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Hunt: Showdown 1896 (Test Server) News

Update 1.4.1 - Test Server






Dual Wielding – Double the gun, double the fun. This Update brings the long-awaited Dual Wielding feature, available when using two identical handguns.

Trials Mode – You have asked, and we listened! We are happy to introduce the first iteration of our PVE mode – Trials! Explore the maps, complete difficult challenges, and collect Trial Stars for exclusive rewards.

New Legendaries – The update brings three shiny new Legendaries as well as two other exclusively unlockable with the Trials Mode!


Dual Wielding


Dual Wielding Handguns is a new and exciting feature in Hunt:Showdown, allowing players to equip and use two handguns at the same time.


All available handguns that can be used for dual-wielding:
  • Pair of Nagant M1895
  • Pair of Nagant M1895 Silencer
  • Pair of Caldwell Conversion Pistol
  • Pair of Caldwell Conversion Chain Pistol
  • Pair of Caldwell Conversion Uppercut
  • Pair of Caldwell Pax
  • Pair of Caldwell Pax Claw
  • Pair of Bornheim No.3
  • Pair of Bornheim No.3 Extended
  • Pair of Nagant M1895 Officer
  • Pair of Nagant M1895 Officer Brawler
  • Pair of Lemat Mark II
  • Pair of Dolch 96


[h3]Equipping[/h3]
  • Every Handgun can be equipped for dual-wield as a "matched pair".
    • A second handgun of the same type can now be added to the same weapon slot.
    • The slot will convert to medium size when the second pistol is equipped.
    • It is possible to mix normal and Legendary versions of the same type as matched pairs.
  • Dual Wielding is available from Rank 1 and does not require any unlocks via Traits.
  • Equipped weapon pairs can not be broken up while playing; you are committed to use them as pairs until extraction.
  • When looting a dead Hunter, you can pick up their dual-wield sets just like you would any other medium-sized weapons.


[h3]Shooting[/h3]
  • Weapons have to be fired in sequence one after the other.
    • The rhythm is dictated by the shooter, allowing players to experiment.
    • Hunters can either go for a steady, constant fire-rate or try faster two-taps with longer breaks in-between shots.
  • Recoil is increased over single-handed handguns, making it harder to stay on target (esp. with more powerful handguns).
  • Effective rate of fire is increased, but still lower than the rapid burst from a single-action revolver using fanning.


[h3]Aiming[/h3]
  • Aiming Down Sights (ADS) will only apply a slight zoom, with the guns moving a bit closer to the center of the screen.
    • Weapon Sights are not used at all, reducing range drastically over other weapons.
  • Dual-wielding accuracy only benefits minimally from crouching (just like with Fanning and Levering Traits).


[h3]Reloading[/h3]
  • Weapons are reloaded at the same time in sequence, one bullet at a time.
  • Extra ammo pools are added up.


[h3]New Trait added: Ambidextrous[/h3]
  • Available for 3 Upgrade points
  • Available at Bloodline Rank 44
  • "Quicker reloading of matched pairs, and custom clip reloads for semi-auto pistol sets."

 

Developer Note: With this update, we are finally releasing a feature that we had on our roadmap for quite some time! Dual-Wielding aka Akimbo. It's a major upgrade for all handguns, allowing them to be used in a completely new way. So far, players could choose to fire them conventionally - or by unlocking the Fanning trait - as rapid fire single-action revolvers from the hip. A third option now becomes available by choosing to equip not one, but two into one slot. Where shooting a handgun normally is best for precision, and using fanning or rapid-firing a semi-automatic pistol gives a short burst of impressive firepower up-close, dual-wielding sits somewhere in the middle between them: Not as precise and not as fast, but with double the ammo capacity, perfect for suppressing fire or taking on hordes.

Now, why would players want to equip a matched dual pair of handguns? We think there are a number of different appealing scenarios here. Firstly, the option is available from Rank 1 on and doesn't require any traits. You just have to combine it with another medium slot weapon, like a sawn-off shotgun or rifle. This makes a pair of dual-wield Nagant M1895 the strongest rapid fire option for new players right out of the box. Secondly, it gives players impressive firepower to deal with mobs and to take part in prolonged fire-fights. Having double the extra ammo capacity means you can keep on firing for a longer time while keeping the enemy away from that window or that corner, allowing your team to take the initiative and move around more freely. While accuracy is much reduced, even only hitting the 3rd or 4th shot still hurt, and those lucky headshots are still a very real possibility. Lastly, when assaulting a strongpoint, such as a boss arena, dual-wielded handguns are much more flexible compared to Fanning as they reach out to more than double the average effective combat range, allowing you fight along corridors or inside larger rooms where Fanning shots would prove less effective.

