With Update 2.2, Lawson Delta finally returns with a visual overhaul and many gameplay improvements driven by player feedback and facilitated by CryEngine 5.11.
We want to share an overview of the most impactful gameplay changes coming to the various compounds of Lawson Delta. In addition to the specifically listed changes below, a litany of smaller quality of life and readability enhancements have been made - it should be easier to understand where you're able to vault over or jump to, certain building interiors should feel simpler to navigate, and so on.
Highlighted changes per compound:
IRON WORKS
Added new ladder, window and two iron double doors to the boss building's East side, giving defenders another opening and attackers more options for entry.
Added new windows to the boss building's Southern and Western sides, these can be vaulted only by defenders.
Added several cover pieces to the compound's North side, as well as a new elevated peek into the boss lair for attackers.
Revisited boss interior cover and lighting.
Broke up a long vegetation blocker on the North side into two chunks to improve movement options.
Added new step onto the eastern side building roof.
BEFORE
AFTER
WOLFSHEAD ARSENAL
Removed watch towers on compound's East side, replaced with straight walkways. Moved railway car backwards into compound to allow for faster access.
Removed one window from the boss building's front, making the courtyard approach less threatening.
Rearranged interior cover and lighting to make navigation clearer.
BEFORE
AFTER
BRADLEY & CRAVEN BRICKWORKS
Added a new elevator on the boss building's East side.
Added new cover pieces and roof access to the compound's western entrance.
BEFORE
AFTER
C & A LUMBER
Added a window to the boss building's South side, allowing for a new entry point from the adjacent side building.
BEFORE
AFTER
LAWSON STATION
Updated western construction site side-building - cleaned up sightlines and interior cover, making the space more navigable and clearer to engage with from the boss building.
Adjusted several peek spots and window placement in the northern boss building
BEFORE
AFTER
NICHOLLS PRISON
Opened up a previously inaccessible roof area on the western side building.
Added multiple ladders allowing for new access points across the compound.
Added new access point at the ramp on the north-western side of the Prison.
BEFORE
AFTER
SALTER'S PORK
Added new entrance on the South side of boss entrance to open up new attacking opportunities.
Added new roof access to the northern-most side building, allowing for another entrance to the compound.
BEFORE
AFTER
GOLDEN ACRES
Replaced redbrick ruins with new side building featuring roof access.
BEFORE
AFTER
MAW BATTERY
Added new boss building peak.
Fences around the compound now cause bleeding, and added new exit ramp
BEFORE
AFTER
FORT CARMICK
Cleaned up compound approaches to make it clearer to players what is and isn’t walkable, did an overall cover pass.
BEFORE
AFTER
WINDY RUN
Added roof cover to North side building, and improved cover options in the North field.
BEFORE
AFTER
Additional changes to in-between areas
Improved navigation and cover above bunkers and below watch towers.
Made the 1st floor of ruins next to Lawson Station easier to access.
BEFORE
AFTER
Of course, there’s a ton more to explore around the map and we’re thrilled to be introducing this revamped classic with 2.2. We hope you're as excited as we are to jump back into Lawson Delta!
Next up we will be bringing De Salle back to Hunt. Stay tuned for more info next year!
Come one come all! The Circus compound appears at various locations in each Bounty Hunt Mission. On the circus grounds you can find sealed items and rewards. Once under the control of The Ringmaster, The Circus has run rampant and beyond his control under the influence of a Corrupted artifact known as the HelioStone.
Step inside Post Malone’s Murder Circus to find showstopping Traits from The Trickshooter Troupe, The Ringmaster Troupe, and The Mystic Troupe.
The circus will appear at a random location in every Mission. Don’t miss out, but be on guard—it’s not just occupied by clowns.
Troupe Traits
Similar to previous Events, there are special Troupe-specific Traits that can be gained at Supply Points in the world, as well as at the circus.
At Supply Points and the circus, you will find Pledge Boxes. These can be used to pledge to one of the three Troupes. This Event, each Troupe has two Traits to offer. Your Hunter will get their first Trait for free the moment they pledge to their Troupe. To get the Troupe’s second Trait, you can deepen your pledge by spending a few Pledge Marks at a Pledge Box.
The Trickshooter Troupe:
Peerless Aim: Impress and wow your foes with a mastery of precision and projectiles! The Trickshooter Troupe is sure to hit their mark and keep their pockets full of sharp objects.
Blademancer (Free)
Using Dark Sight, take retrievable ammo in front of you. Does damage to enemies if stuck in them. Runes on Sawblades prevent them from being retrieved. (100m)
Crack Shot (3 Pledge Marks):
Reduces crosshair spread for pistols and rifles, even when using Fanning, Levering, or dual wielding. Sway reduced for all Weapons in ADS.
The Ringmaster Troupe:
Command the Show: Force unruly abominations back to their graves with the power of Dark Sight. The Ringmaster Troupe puts on a show by killing monsters from a distance and receiving Dark Sight Boost when looting Hunters.
Shadow Crush (Free)
Using Dark Sight, damage any monster or Target once. (25m)
Developer's Note: When a Hunter has both Shadow Crush and Shadow Leap, Shadow Crush takes precedence and Shadow Leap is disabled.
Corpse Seer (2 Pledge Marks)
Receive Dark Sight Boost when looting downed Hunters.
The Mystic Troupe:
Bewilder and Be Feared: Feast on chaos and employ illusions to keep your enemies’ heads spinning! The Mystic Troupe channels Dark Sight to misdirect and beguile.
Poltergeist (Free)
Players can manipulate, interact, and agitate in-world objects and animals remotely via Dark Sight. (50m). Works in Beetle View.
Blast Sense (1 Pledge Mark)
Loud sounds such as gunshots and explosions are highlighted while in Dark Sight.(200m). Works in Beetle View.
Murder Circus Exclusive Weapon: The Shredder
Waiting at The Murder Circus is the Shredder, a fast firing, experimental Sawblade launcher which can only be obtained in-Mission by unsealing it with Pledge Marks (5 PMs). It's a rare death machine—only one appears in the circus ring each Mission.
