The beginning of Hunt: Showdown's Light the Shadow event celebrates two exciting milestones for the game: the debut of the hunting bow, and the addition of four Legendary Indigenous Hunters – both long-standing community requests. Today we want to take a closer look at some of the historical context surrounding the creation of those new Legendary characters.
You won't find Stillwater Bayou, Lawson Delta, or DeSalle on any map, but in the world of Hunt, they are located in Louisiana. The Chitimacha were the original inhabitants of that area, and the Atakapa, Caddo, Houma, Natchez, Choctaw, and Tunica are just a few of the peoples who inhabited other parts of what is now called Louisiana. What is there now and what was there in 1895 – the year in which Hunt: Showdown is set – would not exist if it weren't for the violent murder and displacement of those people.
Local History and Supernatural Fiction
Though Hunt: Showdown is a work of supernatural fiction, those fictions are embedded in real-world history. We have chosen not to recreate the horrible discrimination, violence, or oppression visited upon Native people, Black people, and Asian people (and many others) during that time period in the United States in the Hunt in the name of entertainment. We want all players to enjoy our game without asking them to relive any of these traumas. But we are committed to acknowledging them.
At the time of the arrival of the first European colonizers on the continent in 1492, there were between 5 and 15 million people already living there. By the end of the American-Indian Wars in the late 19 th century, there were fewer than 238,000 of those people remaining.
The Chitimacha originally settled the Bayou region of Louisiana around 500 AD. In the early 1700s, war and conflict with French and Spanish colonizers nearly annihilated the entire Chitimacha population, with many of the survivors forced into slavery. During the twelve years of conflict at the beginning of the 1700s, the Chitimacha were the most enslaved population in Louisiana, according to the tribal history recounted on the Chitmacha's website. Though Chitimacha land rights were recognized and provided protection through the U.S.C. Title 25, those protections and claims were violated again and again by the U.S. government in the following centuries. It was not until 1916 that the tribe was officially recognized by the U.S. government.
During the 1800s, officially sanctioned displacement programs continued this destruction across the country. The so-called Indian Removal Act, which was signed into law by President Andrew Jackson in 1830, is a particularly nasty example. This law demanded that Native populations leave their land and move west to make room for colonists. Those who refused were forced into what became a death march – later known as the Trail of Tears – during which thousands were displaced and thousands more died.
So it was with the aim to acknowledge this historical context – even if only peripherally – that we approached the creation of the four Native American Hunters that have joined the Hunter cast this month.
Behind the Narrative Scenes: Creating Legendary Characters
In creating any new Legendary character for Hunt, we always need to balance several concerns. Every new character should both plausibly fit our concept of a person alive in 1895, as well as our concept of a Legendary Hunter. We also have to take into account various gameplay, visual, and technical requirements – things that shape every creative decision we make developing Hunt. Sometimes you end up with a pretty weird framework you have to work within. That is part of the fun of the job, but it can pose a big challenge, particularly when historical nuance is important. The point? There is a delicate balance between historical accuracy and game requirements to be considered with every narrative decision.
So, while we aim to ground our characters in history – both narratively and visually – any attempt at historical accuracy is shaped both by the framework of game design and by the inaccuracies and biases of the historical record. We could theoretically argue about the verisimilitude of a character's boots or face paint or hairstyle. What is inarguable is the devastating effect of colonial violence on Indigenous populations – effects that continue to have far-reaching consequences to this day.
When it came to the creation of Hunt's Native American characters, we decided that we would prioritize acknowledging that bigger historical picture. Every Indigenous person alive in 1895 would have been shaped by the displacement, the violence, and the discrimination visited upon them by colonists for generations. So, you will find that the Teche Wraith's family fled to the margins to avoid forced relocation, developing their own strategies to survive. The Exile's story is shaped by a cross-generational rage and sorrow at the same systematic displacement.
Are our characters historically accurate? That's a tricky question, and a philosophical rabbit hole that brings up arguments about the accuracy of the historical record itself. Yes and no. We have used history as a springboard from which to plunge into a fictional world, where monsters roam the Bayou, and anybody with a weapon and a death wish can make a few bucks hunting them. Hunt's characters are grounded in history, but they live in fiction.