Dual-wielding brings a new component to Hunt's gameplay. Some will love it for its coolness factor, others will find it 'disgusting' as it goes against the long bullet meta of the "perfect shot". We hope that there is something in it for everybody, and that it opens up room for new battle tactics, easier combat against monsters as a backup (those Hellhound's won't be laughing when you bring 12 instead of 6 shots of your favorite revolver), as well as more intense shootouts with medium-sized inventory kits. There are a lot of options to explore and we are eager to hear your opinions on it!



Trials Mode (PvE)


Trials is a new singleplayer game mode aimed at new Hunters and veterans alike, allowing to explore the world of Hunt:Showdown and complete different types of special assignments. 


[h3]What can I do in Trials?[/h3]
  • Explore the world freely without any enemies and get a feeling for Lawson Delta and Stillwater Bayou.
    • Move around at will or teleport directly to any compound.
    • Ever wanted to try out that risky jump? Now you can without the fear of losing your Hunter!
  • Complete Trial challenges along the way to learn about interesting weapons, enemies and locations.


    • There are a total of 15 trials players can discover and master.
    • Parkour Trials challenge your movement skills and take you along interesting paths.
    • Sniper Trials let you practice your aim in ranged combat.
    • Wave Trials require you to deal with groups of enemies with a variety of equipment.
    • All Trials can also be teleported to directly without the need of walking around the world.


  • Unlock exclusive rewards by collecting stars for completing Trials.
    • There are a total of 45 stars to be earned (3 per Trial).
    • Reaching a certain amount of stars unlock interesting rewards such as Hunt Dollars, Blood Bonds and advanced gear.
    • Dedicated Hunters can also try to unlock two Exclusive Legendary weapons.


[h3]Parkour Trials[/h3]
  • "Flat-Out for Flatboats" - Lockbay Docks - Try not to get shredded by Concertina Armoreds, while racing from checkpoint to checkpoint before time runs out.
  • "Riding the Line" - Devant Ranch - Race against the clock while taking down Hives with your crossbow. Don't get poisoned!
  • "A Cursory Investigation" - Pitching Crematorium - Navigate the underground maze and beat the clock, avoiding bear traps and Immolators on your way!
  • "Nightly Apparation" - Port Reeker - Charge through tight corridors and wooden walkways, be wary of the sharp teeth lurking in the dark corners!


[h3]Sniper Trials[/h3]
  • "Fool's Honor" - Cyprus Hut's - Kill monsters of various types with your Lebel 1886 Marksman rifle, but don't let anyone die to fire!
  • "For Whoom the Bell Tolls" - Healing-Waters Church - Chalk up enough headshots with your trusty Mosin-Nagant M1891 Sniper before the time runs out!
  • "Cut Firwoord" - Reynard Mill & Lumber - Make use of your Mosin-Nagant M1891 Sniper and keep those Immolators from burning it all down!

 
[h3]Wave Trials[/h3]
  • "A Corpse for a Corpse" - Slaughterhouse - Hunt down Meatheads with your rapid-fire lever-action Winfield, while fending off hordes of Grunts!
  • "Fall Where They May" - Catfish Grove - Always keeping stock of your ammunition, mow down hordes of Hives and Grunts with your Avtomat machinegun!
  • "A Futile Undertaking" - Stillwater Bend - Avoiding packs of Hellhounds, bring down the scattered Immolators with your carbine and pistol!
  • "Can't Rob Empty Graves" - Blanchett Graves - Eliminate Concertina Armoreds with your rifle and bayonet. Every shot counts!
  • "Big Game Connoisseur" - Darrow Livestock - Nitro Express Rifles were designed for hunting big game like elephants, but they also do the trick with Meatheads!
  • "Hive Brood" - Alice Farm - Make every shot count and retrieve your bolts to make them count again, as you battle against Grunts and Hives!
  • "Fisherman's Tale" - Scupper Lake - Isolate and kill Concertina Armoreds while fighting off packs of Hellhounds. Don't get bitten!
  • "Fire in the Bones" - The Chapel of Madonna Noire - Hunt down Immolators in the ruins of the burned out chapel, keep clear from the flames!


[h3]Exclusive Rewards:[/h3]
  • Unlock Legendary Specter 1882 Bayonet "Tartufai" when reaching 20 Trial Stars
  • Unlock Lengedary Nagant M1895 Officer Carbine "The Cordwainer" when reaching 45 Trial Stars



Developer Note: It can be hard for new players to learn the lay of the land and all the little secrets of the Bayou with the constant pressure of encountering other players. Trials aim to give them a chance to practice before venturing on into the Bayou and competing with other Hunters. Without this pressure, players can now spend more time preparing for real encounters, making it easier to move on to Bounty Hunt when they feel ready, equipped with map knowledge, basic combat skills and a good understanding of the horrors that await them.

