Update 1.7 brings with it the introduction of the Reconnect feature – the ability to reconnect to a Bounty Hunt mission in cases where your connection has been lost or the game has crashed. There are two ways in which this will attempt to restore the connection:
“On the Fly” 60 second reconnect:
In instances where you lose connection to the server, but the game client is still running, we will attempt to restore the connection and get you back into the mission.
Game client crash/client restart/kick to main menu reconnect:
In instances where either the game client crashes, or if you restart the game while in a mission, a prompt will appear which will give you the option to reconnect to the mission or abandon your hunter.
This prompt will show the remaining mission time, the current state of you and your teammates:
Alive.
Downed – can be revived.
Dead – Redskulled/cannot be revived.
Burning while downed (better hurry, you might be able to get back and put them out!).
Developer Note:
This reconnect feature has been a huge undertaking, even bigger as it was something done post game-launch, but we are very happy to be able to bring this long-standing community request to you all. We feel this is a great addition and should allow many of you the opportunity to not lose hunters when losing connection to the game.
This feature has been a long time in the works and something we wanted to make as solid as possible before introducing it to the game. As this is a new system, we expect there may be some edge cases that might pop up. If they do, please make sure to forward them to our community managers and customer service team to ensure that we can address them as quickly as possible.
New Weapon: Berthier Mle 92
The Berthier Mle 92 is a new large slot, long ammo carbine rifle with a 3-round capacity 'en-bloc' clip loading mechanism. The Berthier adds a unique gameplay element to the current long ammo rifle lineup available in the arsenal. Originally, this was introduced as an alternative to the Lebel rifle with the rear echelon and cavalry troops in the French military (that is your fun history fact for the day folks). The Berthier excels as a lightweight yet powerful weapons that brings a lot of flexibility to the table.
Loading Mechanism Overview
The three round clips cannot be ‘topped off’ one bullet at a time, like some other weapons, and must be removed to reload, either through manual or auto ejection. Once the last round of the clip has been chambered, the clip will automatically be ejected from the bottom of the weapon (like the Bornheim). The clip can also be manually ejected through the breach with the mag release button on the front of the trigger guard.
Manually reloading with this weapon will take slightly more effort as it requires players to choose whether to fire the remaining rounds and go for the fast reload of a full clip or spend the extra time reloading manually by extracting the half finish clip.
Reloading
Performing a partial reload can eject up to 2 unspent rounds if timed poorly and without Bulletgrubber, which gives some extra value to this trait in combination with the Berthier. It is important to note that the complex loading mechanism means partial reloads take longer and the fastest operating speed can be achieved by cycling/shooting the 3 rounds and then reload.
This complex mechanism also has an impact on interrupting shots with a reload. Without the trait, you will not be able to save a round in this manner like with other weapons in Hunt. Players will need to be cautious when it comes to reloading but using this weapon in the manner expected ensures that it is a fast and competitive weapon choice.
Ammo switch
The Berthier will be the first weapon outside of the one-shot rifles that can utilize two different ammo types. Since the design brings a clip that must be empty before performing a reload, this opens the ability to easily switch between two types of ammo.
Ammo types (Custom Ammo)
Basic - Ammo – 3/6 per slot
Spitzer - Ammo – 3/6 per slot
Incendiary - Ammo – 3/6 per slot
Developer Note:
Deciding on the main ammo is even more important than with other weapons that support multiple ammo types. Where other weapons give you an extra round, the Berthier gives you three extra rounds loaded directly into the weapon for the main ammo types. So choose wisely, if you’d prefer to have more Spitzer, Incendiary or basic ammunition.
New traits
New Trait: Vigor
“While in Dark Sight, doubles the rate at which Health and Stamina regenerate.”
Works in combination with Regeneration Shots
Does not affect any delays before regeneration starts
Unlocks at Rank 38
4 Upgrade Points
New Trait: Magpie
“Receive a short effect similar to that of either the Antidote Shot, Stamina Shot or Regeneration Shot, when picking up a Bounty Token.”
150 Seconds effect duration
Unlocks at Rank 1
1 Upgrade points
New Trait: Poison Sense
“You can see nearby poisoned Hunters while in Dark Sight.”
Also highlights teammates
Unlocks at Rank 84
1 Upgrade Point
50m range
Loadout Presets
Another long-standing community request is being added with Update 1.7 - Loadout Presets. Now players will have the ability to create specific loadouts to allow you to quickly equip the items you want and get into the action as quickly as possible.
Loadout presets can be accessed through the roster screen (a button marked ‘Custom’ can be found above your weapons on the equipment screen).
This will open a new window that will show your loadout presets.
Each player has been granted 3 loadout preset slots.
Players will be able to unlock a maximum of 10 slots in total.
Extra slots are purchasable with Bloodbonds.
Presets will be available to anyone that has completed the trainee mode (reach Bloodline Rank 11)
Each slot can be renamed for better organization.
Quick access options available - selecting equipment while the loadout box is open will bring you to the correct section and allow you to quickly change the item.
Clicking outside of the box will close it (no longer only from pressing the "close" button)
If you do not have the required items in your inventory, the missing equipment will automatically be purchased.