Your Hunt Story
Within Hunt's fictional framework, Indigenous people most certainly would have been Hunters, with their own culturally based interpretations of the situation at hand, and their own methodology for handling it. One of the main features of Hunt's story is that Hunters come from every walk of life – from every religion, from every culture, from every part of the world. Any you don't see in the game, well, we just haven't gotten to them yet. Every Hunter interprets the Louisiana situation through the lens of their own cultural and religious beliefs, and the same would be the case for any Indigenous Hunter.
The details of many of those cultural interpretations we have left up to our player's imaginations. They are your stories to live and to tell, as you fight your way through the Bayou every match. One thing, however, unifies them – a desire, whatever the reason, to rid the Bayou of those monstrous interlopers, to drive the horrors that infest the area out of the shadows where they thrive, and into the light.
Further Reading
We'd like to encourage you to read more about the real-life history of Louisiana's original inhabitants, and what they have to say about it in their own words. There is only so much nuance that can be fit into a 40-word character description and a blog post, and we are talking about a history spanning centuries. Here are a few places to start:
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They have been watching you, Hunters. They've seen every victory and defeat at the hands of the bayou. Heard of every monster you have had to face; human or otherwise. While they admit they're impressed by the work you've done these past few years, they're finally ready to show you what they can do.
Native American Hunters are entering the Bayou and with them the Light the Shadows Event! To celebrate their arrival, Hunters will get to travel two paths to earn Legendary weapons, Blood Bonds, Hunt Dollars, and the chance for two Legendary Native American Hunters to join your ranks. Which route will you take first: The Path of the Hunting Bow or the Path of the Throwing Axe? The choice is yours and the rewards are bountiful. If you manage to finish the first path you choose, you can return and travel the second.
As for how the rest of the event works, keep reading:
Path One: Pierce the Shadow
Many say the Hunting Bow is as old as humanity. Lovingly crafted by deft hands trained by generations, the bow will rarely fail you in a fight, and its arrows might even find their way back to you.
By choosing the Path of the Hunting Bow first, and destroying your targets with this old faithful weapon, you'll earn special ammo like the Concertina Arrows, traits like Hundred Hands, and recruit Legendary Hunter “The Exile." See a full list of rewards below:
Two 25-Proof Vapours
Hunting Bow
Hunting Bow Ammo: Poison Arrows
Hunting Bow Trait: Dewclaw
Legendary Conversion Pistol “Faultless"
Hunting Bow Ammo: Concertina Arrows
Legendary Hunting Bow “The Wayfinder"
Hunting Bow Trait: Hundred Hands
Hunting Bow Ammo: Frag Arrows
Legendary Hunter “The Exile"
Complete this path before the end of the event and you'll have the opportunity to take the Path of the Throwing Axe. But be warned: Your Event Points don't carry over and you'll be starting again from 0.
Path Two: Cleave the Shadow
What better marriage of metal and wood than an axe? Take aim, take a breath, and throw so you can watch it spin through the air and bite into its target. Throwing axes are sold in pairs, so the discerning Hunter can send a barrage death towards their enemies.
By choosing the Path of the Throwing Axe first, and destroying targets with its gleaming blade, you'll earn Hunt Dollars, traits like Assailant, and recruit Legendary Hunter “The Third Son." See a full list of rewards below:
Two 25-Proof Vapours
Throwing Axe
500 Hunt Dollars
50 Blood Bonds
Legendary Winfield Marksman “Bayou Phoenix"
1000 Hunt Dollars
Legendary Throwing Axe “Tomahawk"
Throwing Axe Trait: Assailant
150 Blood Bonds
Legendary Hunter “The Third Son"
Complete this path before the end of the event and you'll have the opportunity to take the path of the Hunting Bow. But be warned: Your Event Points don't carry over and you'll be starting again from 0.
How to Earn Event Points
Event Points speed up your progression and speeding up your progression will get you event-gear faster. After you've completed one path, you may start on the other to gain even more rewards.
You can earn Event Points by:
Extinguishing Pyres (2 Event Points)
Killing a Hive with a Hunting Bow (2 Event Points)
Killing an Armored with a Throwing Axe (2 Event Points)
Activating Event Wards (4 Event Points)
Killing a boss (4 Event Points)
Looting Hunter Corpses (5 Event Points)
After the event is over, any Event Points you have leftover (up to 10,000) will be converted automatically to Hunt Dollars.
When progressing through your first path, there will be daily caps on the amount of Event Points that can be earned, and you will receive Hunter XP instead once the cap is reached.