In addition, veterans can hone their skills and show that they really mastered the game with a perfect score of earned Stars and access to the exclusive Legendary weapons to brag with.
With Trials, we are finally adding a PvE component to the game that has been missing for a long time. It's a new pillar of Hunt:Showdown that can attract new players, who are less focused on fighting others, but rather enjoy the game and its setting in different ways offline. We plan on expanding the Trials experience with future updates, adding more challenges and additional exclusive rewards for players to unlock. The first batch of Trials have been around Stillwater Bayou. The next batch will be focused on the second map, Lawson Delta.

Please tell us what you like, what you are missing, and in what direction you would like to see the new game-mode Trials grow!






Gunplay

[h3]Extra Ammo Capacity[/h3]
  • Reduced the extra ammo for the Nagant M1895  from 35 to 21
  • Reduced the extra ammo for the Nagant M1895 Silencer from 35 to 21
  • Reduced the extra ammo for the Nagant M1895 Precision from 35 to 21
  • Reduced the extra ammo for the Nagant M1895 Deadeye from 35 to 21
  • Reduced the extra ammo for the Caldwell Conversion Pistol from 30 to 18
  • Reduced the extra ammo for the Caldwell Conversion Chain Pistol from 30 to 18
  • Reduced the extra ammo for the Bornheim No. 3 from 15 to 10
  • Reduced the extra ammo for the Bornheim No. 3  Extended from 15 to 10
  • Reduced the extra ammo for the Bornheim No. 3 Match from 15 to 10
  • Reduced the extra ammo for the Nagant M1895 Officer from 21 to 14
  • Reduced the extra ammo for the Nagant M1895 Officer Brawler from 21 to 14
  • Reduced the extra ammo for the Nagant M1895 Officer Carbine from 21 to 14


Tutorial
  • Added more hints to the Training mode in order to give new players a better idea how to survive their first matches
  • Added a new pop-up after the player finishes the Training to better highlight the available options.
    • Play Trials
    • Quickplay
    • Play Bounty Hunt


Store

[h3]New Legendary Weapons[/h3]
  • Added Mosin-Nagant Avtomat: "Wolf's Mouth" for 500 Blood Bonds
  • Added Lebel 1886: "Spring Chicken" for 500 Blood Bonds
  • Added Caldwell Conversion Uppercut: "Lord's Prayer" for 500 Blood Bonds


Matchmaking
  • The system will attempt to match you with a player matching your Prestige rank when searching for a Random Partner.


UI
  • Writing in Chat now gives audio feedback.
  • Weapons now display the amount of ammo they hold before picking them up from the ground.




[h3]General[/h3]
  • Fixed an issue which caused the spread of the Romero 77 Handcannon to be too tight.
  • Fixed an issue where Hellfire Bottles or other fire explosives wouldn't show hit feedback.
  • Fixed missing blur around the scope of the Martini-Henry Marksman.
  • Fixed several smaller animation glitches related to weapon handling.


[h3]Audio[/h3]
  • Fixed an issue where gramophones & pianos could stop the currently playing song before it was finished.
  • Fixed rare issue where burning caused a high pitched sound effect for other players.


[h3]AI[/h3]
  • Fixed an issue that caused Doctor Grunts to not spawn in any contracts.
  • Fixed an issue where Grunts would not die by triggering Poison Trip Mines.
  • Fixed an issue that caused Sticky Bombs to instantly explode when detached from the assassin while he changes forms.
  • Fixed an issue that caused Sticky Bombs to get stuck in air when detached from the assassin while he changes forms.


[h3]UI[/h3]
  • Fixed an issue which caused looted weapons to be marked as non contraband.
  • Fixed an issue which caused  the 'Hide Statistics' checkbox to not fully revert to previous status if a player cancels and confirms to loose unsaved changes.
  • Fixed an issue that caused the "Wellspring Bounty" statistic to always be 0.




[h3]UI[/h3]
  • Dual wield weapon pairs are not yet displayed correctly when inspecting a partners load out in game.
  • When one bullet is missing in one weapon of a pair, not both ammo counters are displayed when the option to hide ammo of all weapons is selected.
  • Half legendary, half normal dual wield weapons have a darker background in the roster menu.
  • While switching menus to or from the trials menu, a different compound might be selected than before.
  • Wrong equipment gets displayed in Options menu during a Trial and when using Dual Wield weapons sets.
  • After finishing a challenge (Trial Mode) it might happen that you have -1/-1 displayed in the weapon slot.
  • Claiming trials rewards while the server region is in maintenance crashes the game .
  • Trials: Wave challenges might not award you the correct amount of stars.
  • Trials: Wave challenges may continue to run after the timer has expired.
  • Trials: The challenge win condition texts are cut off in several languages.
  • Trials: Rewards text is cut off for trials and doesn't fit into the pop-up window.
  • Trials: Parts of challenge texts aren't translated in all languages.
  • Trials: Failed trial text in Russian is too long for the screen.
  • Dual Wield icon might show up in other places on the equipment screen by accident.
  • Trials: The map background does not update correctly if you have loaded into another map before.
  • Dual Wield: Second equipped dual wield weapon cannot be cleaned while part of a matched pair.
  • Missing String: @ui_hint_interact_swap_4_1 gets displayed when a player has to drop two dual-wielded weapons for a large one.
  • Double-clicking on two contraband weapons equips one contraband and buys and equips a regular one.
  • Dual Wield: Wrong ammo amount gets displayed for dual wield weapons when looting them.
  • Dual Wield: Tooltip for the dual wield icon can be wrong when one Legendary is equipped.
  • Missing String: @ui string when exchanging Caldwell Pax pair with other weapons.
  • Some users might receive high package loss message (You are experiencing high package loss issues).
  • Trials: Text gets cut off in all languages in timed challenges.
  • No proper error/message in case the player doesn't get a backend connection due to Steam authentication problem.
  • No shortcuts for "Back" and "Show mission details" in Mission Summary screen.
  • Minimal orange highlighting on the health bar in some scenarios.
  • Extraction banner has way too small font size in German.


