanding of how they can use the weapon sights in relation to bullet drop (for example Crossbows, Bomblance) and thus allowing for better opportunities to hit their intended targets.
We also want to make you aware that the “Effective Range” stat for Shotbolt ammo for Crossbows and the Bomblance as their projectile damage is not modified by distance like other projectiles in the game.


[h2]World [/h2]
[h3]DeSalle:[/h3]
  • Reworked the Generator Hut in Fort Bolden and extended the Tunnel Entrance below it to go into the Boss pit building.
  • Attached the Spotlight in the ceiling area of Darin Shipyard to the generator to be activated when the generator is turned on.
  • Updated the Spider Navigation in Fort Bolden
  • Barricaded the bottom floor see-through windows in Pearl Plantation as they were giving an unfair advantage.
  • Closed off one of the buildings in the village next to the Pearl Plantation.


[h2]Performance & Stability[/h2]
  • Reduced game’s memory consumption by roughly 80Mb which is especially relevant for Consoles.

Update 1.6 - Patch #2



Hunters,

Patch #2 has now been deployed to Update 1.6 on the Test server. The full details can be found below:






[h2]Gunplay [/h2]

[h3]Dynamite Changes [/h3]

  • Increased the damage of Dynamite sticks and Waterproof Dynamite Sticks to 750 (previously 500).


[h3]Developer Note:[/h3]

With this update, we are making some changes to the damage from Dynamite sticks and red barrels. This is something we have planned for a while, but with the recent changes to Bulwark, we feel now is the best opportunity to bring this change into play.

This means that you will continue to have that extra protection against Explosive Ammo, but damage from Dynamite and Red barrels will remain as useful and deadly as they were before the Bulwark change. The kill range for explosions (from barrels and dynamite) has slightly increased while the damage radius remains unchanged.



[h3]Full Metal Jacket [/h3]

  • Increased the range of the medium FMJ ammo by roughly 10%.


[h3]Medium Ammo [/h3]

  • Increased the Effective Range tied to Medium Ammo rifles by around 10-15% depending on the weapon. More info can be found under the weapons details.

[h3]Veterli 71 Karbiner [/h3]

  • Effective range of the Vetterli 71 Karbiner increased to 203m (previously 167m).


[h2]World [/h2]

[h3]Red Barrels [/h3]

  • Increased the damage of the Red Barrels to 750 (previously 500).


See the Dev note under Dynamite changes for more details on this change.


[h3]DeSalle Updates[/h3]

Global
  • Reduced the spawn rate of Hellhound and Immolators.


Kingsnake Mine
  • Improvements made to some terrain to improve navigation and vaulting.


Stanley Coal Company
  • Changed some of the windows for different models.
  • Additional gaps in the walls have been added to allow players more angles to attack the Boss Lair with throwables.


Heritage Pork
  • Improvements made to collision and vaulting in this compound.


Lower DeSalle
  • Improvements made to collision and player traversal details around train station.
  • Updated signage in the compound.


Upper DeSalle
  • Improvements made to collision and player traversal details.
  • Visually blocked off some areas to show they are inaccessible.
  • Signage updated.


Moses Poultry
  • Closed a gap on the 2nd floor of the boss building.
  • An unfair player position between the floors is now inaccessible


Seven Sisters Estate
  • Stair leading to the shop is now smoother. Player can now crouch walk up.




[h2]Audio[/h2]
  • Fixed a bug that prevented the exterior reverb tail of gunshots from being heard throughout DeSalle.


[h2]MMR & Team Details screen [/h2]

  • Fixed a bug where “invite teams” could visually receive the modifier for “random teams”.
  • Fixed some issues related to the changes from the last update regarding the ability to hide elements from showing on their Team details screen (only enemy names are hidden in team details, you can now show/hide the MMR of your team in both lobby and team details screen)


[h2]World [/h2]

Kingsnake Mine
  • Fixed a bug that caused the spider to die in an unreachable area.


Darin Shipyard
  • Fixed an area where players could get stuck behind a ladder inside the boss building.


Lower DeSalle
  • Improvements made to the Oil patches in this compound.
  • Fixed an issue where the saloon doors would sometimes still block players even after they have been destroyed.


Upper DeSalle
  • Fixed several clipping issues that occurred with geometry, vegetation and some lootable items.


Moses Poultry
  • Fixed a bug that could case players to become permanently stuck in a Haystack


Seven Sisters Estate
  • Fixed several floating objects in this compound.