Items will only be auto purchased if you meet the requirements (rank, money, trait points etc.)
Developer Note:
When it came to a feature like this, the team really wanted to ensure that something meaningful and useful was brought to the table, and not just a basic concept. The team has put a lot of thought into this feature, specifically trying to cover not only what is needed in a feature like this, but also what extra bits players might like to have. Therefore, we have added the “tickers” to ensure that players have as much control over their loadouts as possible.
These tickers will allow you to not only create full loadouts, but also consumable or tool only loadouts as well as an option to prioritize adding contraband items to your loadout to save some Hunt dollars. This level of detail will make creating your loadouts far more streamlined and will cut back on the downtime between missions. We are very happy with the design of this new feature and hope you will enjoy it as much as we do.
AI
A major clean-up pass has been performed on the Butcher to fix several minor glitches and bugs. Below are the most notable fixes:
The Butcher should now correctly attack the target that it initially spots.
Fixed some erratic movement issues that could occur after a melee attack.
Fixed a rare issue that caused the Butcher to attack more aggressively than intended.
Fixed an issue where the Butcher could be lured out of the arena but then get stuck in the doorway.
Improved the anti-exploit behaviour when players are near the arena entrances.
Fixed some smaller issues that resulted in the Butcher not perceiving players correctly.
Fixed an issue where the dead Butcher would make a noise in reaction to player actions.
We also took this opportunity to make some minor behavioral tweaks:
Improved the aim of the Butcher in instances where players are partially obscured from his view.
Improvements made to the melee attack of the Butcher to reduce the clipping issues that can occur when he performs an attack near a wall.
The Butcher’s hook will not re-ignite when receiving fire damage after it has been extinguished.
A piece of the cross and pig head of the Butcher will now break off when entering a frenzied state. This is now in line with the damage representation that is currently visible with Scrapbeak.
Audio
With this update we have performed a melee unification and sanity pass. Here is the dev note to give some more context on what this means:
Developer Note:
As part of the ongoing development of Hunt, we have made some improvements to the sounds tied to melee impacts. In this patch, we have adjusted the pre-existing melee sounds to be more consistent and to better represent the amount of damage that is being dealt by the respective weapons.
We have also assigned some sounds that are better fit for certain melee weapons. We have added unique impact sounds for slashing with a knife, stabbing with the pitchfork and heavy melee attack for the Bomblance.
These changes will ultimately give players a better understanding of what melee weapon is being used based on solely on the sound – and of course to make punching, slicing, and stabbing far more satisfying.
Gunplay
Consistency pass made to all short-barrel rifle variants:
Slightly reduced the damage and range compared to the basic and long-barreled weapons.
Increased the poison damage dealt by the Hand Crossbow to Armored and Concertina Armored.
Reduced the duration of the Weak Antidote shot 600 seconds (previously 1800 seconds).
Reduced the duration of the Antidote shot to 1200 seconds (previously 3600 seconds).
Hunter
Banishing the boss will now remove the poison effect from any hunters in your team.
Reworked Trait: Vigilant
“Nearby traps are highlighted in Dark Sight.” (Unchanged)
Significantly improved the visibility and reliability of all visual effects.
It is now possible to distinguish between the different types of traps (clearer at closer ranges).
Increased the range to 25m (previously 5m).
Reworked Trait: Blade Seer
“Bolts, arrows, throwing axes, and throwing knives are highlighted in Dark Sight for better visibility.” (Unchanged)
Significantly improved the visibility and reliability of all visual effects.
Reduced range to 25m (previously 30m).
Menu
Tier 1 Hunters now have unique weapon equip animations in the Lobby and Roster screens.
Meta
Reconnect Support
As mentioned in the Highlights section, we will be introducing a reconnect support feature to Hunt with this update. Previously, disconnecting from the servers usually meant a death sentence for your Hunter (unless you are in trainee mode). Now, you will be able to return to the Bayou and get back into the action right where you left off. Here are some of the finer details you need to be aware of:
When disconnected, your hunter will stay where they are and crouch in place to ensure they are as small a target as possible. (Does not apply when down or dead).
Teammates will receive a notification to show that you have lost connection. This will allow them to attempt to protect you while you reconnect.
If you leave the mission (using the Leave mission button in the pause menu) or if you decline the reconnect prompt in the main menu, you hunter will be lost, and your teammates will be informed of your decision.
You will be able to reconnect to the current mission for up to 10 minutes after the initial disconnect. If you fail to reconnect after this time, we will consider that you are gone/won’t be returning to this mission and will kill the hunter.
This 10-minute timer will refresh for each disconnect. So, if you have multiple disconnects in a game for any reason, you will have 10 minutes to return after each one.
The mission time will not be modified by these disconnects. If you lose your connection, the mission will continue as normal meaning the timer will also continue to count down. As an example, if you disconnect and only have 3 minutes left on the timer to extract, we will not extend the timer to allow extra time to get to the extraction.
We have done this in the interest of fairness and to avoid players trying to intentionally cut their connection to gain any kind of an advantage.
If your connection drops but the game does not crash or kick you back to the main menu, we will attempt to auto-reconnect you for the next 60 seconds. If after this time the connection has not been restored, you will be sent to the main menu where you can try again through the reconnect prompt.