[h3]AI[/h3]
  • Butcher can get no damage from a sticky bomb.
  • Trials: AI is able to spawn multiple times at the same spot in trials mode.
  • Trials: Banishing an Immolator after waiting a bit doesn't play audio and visual effects.
  • Trials: "No enemy dies through fire" condition sometimes fails to trigger.
  • Trials: Blue shimmer from AI in dark sight might sometimes be broken.
  • Some AI spawns very close to a player spawn and might attack them during 'Waiting for players'.
  • Hellhounds might glitch over obstacles on the ground.


[h3]PLAYER[/h3]
  • Dual-Wield: Interrupting the reload of dual-wielded LeMat shotgun shells breaks the logic.
  • Dual-Wield: LeMat Mark II has a varying bullet insertion.
  • Dual-Wield: Melee attacks can't be properly chained with dual-wielding LeMats.
  • Dual-Wield: Wrong logic being used when the Bornheim gets reloaded with one bullet in the chamber.
  • LoD for pistols disappears too early in some cases.
  • Dual-Wield: Cylinder for the Lemat has no rotation animation in a dual wield setup.
  • Dual-Wield: Last held Dual Wield weapons don't get removed on extraction and can be looted.
  • It can happen that the player model is stuck on spawn but the player can still move around (using a ladder fixes this).
  • The camera might get stuck in some cases related to the Flare Pistol/reloading guns above an area with underground.
  • Dual-Wield: Bornheim Extended sometimes doesn't reload fully (one bullet doesn't get reloaded).
  • In rare cases, the player is unable to loot weapons, 'Ammo Full' displayed on pressing F.
  • Sometimes the crosshair for the throwing knife can disappear during a mission.
  • Changing to spectate while the burning audio is on the corpse makes the burning audio get stuck.
  • Trials: The player keeps shooting if a challenge fails during the shot.


[h3]ANIMATION[/h3]
  • Dual-Wield: Various animation issues with dual wielded weapons.


[h3]OTHER[/h3]
  • In some cases, clients might freeze during gameplay.
  • Error 0x20007 may appear after queuing for Quickplay.
  • Kill view for teamkills can be broken (when a kill-view is available).



~The Hunt Team

Update 1.4 - Patch #2



To encourage participation on the Test Server we are going to award 200 Blood Bonds for players. The Blood Bonds will be distributed as follow:
  • 100 Blood Bonds for playing at least 20 minutes (it can be across multiple games) on Saturday between 20:00 and 22:00 CEST (18:00 to 20:00 UTC).
  • 100 Blood Bonds for playing at least 20 minutes (it can be across multiple games) on Sunday between 20:00 and 22:00 CEST (18:00 to 20:00 UTC).



[h3]UI[/h3]
  • Due to a bug the ammo count is removed from the weapon pick up screen.


General
  • Fixed some minor localization issues.
Audio
  • Fixed an issue where a hunters "out of breath" sound continued to play for too long after sprinting.
Gunplay
  • Fixed an issue where crossbows, hand crossbows and wood axes did not cause bleeding to Hunters.
  • Fixed an issue where players could survive their own frag bomb explosions.
UI
  • Fixed an issue where the progress for a challenge would not be visually tracked from the in-game map counter.
  • Fixed an issue where in Japanese, scrolling in the Book of Monsters would cause random letters to change and flicker.
  • Fixed an issue where kill assists would not get counted in the KDA tool tip in the statistics.
  • Fixed an issue where a placeholder image would get displayed on death screen instead of 'You're downed' and 'You're dead' in case of suicide.
  • Fixed an issue where the Felis legendaryHunter did not have a banner unlock image.
  • Fixed an issue when queuing in a team the Training and Contract tab could still be selected.
  • Fixed an issue where in a team of three the second person to leave would also get a leaver penalty.