Before it can be fired, it must be spun up. This means that any time the weapon is fully holstered, it will need to be spun again once unholstered (excluding use of Dark Sight, Vaulting, and Hold Interactions). Once charged, the mechanism will spin the blade at high speed, allowing for a high rate-of-fire. While active, this spinning mechanism is loud, and Hunters in the area are unlikely to be surprised.
Ammo
By default, the Shredder comes equipped with two ammo types. Both can bounce off hard surfaces multiple times, allowing for shots around corners. Runes etched on the blades give them the potential to ricochet in the direction of nearby enemies.
Sawblade – Special Ammo – 6/12
Sharp blades that can pierce multiple enemies, allowing for more than one kill per blade.
The Sawblades can be recovered once fired; however, due to bouncing off walls and cutting through enemies, they can be difficult to locate.
Retrieving Sawblades via Dark Sight with the Trickshooter Troupe’s Blademancer Trait is not possible due to the runes etched on the surface, so use them wisely.
Fragblade – Special Ammo – 6/0
A rounded blade that allows for increased maximum bounces before losing momentum.
Fragblades explode in a cloud of shrapnel that cause bleeding damage to nearby enemies.
Additional etched runes allow them to detect nearby Hunters and explode when in proximity as they pass by them (2m).
The Shredder is a Scarce Weapon, meaning it can only be found in-Mission. It will also be removed from any arsenals and become unavailable once the Event ends, meaning any instances in your inventory you are not selling manually before the Event has ended will be lost. Even though it cannot be purchased for your loadout in between Missions, each Shredder extracted can be sold for 250 Hunt Dollars.
Murder Circus Exclusive Monsters
Ursa Mortis
With deformed bodies and minds that were twisted into one savage monster by the HelioStone, the monstrous bear that stalks the grounds of The Murder Circus will charge at Hunters and attack with a lethal roar.
Ursa Mortis prioritizes bleeding targets. There is a new environmental hazard—the Thorny Branch—which is strewn around the circus and beyond that can trigger bleeding.
Circus Grunts
Beware! Some of these new monsters can throw knives.
Pledge Mark Mechanics:
Hunters are now able to carry up to 9 Pledge Marks at a time. Pledge Marks are earned by performing the following actions:
1 PM per 25 Event Points collected
2 PMs for Banishing the Boss Target in Bounty Clash
3 PMs for becoming the Soul Survivor
Stealing Mechanic: When looting a Hunter, you steal their Pledge Marks up to a maximum of 9 total. The looted Hunter loses any Pledge Marks stolen, but can retain some if the looting Hunter reaches their maximum amount (9 PMs) in the process.
Sealed Rewards
New Reward: Fortune Teller Machine
Dare to have your fortune judged? In the Murder Circus compound, you’ll find Zlotvor’s Fortune Teller Machine, where you can spend Pledge Marks to receive a random Trait or rare reward...and perhaps a better fortune than the machine’s former operator. Fortune Teller Machines can also appear at Supply Points and bestow the same rewards.
List of possible Fortune Teller Machine rewards:
Master Clue effect
Regain a lost Health Chunk
Random Trait
Random Shot effect
1 second of Dark Sight Boost
Random Hunt Dollar reward
Sealed Reward Changes:
The Dark Sight Boost Sealed Reward has been changed to give one second of Dark Sight Boost to players instead of replenishing the Dark Sight Boost for Bounty Token carriers. As previously mentioned, this means that every player can earn a Dark Sight Boost, even without carrying a Bounty Token.
The Full Restoration Kit now fully restores only the player interacting with it and no longer works for the entire team.
The Master Clue and Sealed Bounty Token no longer give Event Points upon interaction.
Battle Pass Reward Track
Level 0 – Post Malone: Deposed King (Hunter) (Premium)
The patch notes for Update 2.2 can be found below. Happy Hunting!
For full description of Post Malone's Murder Circus, head over here.
~ The Hunt Team
Dark Sight Boost Changes
With Update 2.2, players can receive a Dark Sight Boost even while not holding a Bounty Token. While looting a Bounty Token still gives players the normal 5 seconds of Dark Sight Boost (10 if player is Solo and has Magpie), players can now receive a Dark Sight Boost from the following sources, whether they’re holding a Bounty Token or not: the Dark Sight Boost Sealed Reward, the Corpse Seer Trait, or the Fortune Teller Machine.
Dark Sight Boost Gained Icons
Additionally, Hunters will now leave a scorch mark on the map when they gain a Dark Sight Boost.
This happens regardless of the source and the amount of Dark Sight Boost gained, whether it’s from picking up a Bounty Token, interacting with the Dark Sight Boost Sealed Reward, interacting with the Fortune Teller Machine, or looting a Hunter when using the Corpse Seer Trait.
The icon is visible to everyone in the Mission, so keep this in mind as it will give your position away.
New Equipment
New Weapon: Chu Ko Nu
Medium slot repeating crossbow that fires Compact Bolts. Has a high rate-of-fire and is quiet. Bolts can be recovered and reused. Lacks dedicated iron sights and can only be fired from the hip.
Basic – Special Ammo – 10/10
Incendiary – Special Ammo – 10/10
The Incendiary Bolts are great for setting Hunters on fire and putting pressure on them.
Different to Incendiary Bullets, these Bolts don’t lose their intensity over distance and can therefore set Hunters on fire at any range.
Equipping the Salveskin Trait prevents instant burning from a single hit.
Incendiary Bolts burn out upon use and cannot be retrieved.
Explosive – Special Ammo – 5/10
When hit, they stick to the target, applying bleeding before exploding with a short delay.
The Explosive Bolt’s size results in a reduced magazine capacity.
New Weapon Variant: 1865 Carbine Aperture
Specter Arms made, repeating rifle. Well-balanced and fast reloads make this effective at medium range but lacks Levering abilities. Modified with an enhanced toggle-able peep sight.
Basic – Medium Ammo – 7+1/21
FMJ Ammo – Special Ammo – 7+1/21
New Weapon Variant: Krag Silencer
Springfield made, bolt-action rifle. High fire-rate and ability to top off are offset by lower damage than other rifles. Modified with a silencer.