For now, the reconnect feature is only available for Bounty Hunt. Quickplay matches are much faster and don’t carry the same stakes as the Bounty Hunt missions so the chances of reconnecting to a hunter that is still alive (and has a chance to get the wellspring) are a lot slimmer.
Developer Note:
We are very happy to be finally able to bring this feature and offer a way to reconnect to an existing mission. This has been one of the most requested features from the community since we launched in Early Access back in 2018.
We wanted to make sure that a feature like this gave you the ability to complete the mission as if you never even left, but since this is a very large addition to the game, we understand there may be edge cases that we were unable to encounter during out internal playtests. If you encounter any unusual behavior with this feature, please be sure to reach out to the team and provide a detailed description of what so we can reproduce and fix any issues that you do encounter. Remember, details are key to helping us ensure we can find and solve problems quickly so be as detailed as possible.
Traits Unlock Changes
Hornskin now unlocks at Rank 1 (previously Rank 2)
Salveskin now unlock at Rank 1 (previously 15).
Bloodless unlocks at Rank 1 (previously rank 37).
Mithridatist unlocks at Rank 15 (previously Rank 53).
Whispersmith unlocks at Rank 38 (previously Rank 53).
Recruit Changes
Reworked the equipment for Free Hunters to provide more variety.
Bloodline Rank 79 to 100, you will now have the chance of two Tier 3 recruits per Hunter reshuffle on the recruitment page.
Legendary Hunters can now be recruited for $200 (previously of $333).
Accolade rewards
Rebalanced some accolade rewards to put more focus on PvP interactions over the core gameplay loop.
Store
Added the Berthier Carbine - Unlocked at Bloodline Rank 62 for $356
Added the Berthier Carbine Incendiary Custom Ammo for $35
Added the Berthier Spitzer Custom Ammo for $220
Adjusted some weapon meta stats to better fit their timing (this is purely to line up the stats with how it is in-game, weapon mechanics have not been changed)
Cavalry Saber unlocks at Rank 42 (previously 62)
‘Poison’ unlocks category changes:
Moved Weak Antidote Shot to Rank 2 (previously from Rank 48)
Changed the order in the Poison category: Antidote Shot (weak) and Poison Bomb switched places 1 and 2 in the unlock order.
Antidote Shot (Weak) cost has been reduced to $30 (previously $50)
Antidote Shot to $55 (previously $80).
Decoy Fuses cost has been reduced to $30 (previously $60).
Throwing Axe cost has been reduced to $30 (previously $60).
Alert Trip Mines cost has been reduced to $30 (previously $60).
Poison Trip Mines cost has been reduced to $30 (previously $60).
New Legendary Weapons
Legendary Lebel 1886 “Swan Song” for 700 BB.
“An air of finality lingers in the smoke of this Lebel 1886, an urgent call to the afterlife in the ring of its shot. Known as the Swan Song, it heralds an early closing performance of those caught in its sights. “
Legendary Springfield 1866 Compact “Springs End” for 500 BB.
“Yellowing grass, empty nests, and rotten blossoms are the litter of spring’s end. Rebirth happens alongside death, and this Springfield 1866 Compact guarantees the cycle keeps turning.”
Legendary Mosin-Nagant Obrez Drum “Gaunt” for 600 BB.
“This Mosin-Nagant M1891 Obrez Drum is a symbol of the haggard and hungry. Its bleached painting a reflection that the spoils are taken by those who want them most.”
Legendary Martini-Henry IC1 “Siren’s Song” for 600 BB
“Those drawn towards the peal of this Martini-Henry IC1 realize too late that it rings with the sound of their own death. At the root of the Siren’s Song are only laments for the foolish and vanquished. “
UI
Leaderboard
Leaderboard have been tweaked to reduce number of inactive players.
This will only take affect once 1.7 reaches the live servers (test leaderboards are not updated in the same manner.
Developer Note:
Due to these tweaks, it may appear that the leaderboard may have less players or even appear empty for a brief period. The leaderboards have not been wiped, but due to the changes they will need some time to populate with the updated information based on the changes we have made.
Menu changes
All standard non-legendary) items have been moved out of the store and into a new tab called “Arsenal”.
Developer Note: In a previous update, we mentioned that changes to the shop were some of the first steps being made towards providing more clarity. This is another one of those steps. Core gameplay items now have a space of their own, while store items (Bloodbond items, legendary and DLC’s) will now have their own separate section. We hope that this change will help to make these pages a lot clearer, especially for new players. We have many more ideas in store for the future, but we will also keep an eye on the feedback provided by the community for other possible changes.
The Store now features a “Featured” page to present you the new Hunter available, the latest discounts and more.
Improvements made to the in-game news feed.
The leaderboards are moved to the progression tab, as a subtab
Visual Updates
Visual update for the progress unlocks for bloodline and trails.
Visual update for the statistic screen.
Visual update for the last match screen.
Visual update for quickplay gear selection buttons.
Visual update for the hunter selection buttons.
Visual update for the item slots. New backgrounds visuals.
Visual update for the legendary items in the store. We improved the readability for the locked / unlocked states.