  • Weapons can be client side on the wrong position and therefore not be looted.
  • Player unable to loot weapons, 'Ammo Full' displayed on pressing F.
  • Poison trip mine is not affected by Vigilant
  • Not everything of an extracted player gets removed on extract (floating equipment)
  • Dying or getting revived while being poisoned can lead to poison effects staying active indefinitely.
  • Wellspring bounty is not displayed correctly in the statistics screen.


~The Hunt Team

Update 1.4 - Patch #1



[h2]Gunplay[/h2]
Frag Bomb
  • Reduced damage from 200 to 150.
  • Now deals Intense Rending Damage (Causes Intense Bleeding).


Developer Note: This change will slightly increase the chance for players to survive with severe injuries at the edge of the frag bombs explosion radius.


Damage Intensities
  • Slightly adjusted and normalized the damage over time received from Bleeding.
    • Light Bleeding is now 50% weaker than Medium Bleeding.
    • Medium Bleeding is equal to what players are used to from before this Update.
    • Intense Bleeding is now 50% stronger than Medium Bleeding.

  • Slightly adjusted the damage over time received from Burning.
    • Medium Burning is equal to what players are used to from before this update
    • Intense Burning is now 50% stronger than Medium Burning


[h2]UI[/h2]
  • Improvement made to the News feed usability. Players can now open 'previous' and 'next' news from the pop up screen using the left and right navigator.


[h2]Store[/h2]
  • Reverted the Blood Bond price of the Winfield M1873 Talon "Night Terror" back to 400 from 300.
  • Adjusted the Values in the Store for the Bornheim family to reflect the actual Damage and Effective Range.
  • Bornheim Family: Damage decreased to 74 from 84.



[h3]General[/h3]
  • A tentative fix for issues where the player model in rare cases can be stuck at the spawn location while 'ghosting' on the session.
  • Fixed some client crashes.
  • Fixed some minor localization issues.

[h3]Audio[/h3]
  • Fixed an issue where the sound of some animals could stop too early.
  • Fixed an issue that could lead to world animals not emitting sounds (horses, crows,...).

[h3]Gunplay[/h3]
  • Fixed a bug where the aim down sights toggle did not work correctly
  • Fixed issues with the spread of the Romero Handcannon and the Romero Hatchet while Aiming down Sights: Spread was too tight.

[h3]UI[/h3]
  • Fixed a bug where the crosshair would change size based on resolution.
  • Damage history was missing damage info when dying through fire / poison / bleeding.


  • Weapons can be client side on the wrong position and therefore not be looted
  • Player unable to loot weapons, 'Ammo Full' displayed on pressing F
  • Poison trip mine is not affected by Vigilant
  • Not everything of an extracted player gets removed on extract (floating equipment)
  • New kill assists will be ignored in the statistics and mission summary
  • Placeholder image displayed on death screen instead of 'You're downed' and 'You're dead'


~The Hunt Team

Update 1.4

Different Intensities for Damage Effects – Update 1.4 rewrites everything you know about burning, bleeding or poison, with new rules and intensities for each damage type.

New Equipment – The update brings some new toys to play with. Now you can poison your careless foes using the brand new Poison Trip Mine tool and as for the careful Hunters, the Serpent trait has been added, allowing the interaction with clues, rifts and abandoned bounties from afar when using dark sight.

New Legendaries – We have introduced many new Legendary weapons including the runners up in our 2nd anniversary weapon skin contest as well as a Hunter! Make sure to check them out.

[h2]Different Intensities for Damage Effects[/h2]
[h3]Fire Damage[/h3]
  • Fire damage can now cause different effects related to burning.
  • Light Fire Damage
    • Scorches health chunks lightly.
    • Does not cause burning on hunters automatically.
    • Can cause or increase burning on hunters when dealt repeatedly over a short amount of time.
  • Medium Fire Damage
    • Scorches health chunks.
    • Causes Medium Burning on Hunters.
      • Deals fire damage over time.
      • Takes 4 seconds to stop.
      • Will escalate into Intense Burning when not stopped in time.
      • Indicated by a small flame on the health bar.
  • Intense Fire Damage
    • Scorches health chunks severely.
    • Can destroy a small health chunk instantly.
      • Causes Intense Burning on Hunters.
      • Deals severe fire damage over time.
      • Takes 6 seconds to stop.
      • Indicated by a large flame on the health bar.
  • Scorched health chunks now regenerate twice as fast than before.
  • Scorching over time from burning stacks with scorching from received fire damage attacks.
  • AI does not feature different intensities when burning.
  • Dead hunters are in the Medium Burning state which burns as fast as before this update.


Developer Note:
By introducing different intensities of fire damage we now have new options for balancing game mechanics and equipment. The most noticeable balance change is that hunters don't automatically start burning anymore when they come in contact with fire but on the flip side can also burn faster than before. On one hand, this will reduce frustration for new players that are still learning the mechanics and also give careful players the opportunity to resolve certain situations more effectively. On the other hand fire now also has the potential to damage players even more severely when not taken seriously. The Hellfire Bomb explosion for example does no longer deal physical damage but will scorch a small chunk worth of health instantly and at the same time cause hunters to burn intensively.