[h3]~Happy Test Hunting[/h3]

Update 1.6 - Patch #1



Hunters,

Below are the details for patch #1 of Update 1.6. As a side note, Quickplay has also been enabled on test:




[h2]Gunplay [/h2]

[h3]Explosive Ammo: [/h3]

Springfield 1866/Martini-Henry IC1/Caldwell Uppercut

  • Reduced the explosive damage by 30 – 40% depending on the ammo type (Compact, Medium, Long)
  • Increased Bullet impact damage.
  • Increased the damage fall off.


[h3]Developer notes:[/h3]

We are introducing these changes as we feel that explosive ammo is not working the way we intended. Initially, we wanted this to be a tool that helped create chaos, allowed you to flush enemies out of bushes, ignite barrels/oil pools, but it over performed which resulted in some exceptionally easy kills without requiring pinpoint accuracy due to the splash damage effect (especially on console).

Explosive ammo deals damage in two ways: the direct hit from the projectile (impact and detonation) as well as the secondary splash damage caused by shrapnel, however internally it is counted as a single damage event. Now, we have normalized the splash damage for medium and long ammo weapons and increased the direct impact damage. This will result in roughly the same damage being dealt by direct hits, except when it comes to the Uppercut, which we have tuned down the damage overall. This change to the splash damage effect now means it will cause a lot less area damage with a much steeper damage falloff curve which means your shots have to be much closer to the target to inflict considerable damage
.

[h2]Hunter [/h2]

[h3]Trait: Bulwark [/h3]

  • Increased the damage reduction to 50% (previously 25%).


[h2]UI [/h2]

[h3]MMR & Team Details [/h3]

We have implemented some changes to allow players (specifically streamers) to hide some game information on their local client. These changes are still a work in progress so some of them may not be fully functioning. Please read the dev note below for more context:

  • Added an option to allow you to hide the MMR rating of you and your teammates in the lobby. This can be done by clicking on the MMR rating in the lobby (or Team details page) and can be re-enabled at any time by clicking it again.
  • ‘Team Details’ page: we have added a new icon that will allow you to toggle on/off the names of enemy teams.


[h3]Developer note: [/h3]

While we have received a lot of good feedback on the extra details that are now provided with the team details screen and MMR ratings. Some of our partners and dedicated Hunt streamers asked if there would be any possible way to minimize the amount of information that is displayed on their screens while they are streaming. This included the MMR rating, their names/teammates names, and the names of enemy hunters.

There are multiple reasons for this; one is to help limit stream sniping/harassment, the other is to remove any potential harmful content that may appear on the screen (such as inappropriate or hateful names).

It is important to note that this change is local only and is not a method of hiding your stats from others you play against. This means your MMR rating, name and all other details that are commonly shown on the team details page will still be visible to every other player you met during that match, but you are able to prevent these details from appearing on your screen while you are streaming.


[h3]Contextual Ping Markers [/h3]

  • Increased maximum ping range to 500m (previously 300m).


[h2]World [/h2]

[h3]General[/h3]
  • Added more locations where loot can spawn.
  • Increased the height of the level borders to prevent players from leaving the playable area.


[h3]Weeping Stone Mill: [/h3]
  • Reworked the area around the peek-hole at the Water Wheel.
  • Added some metal plates to the balconies.


[h3]Kingsnake Mine: [/h3]
  • Improvements made to some player traversal and collision details.
  • Some inaccessible areas have been visually blocked off.
  • Reduced the number of shovels that spawn around the boss lair.
  • Improvements made to the placement of barrels and sound traps.
  • Various level art improvements and polish.


[h3]Stanley Coal Company: [/h3]
  • Added a new Extraction point in the north of the map, by the fishing hut.


[h3]Pearl Plantation: [/h3]
  • Visibly barricaded one of the windows.
  • It is no longer possible to get on to the Chandelier in the library.


[h3]Forked River Fishery: [/h3]
  • Replaced the elevator with a roped version which can be found inside the boss lair.


[h3]Ash Creek Lumber: [/h3]
  • Adjustments made to the area around the high northern ladder that now allows to jump from the higher spot to the north ramp entrance.


[h3]Fort Bolden: [/h3]
  • Improved navigation through on of the side buildings but adding a new window.


[h3]Darin Shipyard: [/h3]
  • Moved the compound border a bit further away from Darin Shipyard (Border between Shipyard and Quarry)
  • Adjusted several areas that were intended to be unreachable
.


~The Hunt team.