Visual update for the items in the arsenal. We improved the readability for the locked / unlocked states.
Miscellaneous
Added new Feature: Gamma Settings have been added to the settings menu. This option will also appear when you first launch the game (new players) and can be found in the settings menu after this.
Scrolling through lists should feel much smoother with less item snapping.
Cleaning a weapon will now play a sound.
Reworked the header rank and currency icons.
In-game map: the map will now display the correct coloured skull when a teammate is dead (red skull and white skull)
Minor changes made to the text that appears when recruiting a Legendary Hunter
Level Changes
Stillwater Bayou:
Global:
Reworked the islands between Blanchet Graves and Lockbay Docks. Added some loot to multiple of the crossing islands. Adjusted shallow water paths between islands so they will no longer slow down players using the walkways.
Added some structures between Chapel of Madonna Noir and Scupper Lake to give more options to approach Scupper Lake from the south.
Closed the gaps on the sides of 'Industrial' type window shutters.
Blanchet Graves
Blocked off some large and small glass windows in the Church at Blanchet.
Lockbay Docks:
On the upper floor, replaced the two large North facing windows with 1 central shuttered window and 2 smaller windows on each side. Previously these large windows were not very useable, but the change should add a new avenue for defense.
Added a 2nd West facing window to the upper floor of the boss lair.
Extended the outside roof to allow players to enter the compound on the upper floor from the new north facing shuttered window or west facing glass window.
Added a few holes in the wall where players can defend the main floor from eastward attack.
Added an elevator platform that connects the basement and the main building.
Replaced the wooden floors of the basement with mud/concrete floor to help differentiate between footsteps on the main floor and basement.
Pitching Crematorium:
Interior:
Added a barricade in the long corridor when approaching from the tunnel to help block line of sight and force defenders closer if they’d like to watch the tunnel entrance.
Added a new door entrance to the boss lair near the previous tunnel entrance.
Extended the elevator room to allow more space for all types of weapons.
Reworked the North water side entrance. Adjusted the previously barricaded window to a full door offering 2 possible points of entry.
Removed the short ladder previously used to enter from the North, both water entrances can now be entered by dropping in and exited by simply climbing up towards either doorway.
Extended the walls from the elevator room to the boss lair to provide more cover for attackers.
Disconnected the long corridor from main entrance and tunnel entrance.
Moved the long corridor one room further so both entrances feel different and bring players to different rooms.
Removed some items from the basement area to reduce overall clutter and help the flow of basement gunfights.
Exterior:
Extended the eastern ruins of the compound closer to the forest between Pitching and Healing-Waters
Decluttered the top of Pitching Crematorium by making the surrounding foliage smaller.
Added a nice sniper spot on the top of Pitching Crematorium.
Extended the jetty´s at the North water entrance allowing for more walkable space.
Added more natural cover when leaving or approaching from West of the compound.
Replaced the one-person elevator with the platform elevator to allow more players to enter or exit at the same time.
Cypress Huts:
Reworked the southern ramp approach to Cypress Huts. Shorted distance hunters needed to take through water to reach ramp. Added more cover when approaching ramp, but still quite risky.
Port Reeker:
Added a staircase entrance on the West side of Port Reeker to have a faster, but risky way into the perimeter.
Healing Water Church:
Added a new staircase from inside the Healing Water Church into the Crypt below.
Scupper Lake
Added more land around the compound to improve traversal.
Reduced the amount of overall vegetation and grouped them more.
Added a perimeter wall around the compound.
Added new wooden walkways to the compound from Port Reeker and Madonna's Chapel.
Removed some of the small windows with shutters on the Boss building.
Moved some of the small windows with shutters on the Boss building to a different location for better access.
Added new holes and more cover inside the boss building.
Added a new accessible barn South of the compound.
Updated the Hunting tower between Port Reeker and Scupper Lake.
Catfish Grove
Added more land around the compound to improve traversal.
Added new paths to approach the compound from the East side.
Added a hunting tower and more cover on the East side.
Added a new bridge and cabin on the West side.
Added more cover around the Boss building.
Added a new ladder to access the roof from inside the Boss building.
Added a new window and stairs on the North side of the Boss building.
Updated the vegetation around the North side of the Boss building.
Added a new “remote crank” inside a hut on the eastern side for controlling the metal gate at the Boss building.
Added a new "bridge" connection from the log pile to the Boss building on the South side.
Davant Ranch
Moved the chicken cage further away from the white house on the East side of the compound and added a small fence around it.
Riding Hall Boss Lair:
Elevated the small windows for defenders looking to the East towards Pitching Crematorium and Healing-Waters Church.
Added two side small windows looking West towards Cyprus Huts and East towards Slaughterhouse.
Added two small windows for defenders looking West towards Cyprus Huts on the bottom floor.
Reynard Mill and Lumber
Added a break in the large log wall North-East of the compound to allow players to get into cover quicker while attacking.
Lawson Delta
Global
Closed the gaps on the sides of 'Industrial' type window shutters.
Lawson Station
Replaced all static (non-destroyable) lights with proper lights which can be turned on/off and can be destroyed.