How Vapours Work
Any Hunter worth their salt knows that health is of the utmost importance to keep up the fight. Why not trust the best physician in Louisiana and try The Doctor's Vapours? It'll help you gain more Event Points and taking it with your team will ensure the effects multiply and make you all masters of the bayou. This all-natural formula is made from local ingredients that not only ensure quality - but make those special event items visible in Dark Sight. So why not give The Doctor's Vapours a try?
To put it simply: Vapours will boost Event Points for you and your entire team during the match when used if you haven't reached the daily cap. At the same time, Vapours allow you to see event items like Pyres and Wards highlighted at greater distances in Dark Sight up to 70 meters away. Vapours will only be available during the event. Check it out:
15-Proof Vapours – 15% Event Point boost for the match, see event items 5 meters further to a maximum of 70 meters in Dark Sight, price: 40 Blood Bonds
25-Proof Vapours – 25% Event Point boost for the match, see event items 10 meters further to a maximum of 70 meters in Dark Sight: 80 Blood Bonds
50-Proof Vapours – 50% Event Point boost for the match, see event items 15 meters further to a maximum of 70 meters in Dark Sight, price: 130 Blood Bonds
Get Vapours in the roster or in the event store, and use them during a match, like you would any other consumable. Have everyone on your team use them, or use multiple yourself, to stack the Event Point boost and range.
Dark Sight will be capped at 70 meters with the Vapours and they do not boost Hunter XP once the daily cap is reached. However, keep using them to help your teammates who haven't reached their daily cap. Any Vapours left after the event is over will be refunded for their Blood Bond value.
After the Event
If you were able to get a hold of the Hunting Bow and/or the Throwing Axe during the event then they're yours, Hunter. There is only the matter of when you get to use them: During the event, once you get the Hunting Bow or Throwing Axe, they are available for the events duration and will stay with the player regardless of rank even after the event. If you prestige during the event the weapons, traits, and specialty ammo will stay unlocked and usable. If you prestige after the event, the Hunting Bow and Throwing Axe will go away, and you'll have to wait until you reach the necessary rank to use them once more in the Hunt. The Hunting Bow is unlocked at Rank 54 while the Throwing Axe is a variant of the Combat Axe available at Rank 1. Hunting Bow Ammo can be unlocked by killing mobs, bosses, and other Hunters with the Hunting Bow.
Event Hunter and Gear
The Exile
An artist with leather, bone, and shell, Delphine returned to her ancestral home to find work, instead finding a corruption against which she vowed to fight with axe, blade, and bow.
The Third Son
The third son of a third son of a third son, Nahotabi was endowed with notable strength, a brazen manner, and preternatural skill in hand-to-hand combat. By day, a dedicated, curious, and quiet librarian; by night, a silent and deadly terror with pistol or blade.
Faultless
Once an heirloom of the Akune family, this Caldwell Conversion Pistol has taken its share of knocks. On her return, The Exile sought it out, finding it the perfect tool to right wrongs.
The Wayfinder
Quiet as a chill gust of wind heralding a hurricane, the snap of this bow's string ushers in the inescapable destruction of The Exile, finding her way home.
Bayou Phoenix
Ornamented with every shade found within the heart of a blazing fire, this Winfield M1873C Marksman is said to always find its way back into the bayou, ready to rise to any occasion.
Tomahawk
The Tomahawk takes its name from the Algonquian word for cutting tool. In the bayou, this throwing axe continues the fight for life.
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We welcome you to join us for our latests event - Light the Shadow.
Below are the details of the newest additions to Hunt. We hope you enjoy and happy event Hunting!
Please note:
There is currently an issue where the custom ammo for the Bow will not carry over if you prestige. We are currently working on a fix for this and will have a hotfix released to resolve this as soon as possible, but it may take a few days.
This does not impact the bow directly as this will be available to you once unlocked regardless, but if you wish to use the custom ammo for the Bow, we recommend to not prestige for the time being.
Thanks.
New Time of Day
Introducing the newest time of day to the world of Hunt - “Sundown”
Developer Note:
As we come closer to the Light the Shadow event, we feel this is the perfect time introduce our newest time of day – “Sundown”, our interpretation of a dusk setting. We wanted to ensure that we did something special alongside the event and felt it would be a good setting to highlight our newest addition.
This time of day will be available on all 3 maps (Stillwater Bayou, Lawson Delta and DeSalle) and will be a permanent addition to the time-of-day rotations in Hunt.