This new mechanic will also help us to introduce and balance custom ammunition like incendiary bullets in the future.


[h2]Rending Damage[/h2]
  • Rending damage can now cause three different intensities of bleeding on hunters
  • Light Bleeding
    • Caused by light rending damage directly.
    • Deals minor damage over time.
    • Takes 2 seconds to stop.
    • Indicated by one blood drop on the health bar .
  • Medium Bleeding
    • Caused by medium rending damage directly.
    • Can escalate from light bleeding by consecutive rending attacks.
    • Deals moderate damage over time.
    • Takes 4 seconds to stop.
    • Indicated by two blood drops on the health bar.
  • Intense Bleeding
    • Caused by intense rending damage directly.
    • Can escalate from medium bleeding by consecutive rending attacks.
    • Deals severe damage over time.
    • Takes 6 seconds to stop.
    • Indicated by three blood drops on the health bar.
  • Bleeding intensity will not increase on its own .
  • Bleeding will last until stopped by the player.


Developer Note:
Since quite a few of the AI enemies and equipment in Hunt can cause a hunter to bleed it makes sense to introduce intensities and with that a certain scalability to the effect. This will allow players to slip up once in a while but punish them even more than before when they let a situation get out of hand.

This new mechanic will also help us to introduce and balance custom ammunition in the future.


[h2]Poison Damage[/h2]
  • The poison effect no longer has a fixed duration.
  • Instead it can range from 0 to 20 seconds, depending on ...
    • ...how long the hunter had been exposed to a poison cloud.
    • ...the poison intensity of the damage received.
  • Poison intensity will decrease over time when no poison damage is received.
  • The screen and audio effects that obstruct the player's vision and hearing now have three intensities, that indicate the duration of the remaining effect.
    • Light - when remaining effect duration is between 0 and 5 seconds.
    • Medium - when remaining effect duration is between 5 and 15 seconds.
    • Intense - when remaining effect duration is between 15 and 20 seconds.


Developer Note: The duration of the poison effect on hunters was fixed in the past and therefore did not necessarily match with the cause of the poisoning. With introducing an intensity that can scale up and down it's now a valid option for careful players to sit out short exposures and not having to rely on traits or equipment like the antidote shot.

This new mechanic will also help us to introduce and balance custom ammunition like poison bullets in the future.


[h2]New Equipment[/h2]
[h3]New Tool Added: Poison Trip Mine[/h3]
  • Comes in packs of 2.
  • The Poison Trip Mine is part of the "Poison" unlock tree and has been added as the last item in that category.

[h3]New Trait Added: Serpent[/h3]
  • Available for 4 Upgrade points.
  • Available at Bloodline Rank 28.
  • "Using Dark Sight, interact with nearby Clues, Rifts, and abandoned Bounty from a safe distance."
  • Allows players to look at Clues, Rifts and Bounty in Dark Sight to start an interaction over distance.
  • The interaction range is 25 meters.
  • The duration is 10 seconds.


[h2]New Legendary Content[/h2]
"Black Mamba"
  • Nitro Express Rifle
  • Description: "The deadliest rifle, named for the deadliest snake. This Nitro Express has a vicious bite and can take down the largest foes with ease."  
"Kamacite Moon"
  • Caldwell Uppercut
  • Description: "Forged by a scrappy fighter using what he had to hand, this Caldwell Conversion Uppercut is forged from Kamacite, an alloy of iron and nickel, found in a meteor that caused an ancient and unspeakable calamity."
"Tooth and Claw"
  • Martini Henry IC1 Riposte
  • Description: "The law of the jungle dictates that only the fittest survive. This Martini Henry ICI Riposte gives its owner an edge. Beloved by a hunter who loves to take a risk – and still come out on top."
"Death's Breath"
  • Winfield M1873 Talon
  • Description: "One shot from this Winfield M1873 Talon will take your breath away – permanently. Designed by Corwin Stedman, a runner up in our 2nd anniversary weapon skin contest."
"Gator"
  • Caldwell Rival 78 Handcannon
  • Description: "With hide tough as armor and gruesome, rusty teeth, this Caldwell Rival 78 Handcannon’s bite is as fearsome as that of its namesake. Designed by Seven-D, a runner up in our 2nd anniversary weapon skin contest."
"Felis"
  • Legendary Hunter
  • Description: "Accomplices to the devil, stealers of souls, and an ill omen – cats have long been associated with dark magic, and Nika Felis bears the skull of one feline adversary on her head as a warning to others that she has capabilities as powerful – and as dangerous. Rumored to be a shapeshifter, and a colleague of Doctor John."




[h3]Audio[/h3]
  • Time of day "Sunset" now uses daylight ambience instead of night.
  • AI footstep intensity is now driven by aggro level instead of movement speed.


