Wolves
Seek and consume Corpses, Raw, and Cooked Meat
Hunt Animals for Food (Wild only when Tamed)
Hunt Humanoids that are outnumbered (when Untamed)
Pack Hunters - Howl to call others into the Hunt
Stats
Move Speed - 1.65
Health - 30
Melee - 4
Attack Rate - 2
Value - 50
Add Dangerous Animals Moment
Introduces a pack of Wolves to your world for a period of time
Frequency controlled in Game Settings
Difficulty controlled in Game Settings
Rabid Animal Moment
Halve Difficulty
Pastures
Add Animal Types option
Tamed Herbivores (Cows, Boars, Deer)
Eat Straw and Corn stored in their Pasture
Raiders
Will no longer target Unenlisted Non-Attacking Animals
Wild Animals
Expand search for food when starving
Enlisted Animals
Fix bug that prevented Targeting Enemies
Audio
Fixed bug that prevented Animal Attack Sounds
Cows
Improve rendering
Mods
Food can now specify whether Food is edible by Humanoids, Herbivore Animals, or Carnivore Animals (or all three!)
By default, previous food is edible by Humans
By default, previous animal feed is edible by Herbivores
Join the Official Discord to participate in Development!
Reviews
If you like the game, please consider leaving a Review for the game if you haven't already. These help players that may be on the fence to decide whether or not to support us.
Thanks for reading and thanks for playing! The Noble Fates Team
Poached : Hunt The Hunter - V0.7.7 1. Added three save slots with screenshot thumbnails, for multiple concurrent save games. 2. Added 2 new cave areas to explore, accessed by going behind 2 of the 3 waterfalls respectively 3. Added 20 new achievements 4. Made elephants & giraffes scale smaller/more realistic 5. Improved caravan interior lighting 6. Fixed issue of Mafadi mercenaries being spawned inside rocks in Chapter 2 7. Changed OS of computer inside caravan, to allow for more selectable options 8. Added a new shooting range available from the computer where you can try out all the weapons in the game, and later on purchase new ones and modify existing ones. [Accessed via computer OS] 9. Fixed issue of shotgun having a sniper-like accuracy 10. Made FAL FN hold 20 rounds, but made it slightly more powerful, made R4 hold 35 rounds 11. Added new 9MM pistol bullet casing shell models when ejected from weapon 12. Made rifles eject different bullet casings with a more accurate representation of the caliber, also added relative torque spin to the casings 13. Bakkie glass can now be shot out/shattered [Work in progress] 14. Made bakkie have a south African NW license plate 15. Made radio transmissions louder 16. Changed bakkie rotation start point to make it easier getting out of camp 17. Removed a floating goose from mission 1 lol 18. Fixed issue of bakkie not loading in the correct rotation the game was saved 19. Added circular "hold" progress bar for when holding use to swap weapon 20. Added a new alternative EXPERIMENTAL ambient lighting mode "Filmic B" which also includes ambient occlusion and motion blur/processing on the player arms and weapon, as well as deeper contrast. And different type of brightness slider. Mostly for certain internal tests while we figure out the optimal lighting for the game, not generally recommended but feel free to experiment - "Filmic A" is generally the recommended ambient lighting to be used for the game. [For now] :) 21. Optimized game code, scripting & performance, also added multi-threaded "graphics jobs" 22. Fixed potential issue of floating poachers in Chapter 2 23. Made "Medium" the default subtitle size 24. Made "Extreme" violence mode the default option 25. Made notepad/sleep control date show the current real-life system year, but the in-game virtual day, month & time, to keep the concept of an ingame virtual time cycle - but make the in game events feel relevant and current to the current climate, whatever that may be. Also made game text smaller. 26. Made radio top right hand corner info text bigger in font 27. Simplified VSYNC settings to basic on/off instead of number of VBLANKS 28. Made Shebeen closed during tutorial levels 29. Made text in "Mods" menu easier to read, but Mods are now locked until the game has been completed. Mods are also now heavily WIP until the next update! 30. Added an over-write warning for when starting a new game over an existing save slot. 31. Allowed character selection for tutorial 32. Added new SNAKE animal/enemy that can poison you, as well as a new craftable ANTI-VENOM recipe in the crafting section. 