Basic – Long Ammo – 5+1/12
FMJ Ammo – Special Ammo – 5+1/12
Incendiary Ammo – Special Ammo – 5+1/12
Subsonic Ammo – Special Ammo – 5+1/14
New Weapon Variant: Maynard Sniper Silencer
A scoped rifle with high damage and medium ammo. Requires a two-stage reload with the placement of a percussion cap. Modified with a silencer. Can split ammunition between two different types.
Basic – Medium Ammo – 1/26
Dumdum Ammo – Special Ammo – 5+1/26
High Velocity Ammo – Special Ammo – 5+1/26
Subsonic Ammo – Special Ammo – 5+1/30
New Weapon Variant: Sparks Pistol Silencer
Single-shot rifle, cut down into a small handgun. Equally powerful up to mid-range and convenient to handle. Increased recoil. Modified with a silencer. Can be dual wielded. Can split ammunition between two different types.
Basic – Long Ammo – 1/14
FMJ Ammo – Special Ammo – 1/14
Poison Ammo – Special Ammo – 1/14
Incendiary Ammo – Special Ammo – 1/14
Subsonic Ammo – Special Ammo – 1/16
New Consumable: Recovery Shot
A syringe that delivers a potent shot to restore one previously lost Health Chunk. It brings the Health Chunk back empty, requiring other healing to top it back up.
Developer Note: With the introduction of the Recovery Shot, we give players a reliable way to replenish lost health mid-Mission and allow them to stay in the fight. Giving the players more ways to replenish lost Health Chunks has been a big request from the community and we are happy to experiment with this on the equipment level with the Recovery Shot. There is also a rare chance to randomly acquire an instance when looting Saddle Bags.
New Ammo Type: Subsonic Ammo
Smaller, weighted bullets with less gunpowder, which travel slower than the speed of sound for quieter gunshots at the expense of harder leading targets at distance and a stronger drop. Equipping them will also yield a larger number of extra bullets.
Introduced to following weapon families:
Bornheim No. 3
Centennial
Frontier 73C
Infantry 73L
Krag
Maynard Sniper
Nagant M1895
Officer
Ranger 73
Sparks
Vandal 73C
Vetterli 71
Silencer Changes
With the introduction of Subsonic Ammo, we are making some general changes to Silencers.
Firing a silenced weapon with default or other custom ammunition is now louder, allowing other players to better determine the position of the shooter up to around 100m out. High Velocity ammo is now audible at the same distances as other non-Subsonic Ammo, but with its stronger propellant still does not hide the muzzle flash.
Loading Subsonic Ammo on a silenced weapon brings it back to a similar level as before the update, making your sounds much harder to pinpoint at medium range up to around 50m already, and become completely inaudible over longer distances.
Non-silenced weapons also benefit from Subsonic Ammo. Loading Subsonic Ammo on a non-silenced weapon makes the shot much less audible and does not travel across the whole map anymore.
Equipping Subsonic Ammo also increases the extra ammo capacity by around 20%, but reduces muzzle velocity by around 15% compared to regular ammunition.
Custom Equipment Animations
With Update 2.2, we are introducing a new Equipment Animations feature that gives players a new way of customizing and showing off their gear during inspect.
Inspecting your weapons can be triggered while inside a Mission in the following ways:
Keyboard – Press ‘I’ Button (default).
Controller – While the Weapon Wheel is open, press Triangle (PS) / Y (Xbox).
Equipment Animations (EAs) are made for and can be applied to specific weapons, Tools, and Consumables, overriding their default inspect animation.
Equipment can only have one active Equipment Animation applied to it at any given time.
The currently active EA is used by all variants of the same equipment. For example, equipping it on the Centennial Shorty will also show it on the Centennial Shorty Silencer, and equipping it on the Krag Silencer will show it on the base Krag, Bayonet, and Sniper variants.
Selecting or switching between EAs is done through the player’s inventory. Here, the player can access all animations unlocked for specific equipment by opening the Actions Menu and entering the Equipment Animations screen.
The list of new Equipment Animations introduced with Update 2.2 is as follows:
Battle Pass
Blade Revolver (Knuckle Knife)
Exhibition Drill Spin (Krag)
Can be used on all Krag variants.
Fake Surrender (Sparks Pistol)
Can be used on all Sparks Pistol variants.
Lever Spin (Centennial Shorty)
Can be used on all Centennial Shorty variants.
Store
Blood Shake (Katana) (200 BB)
Bruiser’s Twirl (Dusters) (300 BB)
Lawson Delta – Map Reintroduction
A complete upgrade has been made to the map, brought to life through the power of our new and updated CRYENGINE 5.11.
Features extensive terrain and vegetation improvements
Detail, dressing, and lighting passes have been made on all compounds
Various gameplay and layout improvements have been made to several compounds
Developer Note:
We are very happy to bring back Lawson Delta, Hunt Showdown’s second released map, revitalized and re-envisioned for Hunt Showdown 1896. Just like with Stillwater Bayou before, this map has undergone significant enhancements thanks to your feedback and our commitment to improving the experience.
Areas like Wolfshead Arsenal, Iron Works, Nicholls Prison, Salter’s Pork, and Bradley & Craven Brickworks have been refined with new options and tactical choices for both attackers and defenders. Windows, ladders, doors, new paths, and strategic access points have been added to encourage dynamic gameplay.
New Trait: Fast Fingers
Prepare some bullets in hand to reload the Springfield 1866 and Sparks rifles, and their non-pistol variants, faster. Costs 4 Upgrade Points.
Developer Note: Fast Fingers is a new Trait that allows the player to have some bullets prepared in between their fingers on single-shot weapons, allowing for a faster cycle time to deliver the follow-up shot faster. For this update, the weapons working with this Trait will be the Sparks rifles (not its pistol variants) and the Springfield 1866 rifles. In an upcoming update, the Trait will be expanded to the Maynard Sniper and the Martini-Henry rifles.
Trait: Surefoot
You can sprint while holding primed Throwables, First Aid Kits, and Consumable Shots. You move faster while crouching. Costs 4 Upgrade Points.
Developer Note: A returning favorite from past Events, Surefoot is now added to the regular Trait pool. An issue with the crouch speed buff persisting in other states has also been resolved.