Developer Note: This change will make AI footsteps more reliably escalate and therefore easier to read.

  • Added fly swarm audio to poison barrels and the Doctor Grunt.
  • Audio Mix Improvements for elevation and azimuth, making sounds below, above and around the listener easier to pinpoint.

[h3]Gunplay[/h3]
Melee Attachments
  • Updated light attacks on the Martini Henry Riposte and the Springfield Compact Striker variants to have their hit-boxes better fit their animations.
  • Increased Melee damage for all heavy Attack with "Talon" variants from 135 to 150
  • Increased Melee damage for the heavy Attack with the Romero Hatchet from 135 to 150
  • Increased Melee damage for the Light Attack with the Obrez Mace from 32 to 54
  • Increased Melee damage for the Heavy Attack with the Obrez Mace from 72 to 90


Shotguns
  • Removed rending damage and with that Bleeding from Shotguns.
  • Romero Handcannon's accuracy has been increased slightly (effective range stat increased to 10m).
  • Romero Hatchet's accuracy has been increased slighly (effective range stat increased to 10m).
  • Romero Hatchet's recoil punch has been increased erraticly after shooting (reduced handling stat to 80).


Equipment
  • Fire Bottle
    • No longer deals damage
    • Scorches health chunks lightly and causes hunters to start burning
  • Hellfire Bomb
    • no longer deals damage
    • Scorches health chunks and causes hunters to start burning intensely
    • Can destroy a small health chunk on impact
  • Flare Pistol
    • No longer deals damage
    • Scorches health chunks and causes hunters to start burning intensely
  • Frag bomb causes medium bleeding intensity on hunters
  • Increased Weak Antidote Shot duration from 360 to 1800 seconds (10 minutes to 30 minutes)
  • Increased Choke Bomb duration from 60 to 120 seconds
  • Choke Bombs can now remove Poison clouds
    • Hunters may still receive initial Poison Damage while in a Choke Bomb Cloud

[h3]Hunter[/h3]
Traits Salveskin
  • Reduces fire damage and burn speed by 25%, even when downed.
  • Increased cost from 2 to 5 Upgrade Points

 
Bloodless
  • Bleeding will not escalate from light to medium or intense bleeding.


Mithridatist
  • Drastically reduces the time needed to recover from poisoning.

[h3]Bounty Hunt[/h3]
  • Looting a dead hunter while carrying any Bounty now restores one second of Dark Sight Boost
    • Will restore even if Dark Sight Boost had been used up already
    • Dark Sight Boost can not exceed 5 seconds

[h3]AI[/h3]
  • Torch Grunts deal Light Fire Damage
  • Cleaver Grunts deal Light Rending Damage
  • Doctor Grunts deal Intense Poison Damage
  • Hellhounds deal Light Rending Damage
  • Waterdevils deal Intense Rending Damage
  • Hives swarm attack deals Light Poison Damage
  • Immolators explosion deals Intense Fire Damage
  • Immolators now die to a single Poison Bolt
  • Concertina Armoreds deals Light Rending Damage
  • Concertina Armoreds now die to a single Poison Bolt
  • Armoreds now die to a single Poison Bolt
  • Leeches deal Light Poison Damage
  • Boss: Spider deals up to Medium Poison Damage
  • Boss: Butcher deals up to Medium Fire Damage
  • Boss: Assassin deals Intense Rending Damage


[h3]Localisation[/h3]
  • Improvements made to Russian translation.

[h3]World[/h3]
  • Smaller tweaks and updates made to various parts of Stillwater Bayou and Lawson Delta maps to improve navigation and fix clipping issues.
  • Closed lots of small gaps in walls all around Stillwater Bayou and Lawson Delta which were used to exploit people.
  • Oil Barrel Explosion deals Intense Fire Damage

[h3]Store[/h3]
New Tool Added: Poison Trip Mine
  • Added for $60
Antidote Shot
  • Increased price from 25 to 55 Hunt Dollars
Weak Antidote Shot
  • Increased Weak Antidote Shot price from 5 to 25 Hunt Dollars.
New Legendary Weapons
  • Added Nitro Express Rifle: "Black Mamba" for 500 Blood Bonds
  • Added Caldwell Uppercut : "Kamacite Moon" for 500 Blood Bonds
  • Added Martini Henry IC1 Riposte: "Tooth and Claw" for 500 Blood Bonds
  • Added Winfield M1873 Talon: "Death's Breath" for 300 Blood Bonds
  • Added Caldwell Rival 78 Handcannon: "Gator" for 300 Blood Bonds
New Legendary Hunter
  • Added "Felis" for 700 Blood Bonds

[h3]Options[/h3]
  • Opt out of statistic sharing ; other players won't see the player's statistic anymore, and he will not see them.