New Weapons
Hunting Bow
New medium slot weapon which allows for stealthy gameplay. Useful at both long and short range, with the added advantage of not losing its stopping power in close range fights. Its selection of custom ammo allows this weapon to be used in several different tactical situations.
The bow functions much as it would in real life. Hunters must draw the string back and then release at either full or partial draw (drawing the string is not instant).
At full draw max damage and velocity can be achieved however a partial shot allows for a faster firing alternative to the crossbow, this drastically reduces the damage output and velocity of each arrow.
The current draw can be cancelled with the reload button and the Bolt Seer Trait will help you to locate your misplaced retrievable arrows.
Arrow types (Custom Ammo)
Basic - Ballistic projectile like the Crossbow Bolts but with lower weight and therefore higher range/less drop. Can be retrieved and used again. (Ammo – 1/8)
Poison – Identical ballistics to a basic arrow but the tip has been treated with poison. Deals strong poison and bleed damage on impact with another player but does not generate a poison cloud. Can be retrieved and used again. (Ammo – 1/3)
Frag – A less aerodynamic arrow with a small fragmentation bomb attached to the tip, it is armed on impact and will explode 1.5 seconds after its first hit, making it less reliable against moving targets, but excellent to flush targets out from cover and buildings. (Ammo - 1/3)
Concertina - A less aerodynamic arrow with a small spring-loaded concertina tip that will unravel on impact. Allows you to place small wire obstacles or entangle an enemy temporarily. (Ammo - 1/3)
Throwing Axe
A new throwable tool with similar functionality to the throwing knives. Deals much more damage than a throwing knife and consumes more stamina than a heavy knife. A direct hit to the head or the chest of an enemy hunter will ensure a quick death.
Hunters can carry 2 axes but like other tools, this can be increased to 3 with the Frontiersman trait. The Bolt Seer trait will also help to locate your misplaced throwing axes.
New Traits
Assailant
“Increases melee damage of throwing knives and throwing axes.”
Unlocked via the Throwing Axe Event progression line.
Cost: 2 Upgrade Points
Dewclaw
“Enhances the melee attack of a bow and arrow.”
Unlocked via the Bow & Arrow Event progression line.
Cost: 2 Upgrade Points
Hundred Hands
“Increases the damage of a Hunting Bow shot at full draw by 25%. Also reduces sway whilst at full draw.”
Unlocked via the Bow & Arrow Event progression line.
Cost: 3 Upgrade Points
Developer note:
Please note that once the event is over, the Bow & Arrow and Throwing Axe as well as the additional traits will be unlocked through the normal progression systems:
Bow & Arrow will unlock at Rank 54
Hundred Hands unlocks at Rank 60.
Dewclaw will unlock at rank 67.
Throwing Axe will be unlocked through the Book of Weapons via the Combat Axe progression.
Assailant unlocks at Rank 11.
Meta
Variable Damage
The damage dealt with a direct hit to the chest when the weapon is fully charged.
Some Custom Ammo types may have a fixed damage amount (see in-game for more details).
Store
Below are the details of the new additions to the arsenal. Please note that the below details only apply AFTER the Light the Shadow event has ended. During the event, you will need to complete each progression line to be able to unlock all the items listed below.
New Tool
Throwing Axe
The Throwing Axe is a variant unlock of the Combat Axe family
Cost: $60
New Weapon
Hunting Bow
Unlocks at rank 54
Cost: $97
Hunting Bow Custom Ammo: Poison Arrow
Cost: $65
Hunting Bow Custom Ammo: Frag Arrow
Cost: $77
Hunting Bow Custom Ammo: Concertina Arrow
Cost: $85
Bow Custom ammo – In cases where you prestige, the custom ammo for the Bow will not carry over to the next prestige. We will release a hotfix to resolve this issue during the event and the ammo will be added back to those who have unlocked it.
In some cases, new players might not see the event welcome screen when first launching the game during the event. To resolve this please restart the game client.
In some cases, the event unlock pop ups will appear twice when only one instance of the item has been unlocked.
Headshots with the Bow play the “killing headshot” audio even if the headshot does not result in a killing blow.
Some issues can occur with the hand animations when quickly switching from the bow to the throwing axe. Only lasts for a single frame.
Custom arrow icons appear as bullet icons in the event progression bar.
The Legendary Knife “Verbana” is not translated correctly in all languages.
The Bow tooltip shows details for the crossbow instead of the correct information for the bow.
Destroying a pyre with bolts or throwing axes/knives can cause these items to disappear. We recommend to melee the pyres instead to avoid losing any ammo.