Added a few cover spots outside the waiting hall for the defending team.
Bradley & Craven Brickworks
Added a Ladder from outside the compound onto the roof of the eastern Brickworks building.
Added a Ladder from inside the compound onto the roof of the western Brickworks building.
Both these roofs were already accessible, but not in a very useful or readable way.
Fort Carmick:
Added some ruins in the forest East of Fort Carmick.
Changed the layout of the Fort Carmick Northern building and Connection between the two main buildings. This change now makes the second floor of the northern building accessible.
Nicholls Prison:
Opened the forest North-West of Nicholls Prison to allow more room for Hunters to maneuver between trees.
Windy Run:
Reworked the East and South side approaches of Windy Run to give more options when attacking the compound. The main building has also received some work, giving it a few more defensive options.
Removed the singleton white hut from the east of Windy in favor of 2 sets of abandoned stables in addition to a new eastern border wall.
Added a new staircase and falling red gate entrance to the south side of the Compound.
Maw Battery:
Added a Watchtower to the mud-bunker west of Maw Battery.
Wolfshead Arsenal:
Reworked the side buildings and added a few more small shutters and windows.
Extended the boss lair to give players a few more defensive options (extra windows) when defend the building.
Added another balcony to the North-East side building facing Fort Carmick.
Replaced the old log walls with new models.
Extended the roof around the north-western building of the compound to give players more movement-options around it.
Added small windows to the two towers at the entrance of Wolfshead Arsenal.
DeSalle
Global
Closed the gaps on the sides of 'Industrial' type window shutters.
Polished sand and rock transitions on the terrain.
Kingsnake Mine
Added some shutters to the upper windows.
Various Level Art improvements and polishing.
Improved vegetation around the south-east approach for better player leading and cover.
Improved and cleaned up some of the geometry at the white house north of the compound.
Adjusted the position of some Static Lanterns.
Smoothed out player traversal and collision in a few spots.
Darin Shipyard
Adjusted leaning boat ramp on the east side to allow players to crouch underneath.
Improved player leading, cover and traversal at the west gate to the compound.
Upper DeSalle
Improved the area west of Upper DeSalle and the train tracks towards Ash Creek.
Various Level Art improvements and polishing.
Lower DeSalle
Various Level Art improvements and polishing.
Weeping Stone Mill
Extended the balcony at the building near river (southwest)
Forked River Fishery
Added a new small window to boss lair looking to west. Before there was only 1 dangerous window. This gives the defenders a new peek hole.
Made some adjustments in AI perception to make them more correctly assess visibility ranges.
General pass on fixing some minor animation glitches on AI.
Upwards and downwards sight-range decreased a bit on the Meathead so his escalation will be a bit more lenient when players are on top of buildings.
Fixed an issue whereby Meathead was sometimes not responding properly to Leeches getting killed.
Assassin will now properly take damage again from explosives when in his swarm state.
More fixes to increase stability of AI navigation system to prevent server crash.
Fix for Sticky Bomb sometimes not doing desired amount of damage to any of the bosses.
Fixed an issue whereby the Immolator would sometimes explode a little bit later after death.
Gunplay
Fixed an issue where a player could be seen empty handed or with an incorrect item on other players screens
Fixed an issue where no visual effect would be played when retrieving sticking items from enemy players or AI (e.g.: when retrieving a throwing knife from a meatheat).
Fixed an issue where weapons animation didn’t play in training or trials until the first weapon switch happened.
Minor server improvement in performance for computing explosion fall-out.
Fixed an issue where choke bombs could be destroyed by liquid firebombs in deep water
Hunter
Fixed an inconsistency in the display text when failing to interact with certain ammo boxes with full ammo
Fixed an issue where players could damage themselves if they take a bolt or arrow shot into them
Fixed an issue where picking up a clue with Conduit, while burning, would not stop you from burning.
World
Stillwater Bayou:
Fixed a bug that could cause the Butcher to be able to leave the boss lair in Reynard Mill & Lumber.
Fixed a bug that could cause players to get stuck between rocks in Stillwater Bend.
Fixed a bug where players could get stuck between tree roots in Darrow Livestock.
Fixed a bug where players could get stuck at a barrel cart in Lockbay Docks.
Closed a wall gap in the western building of Reynard Mill & Lumber.
Lawson Delta:
Fixed a bug where the Spider could get stuck between weapon crates in Wolfshead Arsenal boss lair.
Fixed a floating ladder in Maw Battery.
Fixed a bug where players could get stuck in the bunker at Sweetbell Flour.
Fixed a bug where players could get stuck inside the big silo of Blanc Brinery.
Fixed a floating barrel in Maw Battery.
Fixed a bug where players could get stuck inside Windy Run.
Fixed a wrongly placed crate in Sweetbell Flour.
Fixed a floating explosive barrel south of Hemlock and Hide.
Added a small ramp onto the hay bale south of Lawson Station Waiting Hall.
Closed a gap in Brickworks north-west side of the boss lair due to it giving an unfair advantage.
DeSalle:
Fixed a bug where players could get stuck in a hay bale in Seven Sisters Estate.
Fixed a bug where the Butcher was able to leave the boss lair in Forked River Fishery.