[h3]Matchmaking[/h3]
  • Leaving a random teammate will now trigger a delay before searching for a new one.
    • Delay gets longer from 15 seconds to 1 minute after several leaves.

[h3]Performance[/h3]
  • Precache skeletons for characters built with skin bundles.

[h3]UI[/h3]
  • More information is displayed when picking up a weapon during a game (Number and type of ammo).

[h3]Miscellaneous[/h3]
  • The KD Ratio now includes the assists in it's formula.
  • The number of Kills, Death and Assists is now displayed as a tooltip, over the KDA Ratio.
  • Added Loading Screen for the Dark sight replenishment.


General
  • Fixed a bug where empty hands would shown after dropping a world item despite having weapons.
  • Fixed some Discord rich presence issues and re-enabled the Discord rich presence integration.
  • Fixed a bug where under certain conditions, players could loot the invisible corpse of extracted players.
  • Fixed a bug where player couldn't interact with a clue for the first few seconds if a dead armored would have fallen directly on it.
  • Fixed a bug where player needed to renew their input when pressing '^' on a german keyboard layout.

AI
  • Fixed a bug where the Butcher could teleport to the lower floor in Davant Ranch under specific conditions.


UI
  • Fixed a bug where new Soul Survivor would appears only after hitting 'Free Reshuffle' when it would have been won without any recruits or Soul Survivors left.
  • Fixed a bug where the previous death damage still got displayed in damage history.
  • Fixed a bug where under certain conditions the weapon was displaced and wouldn't rotate centered.
  • Fixed a bug where the damage history often accumulated damage when ping / packet loss is high.
  • Fixed a bug where the Hunter and all their information disappeared from the death screen when player that killed the person left the mission.
  • Fixed an issue where player could receive a not fitting 'Kill view' in rare occasions where the killer shot him from behind a wall.
  • Fixed a bug where Player couldn't open weapon wheel while waiting for other players.
  • Fixed a bug with the Legendary Bomb lance skin 'Shellback' where it had no 'shoot weapon' button in 3d viewer.





  • Game ignores first aim down sight input (Only using Hunter control scheme and ADS is set to toggle.)
  • Weapons can be client side on the wrong position and therefore not be looted
  • Player unable to loot weapons, 'Ammo Full' displayed on pressing F
  • Poison trip mine is not affected by Vigilant
  • Not everything of an extracted player gets removed on extract (floating equipment)
  • New kill assists will be ignored in the statistics and mission summary
  • Elements go missing after clicking on the mission UI in the lobby screen
  • Damage history is missing damage and info when dying through fire / poison / bleeding
  • Placeholder image displayed on death screen instead of 'You're downed' and 'You're dead'


The full list of Known issues will be added with our Live Release.
~The Hunt Team

Update 1.3.1



(Please note: We currently only have US East and Oceania regions available for testing.)



[h2]Audio[/h2]
  • Decoy Fuses now play a tiny explosion sound when they explode.

[h2]UI[/h2]
[h3]Death Screen:[/h3]
  • Improved and added text transition to the Death Screen for an overall smoother transition.
  • The Detail button is now a toggle, similarly to the Damage history button.



[h2]General[/h2]
  • Fixed some client crashes.
  • Fixed cases when player could get nothing from item boxes.
  • Fixed edge case where the Packmule trait would not work as expected.
  • Fixed a number of cases where weapons on the ground could not be looted.
  • Fixed a number of cases where weapon would not be equipped after switching it (no arms/hands and weapon rendered).
  • Fixed the too quick disconnection at the end of the quickplay round so that Quickplay end of rounds animations are played before returning to the menu.
  • Fixed the missing explosive icon for the Bomb Lance in the store and equipment screens.
  • Fixed a number of minor animation issues.
  • Fixed a number of minor localization issues.

[h2]Gunplay[/h2]
  • Fixed a bug where the crosshair on LeMat shotgun would changes with changing stance.

[h2]UI[/h2]
  • Death screen: Fixed a bug where selected hunter for Bounty Hunt got displayed instead of selected hunter for Quickplay.
  • Death screen: Extracted players will no longer break the death screen.
  • Death screen: In Damage History the health bars should be representative like in the game.
  • Death screen: Fixed a bug where kills / Death value on death screen player profile would show too many decimal digits.
  • Death screen: Fixed a bug where being killed while having the options menu open, resulted in no death screen shown.
  • Fixed a bug where users couldn't switch contracts twice in a row on the contract screen because the button doesn't update to ACCEPT.
  • General: Fixed a bug where players banned for cheating did not receive a proper error message when being kicked from loading into a game.
  • Kill View: Fixed a bug where leaving mission while being in the kill view would break the screen for the next times the player dies.
  • Spectator: Fixed a bug where the 'You're being revived' message when being revived while spectating was missing.
  • Weapon Preview: Fixed a bug where pressing 'esc' in the 3D view exited the view but displayed the weapon still in the background.


~The Hunt Team