The incorrect event ticker is shown when killing the boss. Shows as interacting with a ward instead of the boss.
We are live with a Light the Shadow Developer Live Stream!
Join Lead Designer Dennis 'Nyles', Social Media Manager Bence 'TheBeedyboy' and Game Designer Kseniia for an awesome stream going over our upcoming Event, Light the Shadow
Fixed an issue that caused Scrapbeak to deal more damage than intended with melee attacks such as from the axe and pitchfork.
UI
Fixed an issue that caused progression for some unlocks to not track correctly which resulted in not being able to unlock the next item in the progression line.
Fixed a bug that prevented players from recruiting the Legendary hunters from previous events (Plague Doctor, Skinflint, Billy).
Fixed a bug that caused legendary items that could not be bought to appear in the equipment screen.
Fixed some Turkish localization issues in the Turkish language.
Fixed an issue where the Legendary Hunter animation’s audio could be heard when you return from a game.
To defeat the darkness you'll need to pick a path, what will it be Hunter? Will you pierce the shadow or cleave the shadow? Find out your fate in 5 days
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.
General
Leave ADS during shots
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.
Force Reload for Controllers
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.
Gunslinger control changes
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
Hunter control Changes
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’.
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.
Auto-Interact
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.
FOV options
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.
New Menu Animations
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.
Developer Note:
Currently all Hunters will perform the weapon animations generally tied to Tier 3 Hunters. We plan to introduce new animations for the Tier 1 and Tier 2 Hunters in the future.
New 'Bounty Revive' mechanic
Bounty carriers 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.
Bounty 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.
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”.
Loot: Money is not lootable from “redskulled” players. You can loot tools and consumables as normal.
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.
Gunplay
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.
Hunter
Health Chunks
Reduced the cost of 50HP health chunks to 2 trait points (previously 3 trait points).
UI
Now it is possible to choose between "toggle" or "hold" to see the Map.
Traits
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)
Meta
Additional weapon stat
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 has been removed as their projectile damage is not modified by distance like other projectiles in the game.
World
DeSalle:
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.
Performance & Stability
Reduced game’s memory consumption by roughly 80Mb which is especially relevant for Consoles.
Audio
Ambient audio should now play on all parts of DeSalle as expected
Improvements made to the fading of different ambient sounds on DeSalle and Lawson Delta
AI
General Improvements made to the AI systems.
Fixed a potential stall that could occur when Miner Grunts first spawned in the map.
Miner grunts will now correctly burst into flames when dying to any sort of full body mutilation such as: Concertina Wire, Bomb Lance, etc.
Gunplay
Fixed an issue where some explosive ammo was unable to destroy concertina wires.
Fixed an issue where explosive ammo did not deal enough damage to doors and windows
Fixed a bug that resulted in custom ammo not being able to break windows.
World
Stillwater Bayou:
Fixed a Spot in Cyprus Huts where the player could hide inside the boss lair without being attacked by it.
Fixed an issue that caused the crank-operated gate to clip through the ceiling in Port Reeker.
DeSalle:
Fixed an issue that would cause the wooden crates that appear at an extraction point to appear at South of Reeves Quarry, even when the extract is not there.
Fixed an issue that resulted in not being able to vault through a window in Darin Shipyard.
Fixed an area in Reeves Quarry that allowed players to crouch and end up in an unintended spot.
Fixed an Issue where some Floors in Seven Sister's Estate would not render correctly.
Fixed a bug where some oilpatches north of Pearl Plantation were not connected to each other.
Fixed a bug that prevented players from interacting with a world tool spawn in Heritage Pork.
Fixed a bug in Fort Bolden that registered players as finding the boss arena when outside of the actual arena.
Fixed a bug where the player could get on top of a chandelier in Pearl Plantation.
Fixed a bug in Darin Shipyard where the player could get stuck behind a cash register.
Fixed an issue where some assets would disappear when crossing the region-border from King Snake Mine to Stanley Coal Company.
Fixed a broken vaultable area in one of the side buildings around Forked River Fishery.
Fixed an issue that could result in players getting stuck in a spot next to lamp north of Weeping Stone Mill.
Fixed an issue where the player could get stuck between a door and a table in Weeping Stone Mill.
Fixed an invisible chain in Stanley Coal Company.
Fixed a few floating loot items that would appear around the map.
Fixed a bug that prevented players from placing traps on wooden floors in Forked River Fishery.