Fixed a non-interactable cash register in Darin Shipyard.
Fixed a bug where players could get stuck at the entrance/exit in Testimonial Church.
Removed a floating rope in a cabin between Darin Shipyard and Reeves Quarry.
Fixed a floating lantern spawn in Upper DeSalle.
Fixed a floating rock piece in Lower DeSalle.
Fixed a bug where players could get stuck between two carts and a hay bale in Moses Poultry.
Fixed a non-interactable cash register in Pearl Plantation.
Fixed a bug where a cart was not climbable in Weeping Stone Mill.
Fixed a bug where players could get stuck under a staircase in Weeping Stone Mill.
Fixed a bug where players could desync at the platform elevator and get killed by it in Darin Shipyard.
Fixed a bug where players could hide inside a boss dressing in Stanley Coal Company.
Fixed a specific flock of crows north of Pearl Plantation not behaving correctly.
Fixed some floating rocks at a spawn point north of Stanley Coal Company.
Fixed a bug where some crows in Lower DeSalle would not be aligned with the railing they sit on.
Fixed a floating Extraction Vehicle Southwest of Fort Bolden.
Fixed a floating loot anchor on the Upper DeSalle Bank's Balcony.
Fixed a bug where players could get stuck by getting pushed into a table from a door in Stanley Coal Company.
Fixed a bug where some crows in Pearl Plantation would not be aligned with the railing they sit on.
Fixed a bug where the Spider could get out of bounds of the boss lair in Heritage Pork.
Fixed a floating lamp post in Stanley Coal Company.
Fixed a few loot anchors in Seven Sisters Estate that were clipping into the ground.
Fixed a rock that could be seen through from one side between Darin Shipyard and Pelican Island Prison under a bridge.
Fixed a bug where players could get stuck behind 2 barrels in Heritage Pork.
Fixed a bug where players could get stuck underneath the stairs of the Watchtower near Pelican Island Prison.
Fixed an invisible collision on the roof in Heritage Pork north.
Fixed the edge of the water North of Heritage Pork being visible.
Fixed a one-way visibility gap under the stairs in Lower DeSalle Saloon.
Fixed a bug where players could get stuck at the windmill in Seven Sisters Estate.
Fixed a bug where players could get stuck on a small box west of Heritage Pork.
Fixed a bug where players could get stuck in Heritage Pork main building attic.
Fixed an AI spawn being too close to a starting Hunter spawn West of Seven Sisters Estate.
Fixed a floating poster northwest of Heritage Pork.
Fixed some broken collision on two of the small roofs in Stanley Coal Company that could cause desync.
Fixed a bug where some wooden planks in Fort Bolden did not have proper collision.
Fixed a bug where a floating poster could spawn near Pelican Island Prison.
Fixed a bug where a floating lantern could spawn in Fort Bolden.
Fixed a bug where players could get stuck on a few corners in Kingsnake Mine.
Fixed several minor floating and clipping issues in in Kingsnake Mine.
Fixed a bug that caused some difficulties with vaulting over horse carts in Kingsnake Mine.
Fixed some areas where players could encounter issues while crouching or vaulting in Kingsnake Mine.
Fixed a bug where players were able to reach a blocked area in the boss lair of Kingsnake Mine.
Fixed a spot in Kingsnake Mine where players were able to hide inside the Assassin boss lair dressing.
Fixed some jittering issues that occured with water wheels.
Fixed a bug that resulted in some wind chimes being invisible throughout the map.
Fixed a bug where certain fire volumes that spawned from shooting chicken cage lanterns would spawn the fire too far from the chicken cage itself.
Fixed a bug where bullets got stopped by invisible asset in Weeping Stone Mill
Fixed a bug where a barrel or event times might spawn under terrain in Darin Shipyard
Global
Spectator mode
Fixed an issue where player could not spectate other players even if some players were still in the match.
Fixed an issue where in Quickplay, spectator mode would not default to the player that killed them.
Fixed an issue where the spectator mode would not stop spectating even if the player spectated was killed.
UI
Fixed an issue whereby health-bar would not update correctly after taking very minor burn damage.
Menu
Fixed an issue where the hunter’s pose for quickplay were not updated correctly when changing between the loadout selection choices.
Please note – this list is not all encompassing. We are aware that some current known issues might now be listed, however we will continue to update it as these are reported to us.
In some cases, weapons will come out of ADS randomly.
Spectator mode: Aiming state of the player does not always line up with what is visible in spectator mode.
In some cases, while in the “waiting for players” screen, it is possible for AI to attack.
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: Picking up a small weapon while performing a switch to a larger weapon results in swapping the wrong item.
In some cases, cancelling a reload will cause you to melee instead of shoot in cases where the right mouse button is held down.
Concertina wire can damage players through walls.
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.
Arrows and throwing knives may not be retrievable after an AI disappears.
In some cases, the banish state and extraction state can show the incorrect details. This is purely a visual issue. The normal status will continue as intended in the background.
In some cases, 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 broken windows may appear to be intact.
In some instance, after reconnecting, you may not be able to swap between your main weapons. Switching to a tool/consumable slot and back will resolve the problem.