Gunplay
Removed the cracks from Contraband scopes. Every scoped weapon found will always be in mint condition now.
Reduced the recoil on the Vetterli 71 Cyclone.
Reduced the time until maximum stabilization from Steady Aim has been reached from 12 seconds to 3 seconds.
Reduced recoil and spread of the Vandal 73C and its variants.
Reduced reload time of Sparks Pistol from 5 seconds to 3.4 seconds.
Reduced extra ammo of the Uppercut from 9 to 6 rounds, and for its Precision variants from 15 to 12 rounds.
Improved cycle time on the Specter 1882 and its variants for faster follow-up shots.
Reduced ammo swap box interaction duration by 50%.
Increasing rate-of-fire for Throwing Knives.
Steel Bolts improvements:
Increased damage to 246, making it equal to the regular Bolt.
Reduced ammo per slot by 2.
They retain their flat trajectory, making them ideal for shots at longer distances.
Gameplay
Dark Sight Input Changes
Activating Dark Sight Boost is now triggered with RMB / L2 / LT by default. This allows players to enter Dark Sight without using their Dark Sight Boost. This setting can be changed to suit player preference, under Settings > Controls > Auto-Dark Sight Boost. Players can also change the button using the DARK SIGHT BOOST mapping.
The Poltergeist Trait, as well as detonating Dark Dynamite Satchels, can now be performed via Beetles using a new DARK SIGHT INTERACT button mapping (LMB / R2 / RT). Because of this remapping, detonating the Beetle itself is also now moved to INTERACT (F / Square / X)
Some Dark Sight active abilities, like the Poltergeist Trait, the Shadow Crush Trait, and triggering the Dark Dynamite Satchel will only start by holding LMB/R2/RT while looking at the target.
Lootable Saddle Bag Changes
Added Weapon:
Mako 1895
Marathon
1865 Carbine
Removed Weapon:
Centennial Trauma
Added Saddle Bag Loot:
Weak Stamina Shot
Recovery Shot
Removed Saddle Bag Loot:
Stamina Shot
Dynamite Stick
Hive Bomb
Kill Trade Window Improvements
Added a specific 75ms timeout window for shots being rejected after the shooter died.
The system does not remove bullets that are already in the air.
Developer Note: As mentioned in our recent blog post, with this update we will be releasing our initial set of improvements for the new kill trading window. We will closely monitor this and also want to hear your feedback so we can make any potential adjustments needed. Please let us know what you think!
Ear Ringing
With this patch, we've expanded the design and functionality of the Ear Ringing system. Enabling Ear Ringing to be affected from additional sources:
Explosions
Player, Teammate, and enemy Hunter gunfire
Certain AI
Everything that creates a loud sound in the environment can trigger Ear Ringing on a Hunter. This enables players with more tactical opportunities and makes the Ear Ringing behave more predictably and with consistency.
The intensity of the Ear Ringing depends on various parameters (e.g. distance or loudness of the sound). For example, being closer to a loud sound (such an explosion) triggers a stronger Ear Ringing effect, but being close to a quiet sound can give the same audible effect.
An obstruction between the sound’s source and the Hunter will reduce or completely negate the effect of the Ear Ringing.
Penetration Adjustments
Penetration against metal sheets has been adjusted to allow long ammo to again penetrate one layer of metal consistently. The damage lost will still be higher than penetration through wood.
Spitzer penetration will also allow hitting up to two enemies with one shot again reliably.
Penetration damage of Slugs has been adjusted to retain more damage on the first penetration. However, the retained damage will be a bit lower than before 2.1 and won’t one hit kill a player to the upper-torso.
Misc. Gameplay Changes
Adjusted glass and cans Sound Traps detection size so that it is now possible to jump over smaller patches.
Team Indicators above players and beetles fade out when they are behind the crosshair
The Blast Sense Trait’s effect duration was increased from 3 secs to 4 secs.
Meta
Custom Ammo Scarcity
Introduced Custom Ammo scarcity—a new status for Custom Ammo that is similar to Scarce Traits. An ammo type can be marked as Scarce and is consequently no longer available for purchase. It can still be found in-Mission, and players’ existing inventory of the marked Custom Ammo type can still be used.
For Update 2.2, the following Custom Ammo types have been marked as Scarce:
Dolch 96 FMJ & Dumdum
Centennial Dumdum
Scottfield Dumdum
Officer Dumdum
Conversion Dumdum
We plan on reviewing and further adjusting the list of Scarce Custom Ammo in future updates.
Free Recruits
Added the Maynard Sniper as weapon for Recruits
Arsenal
Added 1865 Carbine Aperture for 74 Hunt Dollars
Added Chu Ko Nu for 75 Hunt Dollars
Added Krag Silencer for 396 Hunt Dollars
Added Maynard Sniper Silencer for 159 Hunt Dollars
Added Sparks Pistol Silencer for 178 Hunt Dollars
Added Recovery Shot for 140 Hunt Dollars
Added Compact Subsonic Ammo for 5 Hunt Dollars
Added Medium Subsonic Ammo for 10 Hunt Dollars
Added Long Subsonic Ammo for 20 Hunt Dollars
Reduced price of Bornheim No. 3 Silencer from 174 Hunt Dollars to 167 Hunt Dollars
Reduced price of Centennial Shorty Silencer from 137 Hunt Dollars to 118 Hunt Dollars
Reduced price of Frontier 73C Silencer from 55 Hunt Dollars to 47 Hunt Dollars
Reduced price of Nagant M1895 Silencer from 93 Hunt Dollars to 27 Hunt Dollars
Reduced price of Sparks Silencer from 150 Hunt Dollars to 149 Hunt Dollars
Reduced price of Vetterli 71 Silencer from 150 Hunt Dollars to 120 Hunt Dollars
Reduced price of Dark Dynamite Satchel from 200 Hunt Dollars to 100 Hunt Dollars
Developer Note: The cost of all Silencer variants have been changed to be percentage-based. All silenced weapons now have a 15% increase over their non-silenced versions, with some weapons only seeing a very minor change systemically.
The price of the Dark Dynamite Satchel was already changed in 2.1.1, but was not communicated in the Patch Notes, so we’ve added it now.