Fixed the audio that would play when walking on the pipes in Forked River Fishery (it now sounds like pipes and not wooden planks).
Fixed floating branch spawns across the map
Fixed issue where the saloon doors could get stuck if you walk slowly in front of it and stop.
Fixed an issue that caused lantern effects being created incorrectly.
UI
Fixed a bug that resulted in the active buffs persisting on the screen once down and spectating.
Fixed an issue where pressing esc in any tab/subtab while queueing for a match triggered the cancel matchmaking pop up.
Fixed a spelling mistake in Russian translation of the Blackcoat hunter.
Status effect intensity will now also be displayed in spectator mode.
Fixed rare bug where “You are being revived!” message was stuck on screen.
Dying to a poison cloud or poison trip mine will result in seeing an empty death screen.
Concertina wire can damage players through walls.
Death from bleeding damage caused by AI can show as killing yourself in the damage history on the death screen.
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.
Bleeding damage ticks do not register on the death screen in the damage history.
Holding the RMB while switching to a tool does not allow you to immediately prepare a heavy melee attack.
In some cases, concertina wire may not break reliably when hit.
In some cases, melee damage may not show a hit marker however the damage will still register.
Some inconsistencies may be experienced in terms of sensitivity while using gunslinger mode. Melee and weapon turn speeds are slightly different.
Gunslinger: Performing a heavy melee attack while you stop sprinting results in returning to the incorrect stance (should return to hipfire stance).
Gunslinger: In some cases, players can shoot by pressing melee button after spamming a combination of different actions.
Preparing a weapon while in Gunslinger can result in being unable to melee.
In some cases, while in gunslinger returning to ADS after cancelling a reload can require too many inputs.
Chaining shots while using gunslinger mode is less reliable than in Hunter mode.
Switching between fire modes on the LeMat may result in a weird looping audio and cause you to not to return to your previous stance.
In some cases, switching to another weapon (looting) can result in the dropped weapon falling under the floor.
In some cases, switching weapons while vaulting will result in not seeing your weapon in your hands. Swapping weapons again will solve this issue.
In some cases, the clones of the Assassin may become stuck and will not attack players.
In some rare cases, the Bomblance will not deal area of effect damage.
When attempting to join a Quickplay match, after leaving a team, the “please wait” might change back to red requiring you to press Play again.
In some rare cases, the spider may become stuck beneath the floor after jumping on a player.
In some rare cases, a health pack can spawn on a clue which will prevent you from correctly investigating it.
Training tab can become stuck under other UI elements when leaving the training selections screen. Opening the training tab again will resolve this.
In some cases, while in the “waiting for players” screen, it is possible for AI to attack.
Shooting a hive bomb that is floating on the water (with a shotgun) can result in multiple instances of the swarm.
In some cases, cancelling a reload will cause you to melee instead of shoot in cases where the right mouse button is held down.
Spectator mode: Aiming state of the player does not always line up with what is visible while in spectator mode.
Trials: In some cases, when replaying an earlier trial mission, you might spawn in with less health chunks than intended.
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, the crosshair for the throwing knives can disappear during gameplay.
Challenges: Kill 50 bosses is incorrectly tracked by the killing blow rather than participation.
In some cases, the crosshair may not change dynamically when switching between aiming modes and can become stuck at the smaller size.
In some cases, after being revived or if a weapon is swapped with a Winfield equipped, the server will register might register that it has no ammo.
Tutorial: Consumable replenishment may be incorrect after respawning.
Lootable weapons sometimes drop to close to each other making it difficult to loot the correct one.
In some cases, if you are unable to loot a weapon it is because the client registers that it fell in a different place than is shown on the screen.
Quickplay: Looting a new tool can replace and already existing empty tool, rather than taking up the next available slot.
In some instances, players may become stuck in a slow walking state.
Quickplay: Picking up a small weapon while performing a switch to a larger weapon results in swapping the wrong item.
In some cases, a looted item will still appear on the blue boxes in Quickplay even after another player has taken it. You will not be able to interact with these items.
Some geometry layers may not be correct when spectating.
In some cases, swapping weapons while in Gunslinger mode can cause the crosshair to disappear.
In some cases, where all consumable slots are full, you may not be able to purchase consumable items other than the one in the first slot.
Challenges: Hunters that are damaged by other players but receive a killing blow from AI count towards the total. This is not intended and should only add to the total when the killing blow is caused by a player.