In some rare cases, the spider may become stuck beneath the floor after jumping on a player.
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 rare cases, a health pack can spawn on a clue which will prevent you from correctly investigating it.
Tutorial: Consumable replenishment may be incorrect after respawning.
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.
Quickplay: Looting a new tool can replace and already existing empty tool, rather than taking up the next available slot.
Lootable weapons sometimes drop to close to each other making it difficult to loot the correct one.
Dying to a poison cloud or poison trip mine will result in seeing an empty death screen.
In some cases, you may encounter desyncs between the client and server when walking on edges/slopes.
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.
Challenges: Kill 50 bosses is incorrectly tracked by the killing blow rather than participation.
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.
In some cases, the crosshair for the throwing knives and axes can disappear during gameplay.
In some cases, the crosshair may not change dynamically when switching between aiming modes and can become stuck at the smaller size.
Shooting a hive bomb that is floating on the water (with a shotgun) can result in multiple instances of the swarm.
Death from bleeding damage caused by AI can show as killing yourself in the damage history on the death screen.
Bleeding damage ticks are not properly represented in the damage history.
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.
In some cases, the banish timer might desync and show that the boss banishes earlier or later than intended.
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.
The ammo counter for the Scottfield might not update correctly in some instances.
Vaulting while swapping custom ammo in a single shot rifle can in some cases cause the weapon to be unusable.
In some cases, when sprint and ADS are bound to separate buttons – certain actions can result in the sprint command being ignored.
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.
In some cases, the clones of the Assassin may become stuck and will not attack players.
Disconnects that happen when standing at the bottom of a ladder can cause the hunter to enter a climbing state (but not actually climb the ladder)
In some cases, while in gunslinger mode, performing multiple actions in very quick succession can cause players to melee instead of shooting as intended.
Gunslinger: In some cases, players can shoot by pressing melee button after spamming a combination of different actions.
In some cases, it is not possible to charge a melee attack instantly after swapping between weapons/tools.
Trials: In some cases, when replaying an earlier trial mission, you might spawn in with less health chunks than intended.
Transitioning between poison states can sometimes result in a slight camera shake.
Stillwater and Lawson - Details of the compound changes coming with Update 1.7
Hunters, Update 1.7 is incoming and with it are some changes to Stillwater Bayou and Lawson Delta. After the work that went into the DeSalle map, we wanted to look back at what we had learned from developing that map and analyze what had worked well as you guys have hunted bounties in it. These learnings were the spark for us to bring new life and options to the older maps. And you'll see these changes in the latest game update. For example, one of the largest learnings from DeSalle was our determination that the water in Hunt is not really a gameplay space but rather an obstacle and should be treated as such from a design perspective.
There are also adjustments, additions, and changes across the maps, such as new routes towards compounds where specific areas have become bottlenecks, reducing gameplay stalemate zones, and rebalancing sites that give too much advantage to a defensive or attacking team.
The complete list of changes can be found in the Patch Notes. There are many additions, and we hope that together they make each map an even more rewarding, engaging, and exciting gameplay experience. To give you a flavor of what's in store, we'll take a tour of just some of the compound changes with some before and after snaps.
Stillwater Bayou
Lockbay Docks
You'll find more windows, an elevator platform connecting the main building, and an extended roof providing access to new entry points here. The aim is to make this building less locked down, add more purpose to the upper floor and basement, and create more places to peek out, provoking combat.
Before▼ After▼ Before▼ After▼ Before▼ After▼
Pitching Crematorium
Underground areas, in general, have brought a lot of challenges, so we wanted to provide players on the attack in these areas with more options to choose from and reduce stalemate situations.
On the outside, we found players were hesitant to push into the compound perimeter. To address this, we're giving you more options. We are extending the waterside entrance, providing more cover when approaching from the west, replacing the one-person-elevator with a multi-person platform elevator, and extending the jetty. There are also a few more additions for you to discover.
Before▼ After▼ Before▼ After▼ Before▼ After▼
We wanted to make the compound interior more rewarding by adding more viable options for you to access the underground areas. Long sightlines have been broken up, we've added more cover for attackers to use, and more entrances to the boss room make it easier to flank and infiltrate.
Before▼ After▼ Before▼ After▼
Scupper Lake
As we mentioned, it's emerged over time that water is not really a gameplay space but rather an obstacle. We followed this as a guideline for DeSalle, but we've adjusted this across many areas on the older maps, especially in Stillwater Bayou. Scupper Lake is a good demonstration of the design approach.
You'll find more land around the compound to aid your movement, new wooden walkways, clearer perimeters, and reduced and grouped vegetation. Overall, going through the water to your target may still be a quicker or better option, but you'll have plenty of other viable routes to choose from.
Before▼ After▼ Before▼ After▼ Before▼ After▼
Lawson Delta
Bradley & Craven Brickworks
The roof of the east brickworks building has proven to be an excellent spot for attackers to pick up a decisive and satisfying kill on defenders inside the building. However, accessing this roof has always been awkward as you had to enter the compound. The solution? More ladders. Enjoy.