Trait Price Adjustments
Reduced the price of the following Traits:
Frontiersman, from 7 Upgrade Points to 5 Upgrade Points
Pitcher, from 6 Upgrade Points to 4 Upgrade Points
Silent Killer, from 4 Upgrade Points to 3 Upgrade Points
Hunter Progression Rewards
Added 18 Hunters to permanently unlock via Hunter progression.
Reaching Level 50 with certain Hunters now unlocks a new Hunter “tier” representing that character’s experience and personal progression.
Hunters with Hunter progression have 3 tiers: Rookie, Survivor, and Veteran.
Reaching Level 50 for the first time after the update with a Rookie Hunter unlocks the Survivor Hunter tier, and in turn reaching Level 50 with the Survivor Hunter for the first time unlocks the Veteran Hunter tier.
Hunter progression rewards are permanent unlocks and can be recruited and behave like regular Hunters.
In 2.2, the following Hunters have new progression unlocks:
Oliver Whitman: Rookie (Default Bloodline unlock)
Jane Eddings: Rookie (Default Bloodline unlock)
Antonia Higuera: Rookie (Unlocked at Bloodline Rank 5)
Mercy Zener: Rookie (Unlocked at Bloodline Rank 34)
Ambrose Hazen: Rookie (Unlocked at Bloodline Rank 50)
Leon Ulitsky: Rookie (Unlocked at Bloodline Rank 75)
Joan Damon: Rookie (Unlocked at Bloodline Rank 90)
Jesse Buchanan: Rookie (Unlocked at Prestige Rank 1)
Laura Gottschalk: Rookie (Unlocked at Prestige Rank 3)
You can also view all Hunters’ progression unlocks—as well as preview their different models for Rookies, Survivors, and Veterans—in the menu.
Bounty Clash Adjustments
Added Bounty bonuses to Bounty Clash contracts. Rewards for extracting with the Bounty Token are increased.
Added Bounty bonuses for extracting with the Bounty Token in Bounty Clash as duos (150) or a solo (600) respectively.
Added the Dark Sight Boon to Event items in Bounty Clash.
Added two new compounds from Lawson Delta to the compound pool for Bounty Clash: Lawson Station and Windy Run.
Removed O’Donovan Stone from the Bounty Clash compound pool based on community feedback.
Reduced timer after the Bounty Token has been extracted from 5 minutes to 90 seconds.
Bloodline Progression Balancing
The Lightfoot and Ghoul Traits are now unlocked at Bloodline Rank 1 (they were previously Ranks 47 and 20)
The Hundred Hands Trait now unlocks at Bloodline Rank 16 (was previously Rank 51)
Added the Surefoot Trait as a regular Trait to be unlocked at Bloodline Rank 20
The Frontiersman Trait is now unlocked at Bloodline Rank 47 (was previously Rank 57)
The Kiteskin Trait is now unlocked at Bloodline Rank 51 (was previously Rank 16)
The Vigor Trait is now unlocked at Bloodline Rank 57 (was previously Rank 63)
The Silent Killer Trait is now unlocked at Bloodline Rank 60 (was previously Rank 62)
Prestige Screen Update
The Prestige screen has been updated, giving players a full overview of the Prestige rewards track.
Black Blood FX Toggle
We have a new option in the Game Settings menu which turns blood effects from red to black.
Weekly Challenges Favoriting
Players can now favorite the Weekly Challenge set of their choice. This is done in the Weekly Challenges screen by interacting with the Star icon on any given set of Weekly Challenges.
There can be only one favorited Weekly Challenges set at any given time.
Team-Only Comms
We are introducing an extra communication channel that can only be received by your teammates which includes both Text Chat and Voice Chat. This will help to level the ground between invite-only teams that self-organize using external voice tools, and random teams that rely on in-game communication.
For Text Chat we are splitting up the chat button between two different inputs, one for team-only and one for proximity chat respectively. Chat entries will also display in the same channel a message was sent.
For VOIP / Voice Chat on PC, we are going to add an additional input key that allows you to speak to either the team-only or in the proximity voice channel. Additionally, we are going to add new option entries that allow the user to control the behavior for the respective channels.
For our users on console platforms or those using gamepads, we are going to provide the ability to cycle through channels (double-tap Dpad Down) and to mute the currently selected channel quickly (single-tap Dpad Down)
There are a few rough edges with the new system, which we hope to resolve soon:
Using Proximity Voice Chat will not send your mic input to the Team Channel, which means that your teammates won’t be able to hear anything you say in Proximity Chat. This was intended to avoid duplicating comms. This is a smaller issue for PC players because the individual channels can be used more directly with the respective button inputs and would allow simultaneous voice chat to both channels at once. But for console players, which need to cycle through the individual channels and can only have one active at a time, it could lead to issues in voice comms. We will address this in future patches and include Team & Proximity chat in one channel for ease of use for console/gamepad.
The muted mic input state icon auto-hides after a delay. This can lead to some confusion about muted state. In future patches, the icon will remain on the screen permanently.
Some communication option entries for voice chat behavior modes for PC are also exposed to consoles and don’t behave as expected. We suggest leaving the mode setting to either ‘Continuous’ or ‘Push To Talk’ for the least amount of interference.
Performance
Improved CPU Threading: Optimized CPU thread handling for smoother performance in specific scenarios
Memory Crash Fixes: Addressed memory allocation issues that could cause rare crashes
VRAM Management Enhancements: Optimized VRAM usage to reduce stuttering on PC
Stutter Improvements: Implemented various fixes to improve overall performance and reduce stuttering across all platforms
Loading Time Fixes: Resolved an issue that caused longer loading times on all platforms
Art Optimization: Made several art improvements to enhance performance in certain areas of the maps
Fixed an issue in which the VSync toggle in the menu did not work in the backend, despite the UI looking correct
Optimized particle performance via improved job management
Audio
General additions or changes:
Improved Ear Ringing system (see above)
Added new ambient sounds to the Lawson Delta map
The Mission start sound effect is now audible when Hunt is in the background and the “Play Sound in Background” setting is deactivated.
Added water splash sound effect to water-based Supply Points on Mammon’s Gulch
Reduced repetitiveness of menu ambience, ensuring a less fatiguing audio experience
Mixing Changes
Reduced volume of the cow’s death scream
Slightly increased volume when crouching through item attractors
Slightly reduced overall volume of Hellborn sound effects.
Hellborn Dark Sight screams are not audible anymore when in Beetle View
Slightly reduced volume of “Golden” ambience in Mammon’s Gulch to be in line with the volume of the other ambiences.
Slightly improved loudness alignment of male and female Hunter voices, further balancing the volume difference between both voice sets. This is an ongoing effort, as the volume perception is highly subjective and situational. Our goal is that both voice sets are equally viable in a competitive setting.
Performed a mixing pass on all Hunter animation sounds that are audible e.g. in the Main Menu.
AI
Hellborn
Hellborn can now be discovered in new locations across Mammon's Gulch
Reduced cooldown on melee attacks
Fixed an issue where the Hellborn would keep throwing fireballs after being killed
Boss Targets
Fixed some instances where the Butcher and Spider Boss Targets could get stuck in the doors at the edge of their compound
Fixed an issue where the Spider would not activate Concertina Trip Mines
Fixed an issue where The Butcher would sometimes only follow Hunters and not attack them
Meathead
Fixed an issue where Meatheads would stand still when inside a closed cattle cage
Fixed an issue where Meatheads would still inflict damage after their death swing animation ended
Miscellaneous
Fixed an issue where Water Devils would not damage players equipped with the Shadow Trait (Note: Water Devils will not actively pursue players equipped with the Shadow Trait)
Projectiles (i.e. Throwing Spear, Arrows, Bolts, Throwing Knives, and Axes) can be retrieved from monster corpses more reliably
Various crashes and bug fixes
UI
With Update 2.2, we’re improving UI features, progression, and communication, addressing the community’s most requested features and fixes. Over 350 reported bugs have been resolved, alongside enhancements to the menu experience, the addition of new systems like Tiered Hunters and Custom Weapon Inspect Animations, and reworked UI elements to deliver an intuitive experience for all players.
We are continually monitoring player sentiment and are aware of additional community requests. Rest assured that we are committed to addressing more pain points in future updates.
For the full list of UI-related bug fixes, check out the relevant section here.
The full list of bug fixes in Update 2.2 can be found here.
Control Scheme: Switching control schemes mid-Mission no longer disrupts trigger functions.
Weekly Challenges: Progress no longer resets after completing a Weekly Challenge.
Game Startup: Resolved legal screen freeze issue during startup.
Hunter Roster: Fixed issue with buttons becoming unresponsive in equip menu.
World
Mammon's Gulch:
Several small bug fixes throughout all compounds
O'Donovan Stone: Removed possibility on standing on the wheel
Preston Oil: Several minor improvements for player movement around the compound.
Hellborn has five new potential locations where it might appear in Mammon's Gulch.
General
Fixed multiple crashes and freezes that occurred rarely and had a very low reproduction rate
Fixed an issue where the mouse cursor remained visible during gameplay
Fixed an issue where staying in a party after a Mission did not always function as intended
Fixed an issue where the game could become completely dark in certain areas during gameplay
Fixed an issue where the in-game or in-Mission notification about scheduled maintenance was not being displayed
Fixed an issue where enabling super resolution would amplify and distort motion blur
Fixed an issue where hiring a new Hunter was not possible despite having enough money and available slots
Fixed an issue where players were unable to sell items if they did not have enough money to buy them
Fixed an issue where visiting My Team while the Dark Sight filter is active would deactivate the filter, causing players to see the world in red
Fixed an issue where Weekly Challenges could be repeated instead of being marked as completed after the first completion
Fixed an issue where weapons and Tools could be partially missing or display grey textures
Fixed an issue where Tutorial progress is blocked if The Butcher and a player are killed at the same time, causing The Butcher to be teleported to his "room" with the door remaining closed
Fixed an issue where performance deteriorates after multiple loads into specific locations
Fixed an issue where multiple trees in Mammon's Gulch and Stillwater Bayou were causing AI to get stuck
Fixed locations in Mammon's Gulch and Stillwater Bayou where players could get partially stuck
Fixed issues where AI could become stuck in doorways or other environmental objects
Fixed an issue where players attempting to sprint over certain ground objects, particularly edges, could become stuck while the walking animation continued
Fixed an issue where selecting the French language caused the Skins for the Mosin-Nagant to display incorrectly
Fixed an issue where clicking on any Crossbow Skin in the French language setting displayed an incorrect Skin
Fixed an issue where the texture of Hex Breaker's cloak appeared corrupted
Fixed an exploit where players could gain an advantage by disabling shadows through a specific settings process
Fixed an issue where selecting "Edit Traits" in the actions menu could result in a softlock
Fixed various rendering and clipping issues with Skins
Fixed an issue where the Bounty Token could fall beneath the underground stairs in Blanchett Graves in the Stillwater Bayou map
Fixed an issue where loadouts were not properly saving the player's choice if they attempted to include two of the same Consumables
Fixed an issue where attempting to change the Skin of a locked weapon displayed inconsistent names and descriptions in the top-left corner compared to the name and image on the selected tile
Fixed an issue where players without recruited Hunters could experience missing UI elements after purchasing a random Hunter. This issue occurred randomly, regardless of whether the player was in the lobby with others or playing solo
Fixed an issue where the killer's model was sometimes missing on the Death Screen
Fixed an issue where players were able to change regions while matchmaking or teaming
Fixed an issue where filtering from a scrollable page to an unscrollable page would result in a blank screen
Fixed an issue in Saved Loadouts where the secondary Weapon Slot would retain the previously selected Custom Ammo
Fixed an issue where players could recruit Hunters while searching for a Mission
Fixed an issue where players could not shoot through hanging item attractors using Throwing Spears or Arrows
Fixed an issue where Contraband Consumables could be converted to normal versions by equipping both a Contraband and normal version of an item and extracting from a Bounty Hunt Mission
Fixed an issue where models were not displayed in the 3D viewer within the Available Equipment section
Fixed an issue where it was impossible to add weapons, Tools, or Consumables to Loadout 15. Additionally, the "Equip" and "Unequip All" options were greyed out for all slots
Fixed an issue where a second pistol could not be equipped to the loadout if a large weapon was already equipped in the Saved Loadouts screen
Fixed an issue where the Concertina Trip Mine did not appear in the Hunter's hands from the player's point of view
Fixed an issue where reaching Prestige 100 displayed only one reward instead of both "The Centenary" and "John Victor" rewards
Fixed an issue where Poison and Incendiary Ammo types displayed no statistics when viewed from the actions menu
Fixed an issue where unequipping the primary weapon in the loadout would also unequip the secondary weapon
Fixed an issue where changing the ammo type of the second Medium Slot weapon while the primary weapon was a Large Slot weapon would prevent the player from using the loadout until restarting or switching tabs
Fixed an issue where, after using a Shot to gain specific status effects like Stamina or Regeneration, the UI icons with timers appeared as faint outlines instead of being clearly visible
Fixed an issue where players could not select "Random Hunter or Skin" as their Prestige reward if "Long Arm of the Wild" was the only Skin they did not own, despite being eligible to do so
Fixed an issue where vaulted items continued to appear in loadouts saved in previous updates.