Before▼ After▼
Nicholls Prison
We saw with DeSalle that the more 'organic' forest areas, like those seen in Stillwater Bayou, have more appeal and fun than the simpler vegetation blockers that were mainly used in Lawson Delta. As a first step, we've edited the forest northwest of Nicholls Prison to be less "corridor-like."
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Maw Battery
Due to its elevated position, Maw Battery can be pretty intimidating to approach. We've added a watchtower to the mud bunker to the west so you can scope out the situation before committing to action.
Before▼ After▼
Wolfhead Arsenal
With this compound, we wanted to improve route and flanking options both inside and outside. We've reworked the side buildings and added more shutters and windows, added another balcony to the northeast building facing Fort Carmick, extended the roof around the compound's northwest building, and more. We've also added some visual upgrades across this area.
Before▼ After▼ Before▼ After▼
We hope this brief tour gives you an insight into the design decisions taken around the improvements that await. Please note that this is not an exhaustive list of the many, many changes to the compounds listed above or the other compounds improved in the maps. However, you can check out the Patch Notes that come with Update 1.7 for a definitive list of additions and upgrades. We are confident that the update provides a better experience, and we'll continue to analyze the way you play through these areas to work out what is working well, what might need further improvement, and so on. And of course, your feedback is always really useful, so as you get used to the compound changes, let us know what you think on the usual channels.
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Introducing the long-awaited 'Reconnect Support' feature
Hunters, as you know, we're always looking to push your Hunt: Showdown experience forwards, and today we're pleased to announce that we are rolling out the much anticipated Reconnect Support feature in Update 1.7. This has been one of the most requested features from the community for a long time. In fact, it's something that we have tracked since our Early Access days. While it might seem like a relatively simple feature, we've had to work hard to limit the chance of a reconnect feature being exploited by bad actors. However, after much toil, we are pleased to introduce our solution.
The Reconnect Support feature allows you to reconnect to a Bounty Hunt mission if you have lost your connection to the game or the game has crashed. Previously, losing your connection meant it was all over for you in the bayou. So, we wanted to make sure a feature like this would give you the ability to complete the mission as if you had never left and prevent losing Hunters when you lose your connection to the game.
The feature has also been in the works for a long time because we wanted to make it as solid as possible before introducing it to the game. Since this is a substantial addition to Hunt, we understand there may be edge cases that we were unable to encounter during our internal playtests. If you experience any unusual behavior with this feature, please be sure to reach out to the team and provide a detailed description of what happened so we can reproduce and fix any issues that you do encounter. Remember, details are key to helping us ensure we can find and solve problems quickly, so we appreciate as much detail as possible. Your help is how we get problems solved.
Here are some of the finer details about the feature and how it works:
There are two ways in which the Reconnection Support feature will attempt to restore the connection:
· "On the Fly" 60 seconds reconnect:
In instances where you lose connection to the server but the game client is still running, we will attempt to restore the connection and get you back into the mission.
· Game client crash/client restart/kick to main menu reconnect:
In instances where the game client crashes, or if you restart the game while in a mission, a prompt will appear, giving you the option to reconnect to the mission or abandon your Hunter.
A prompt will show the remaining mission time, the current state of you and your teammates as:
Alive.
Downed – can be revived.
Dead – Redskulled/cannot be revived.
Burning while downed - better hurry, you might be able to get back and put the fire out!
· When disconnected, your Hunter will stay where they are and crouch in place to ensure they are as small a target as possible. This does not apply when already down or dead.
· Teammates will receive a notification to show that you have lost connection. This will allow them to attempt to protect you while you reconnect.
· If you leave the mission (using the Leave mission button in the pause menu) or if you decline the reconnect prompt in the main menu, your Hunter will be lost, and your teammates will be informed of your decision.
· You will be able to reconnect to the current mission for up to 10 minutes after the initial disconnect. If you fail to reconnect after this time, we will consider that you are gone/won't be returning to this mission, and the Hunter will die.
· This 10-minute timer will refresh for each disconnect. So, if you have multiple disconnects in a game for any reason, you will have 10 minutes to return after each one.
· These disconnects will not modify the mission time. If you lose your connection, the mission will continue as usual, meaning the timer will also continue to count down. For example, if you disconnect and only have 3 minutes left on the timer to extract, we will not extend the timer to allow extra time to get to the extraction. We have done this in the interest of fairness and to avoid players trying to intentionally cut their connection to gain any kind of an advantage.
· If your connection drops but the game does not crash or kick you back to the main menu, we will attempt to auto-reconnect you for the next 60 seconds. If the connection has not been restored after this time, you will be sent to the main menu, where you can try again through the reconnect prompt.
· For now, the reconnect feature is only available for Bounty Hunt. Quickplay matches are much faster and don't carry the same stakes as the Bounty Hunt missions, so the chances of reconnecting to a Hunter that is still alive (and has an opportunity to get the wellspring) are a lot slimmer.
We hope this feature makes a difference for you, and once again, do let us know if you come across issues and problem cases with as much detail as possible so we can monitor and fix them.
We are now Live with the Update 1.7 Gameplay Live Stream.
Hang out with us and check out all the new things coming in Update 1.7, we are also running another Twitch Drops test. Stop by our Twitch stream to collect some awesome in-game rewards.