Fixed an issue where stacked Consumables were not transferred from the loadout to the equipment
Fixed an exploit where using certain items while disconnected would consume them upon reconnecting, with some items being placed into the world
Fixed an issue where Throwing Knives, Axes, Bolts, and Arrows could duplicate upon impact.
Fixed various issues related to sorting functionality
Fixed an issue where the game did not correctly recognize the HDR "On" state
Fixed an issue causing teammate outlines to appear purple instead of blue
Fixed an issue with the Crossbow Deadeye where switching ammo would not reload a shot
Fixed an issue where failing to deploy a Beetle would leave the current weapon invisible and unable to play animations
Fixed an issue where the Romero Alamo could get stuck after reloading from empty
Fixed an issue where single-shot guns would occasionally start empty after loading into a Mission
Fixed an issue where the spectator screen would break when spectating a player just after their Beetle exploded
Fixed an issue where concertina wire would get destroyed by nearby barrels
Fixed an issue where the Shadow Leap Trait's indicator on monsters would disappear for targets inside caves
Fixed an issue where the Assailant Trait could not be acquired from a Trait Spur if the Hunter had the Doctor Trait
Fixed an issue that would cause Sealed Weapon Boxes and Ammo Boxes to have incorrect collisions
Fixed an issue that would cause destroyed doors to leave behind some decals
Fixed an issue that would cause gramophones to have incorrect collisions after being destroyed
Fixed an issue where blue boxes in Soul Survivor would disappear too early as the Hunter moved away from them
Fixed an issue preventing players from equipping two different Skins on dual-wield weapons
Fixed an issue where the Bomb Lance partially de-rendered in the Stillwater Bayou map
Fixed an issue where primed explosives would still explode after tumbling into water upon hitting the ground
Fixed an issue where there were differences in the perceived loudness between male and female Hunters
Fixed an exploit where throwing a Beetle into a small space and then channeling Dark Sight would cause the gun model and reload process to disappear, resulting in an instant reload
Fixed an issue where the iron sights of Creeping Night (Centennial Shorty Silencer) were different from those of the Centennial Shorty Silencer without a Skin
Fixed an issue where Shinbatsu (Throwing Knives) was not displayed correctly in-game, with the Tool's model turning black as the player moved the camera
Auto-4 Shorty can’t be unlocked through Bloodline progression:
Players who already own it will still be able to purchase and use it. However, if you Prestige, it will become locked again.
Unlocking the Auto-4 Shorty “Clown Show” Skin at Level 24 of the Post Malone’s Murder Circus Battle Pass will unfortunately mean you cannot use it until the weapon is made available again.
Vetterli Silencer displays an incorrect damage stat.
With the release of Update 2.1.1, we've observed the reappearance of several bugs that had been resolved in previous patches. We are actively tracking these regressions to confirm the scope of change and begin implementing fixes into future updates.
Here’s a rundown of the regressions that we currently have confirmed for fixes coming in Update 2.2:
Game Crashes During Streaming - Attempting to stream Hunt may result in crashes, interrupting your broadcast experience.
Party Disbanding After Matches - Staying in a party after a mission does not work always as intended, this will now be resolved.
Texture Loading Issues - Various objects, Hunters, and items at times fails to load properly, leaving grey placeholder textures visible.
Invisible Weapons - The issue of weapons becoming invisible has reappeared, likely tied to the texture-loading problem above.
Crashes During Gameplay - Some players experience game crashes or freezes during pivotal moments, including gunfights. These are caused by several issues, but we have identified multiple stability related fixes that will be implemented 2.2. We will be monitoring this closely on roll out to identify any remaining triggers.
Extended Loading and Reconnection Times – For some players, starting Hunt now takes significantly longer. Various factors may affect this including player region, internet connection etc, but we are able to implement a fix that should result in faster loading times for most players.
Alt-Tab Cursor Bug - Mouse cursor remains permanently visible during a match after alt-tabbing.
Hex Breaker’s Cloak - The texture of Hex Breaker's cloak at times appears corrupted
Shadow Exploit - Resolved an issue that allowed shadows to be disabled through an exploit
Wet Explosives - Fused explosives (such as the Frag Bomb) would still explode after tumbling into water upon hitting the ground
Update 2.2 comes with a ton of bug fixes already, and we’re confident this line up of fixes will improve the overall gameplay experience for many players. However, we are continuing to monitor for any additional regressions from 2.1.1 and will work to include as many more as possible to resolve these recently reintroduced issues.
Performance Drops & VRAM
We also identified some performance related issues regressions with the 2.1.1 rollout. Most notably:
System Performance Slowdown When Running Hunt - Some players report that launching Hunt causes their PC to experience significant slowdowns, overloading their GPU.
Overall Performance Degradation - Reports indicate a drop in average FPS across various configurations, affecting gameplay smoothness and responsiveness.
We are tackling these issues by improving the way Hunt manages video memory. In certain situations, the game exceeds the allocated memory budget permitted by the operating system, causing a noticeable performance penalty.
For Update 2.2, we’ve implemented a fix that resolves this issue in scenarios where the game is the primary application running on your system. This means that if your machine is running demanding software in the background, you may still run into issues.
Performance remains a top priority for us, and we are continuously monitoring and striving to enhance it. We are actively tracking additional edge cases that could contribute to performance degradation and are already working on targeted fixes to address them. A few follow-up fixes are in the pipeline already, which will be ready in time for the upcoming releases.
In the meantime, if you continue to experience performance drops, we recommend the following steps:
Close GPU-Intensive Applications: Ensure no other graphics-heavy applications (e.g., video editing software, digital content creation tools like Maya or ZBrush, or web browsers running graphics-intensive websites) are running in the background. If these applications are necessary, open them before starting the game, not during gameplay.
Adjust VRAM Usage Settings: In the settings menu, lower your VRAM usage target. While the default setting of 80 works for most systems, reducing it to 70 may help mitigate performance drops on affected machines.
Our Next Steps
The team is thoroughly investigating the extent of these regressions and are working towards implementing verified fixes as soon as possible. Some fixes are already in testing phase for roll out with Update 2.2.
Please continue to share your experiences via our social channels or community forums. Your input helps us prioritize fixes and ensure a smoother experience for everyone.
Along with the many other fixes and new features coming to Hunt with Update 2.2, we are also introducing improvements to our Hunter Evolution System. Designed to deepen the identity and progression of your Hunters, the new system has been revamped with enhanced progression tracking and more. Here’s an in-depth look at the evolution of this system, why changes were made, and what you can expect to see in the future.
The Original Recruitment System
Previously, the recruitment system offered players two primary methods of acquiring new Hunters. You could directly purchase empty-handed Legendary Hunters with random Traits using Hunt Dollars or select from a random roster of rotating regular Hunters, all of whom varied in their gear, Traits, appearances, and names. These Hunters were organized into tiers, with early recruits appearing simple and inexperienced, while higher-tiered options displayed the grizzled, battle-worn look of seasoned veterans.
Changes with Update 2.0
With the launch of update 2.0, we simplified recruitment. We provided a consistent selection of four free Hunters with random basic equipment, while others became purchasable using Hunt Dollars, but were recruited with random traits and no gear.
This change also retired many beloved Hunter models, which had become iconic within the community as we updated them visually to take advantage of new tech our engine integration provided.
Changes Coming in Update 2.2
We’re expanding the evolution and recruitment systems to include more characters and new progression features. From the release of Update 2.2, you can expect to see the following:
18 Unlockable new Hunters: Players can now permanently unlock a roster of 18 Survivor and Hunters skins by progressing through the Rookie ranks. This will see the return of many fan-favorite Hunters, updated and adjusted to their new role as upgraded variants of existing Rookies.
Progression-Based Unlocks:
Reaching Level 50 with any Rookie Hunter unlocks their Survivor Hunter tier.
Reaching Level 50 with any Survivor Hunter unlocks their Veteran Hunter tier.
These progression rewards are permanent unlocks and persist through Prestige, allowing players to recruit more and more of these advanced Hunters as they progress through the game.
Enhanced Progression Tracking:
A new Hunter Progression Screen lets players view all unlockable Hunters in one place.
Individual Hunter Progression Screens track progress and preview specific Hunters available in your line up
Hunters Progression in 2.2
Here’s the lineup of Rookie Hunters that offer Survivor and Veteran variant progression after the next big update:
Default Bloodline Unlocks:
Oliver Whitman
Jane Eddings
Unlockable at Bloodline Ranks:
Antonia Higuera (Rank 5)
Mercy Zener (Rank 34)
Ambrose Hazen (Rank 50)
Leon Ulitsky (Rank 75)
Joan Damon (Rank 90)
Prestige Unlocks:
Jesse Buchanan (Prestige Rank 1)
Laura Gottschalk (Prestige Rank 3)
Why We Made Changes
The updated system aimed to address several challenges:
Enhancing Player Experience: By introducing a structured progression from Rookie to Survivor to Veteran, we are able to allow players to see tangible growth in their Hunter roster. This evolution reflects the Hunters’ increasing experience and resilience, while creating a deeper connection between you and your favorite Hunters.
Streamlined Experience and Consistency: The new streamlined approach simplifies recruitment, enabling better oversight and a more unified, fair experience for all players.
Fostering Hunter Identity: Replacing generic recruits with distinct Hunters who possess unique identities and clear progressions not only deepens emotional engagement but also rewards you with a greater sense of accomplishment as your favorite Hunters evolve over time.
A Growing System
The Hunter Evolution System is a significant step forward in not only improving player experience and clarity, but in building individual stories behind your favorite Hunters as they survive in the unforgiving world of Hunt.
We’re excited to hear your feedback on these changes and the direction of the Hunter Evolution System. Let us know your thoughts once update 2.2 goes live!
Coming in our next big content update, we’re introducing a new mechanic: ammo scarcity. This change will allow us to cycle specific custom ammo types and items in and out of availability, helping us fine-tune the game's balance, shift the meta, and encourage an even wider range of unique player strategies.
What Is Ammo Scarcity?
In Update 2.2, certain custom ammo types will gain the status of "Scarce", similar to our Scarce Traits system. When an ammo type is marked as Scarce:
It will no longer be available for purchase in the store
Players can still pick it up during missions
Existing inventory of the affected ammo types can still be used
What Ammo Has Been Marked Scarce?
For Update 2.2, the following custom ammo types will receive scarcity status:
Dolch 96 FMJ & Dumdum
Centennial Dumdum
Scottfield Dumdum
Nagant Officer Dumdum
Caldwell Conversion Dumdum
This change comes as we try to reach a good balance between the prevalence and power level of certain ammo types. Some ammunitions dominate weapon choices through clear advantages, which means less loadout variety and interest.
The new system we have adopted by making these ammo types discoverable but not easily purchasable, transforms them into exceptional, valuable bonuses, instead of consistent go-to choices. We're aiming to increase loadout variety and make the weapons that do have specific ammo types available for purchase stand out.
We look forward to hearing your thoughts as we roll out these changes with Update 2.2. We want to experiment more with Scarce ammo types in future releases.