33. Made last 2 chickens in overturned truck side quest slightly less impossible to find 34. Made difficulty tied to save file and not user prefs 35. Fixed issue causing all difficulty settings to be the same[medium], made hard difficulty quite hard now.Note: Difficulty currently only affects damage taken, nothing else. For now! 36. Made game auto-save at the start of a new mission/level 37. Made bullet hole decals slightly smaller 38. Fixed up missing colliders and static physics objects inside lab 39. Improved lab interior appearance and lighting, made most objects non-static and react to physics 40. New KaalVoetPanda branding for water bottles 41. Fixed issue of preferences sometimes not saving when graphics menu is closed 42. Fixed inverted braai tooltips during tutorial level 43. Added missing chicken animations to tutorial level 44. Fixed issue caused by static batching, causing not all inventory items to be highlighted and also cause the biltong shed to flash shadows when inside. [And other static batching related issues] 45. Re-baked occlusion culling for all 27 scenes for performance optimization and to account for any recent changes to game, items or scene. Allowed inventory items to be occludee batched, but not static batched. [See above] 46. Optimized various internal timing algorithms related to player physics and movement 47. Made travel hotspots automatically not available during bonus missions 48. Optimized render culling on small detail objects (such as pots, pans, canteens etc...) 49. Optimized and re-baked navmesh for Mission/10 "Trashed Camp" to accommodate for changes in the environment after poachers have destroyed your camp. 50. Fixed some rendering issues with the carpets/rugs in the shebeen 51. Optimized ostrich racing scene memory, performance and loading time 52. Fixed an issue in where skipping the secret level would take you back to a different level from where you found it. 53. Secret level can now only be located through the secret level snail in Mission 1, and no longer through completing the chicken truck quest in Chapter 2 54. Optimized secret level performance & rendering ["Noise Complaint" mission] 55. Made introduction speech vocals significantly louder and clearer, as well as increased music volume 56. Improved introduction speech cutscene visual appearance, made more cohesive with main menu aesthetics. 57. Made hornets in hornet/tutorial mission fly away when finished attacking and not just disappear when done 58. Made enemy cash "kill" sound consistent volume as opposed to louder or softer depending on distance to enemy 59. Added audio feedback/click sound when turning radio on and off inside bakkie 60. Fixed issue of time on notepad/sleep control UI menu showing the wrong time by 1 hour 61. Fixed a missing collider on a shotgun for a specific enemy in level 2 wave 2 causing his weapon pickup to fall through the terrain once dropped 62. Removd black & white "filler" level/dream cutscene before chapter 2 - game now goes directly from mission 10/trashed camp level to chapter 2 63. Made center-screen tooltips slightly larger, and also 2 seconds longer on screen. 64. Fixed mismatched 'Elder Thyme' powerup pickup model texture in Mission 10 65. Fixed issue of waypoints sometimes showing over loading screen 66. Fixed issue with poachers sometimes walking through the leader during mission 4 when they are trying to rescue him. 67. Increase clarity of B.I.R.D. scout drone camera by removing excessive brightness 68. Optimized "Time Of Day" skydome internal timing algorithm 69. Made all bodies of water sync their reflective color with the current ambient lighting as the time of day changes without affecting rendering performance 70. Made cash register "kill" notification sound optional in the options/audio menu 71. Can now play some neuro bass on the Synth located in the underground bunker. [Pointless yet fun little Easter egg] 72. Fixed rare issue with player loading outside of the tunnel inside negative space on rare occasions when saving and loading too close to the walls of the underground bunker 73. Improved underground bunker lighting and appearance 74. Fixed issue of rockets falling through floor in warehouse 75. Slightly improved FAL FN gun texture/Material 76. Made "ammo full" and other inventory/weapon/ammo related sounds softer 77. Made exploding barrel fire not louder than the actual explosion 78. Bullet hole decals now parent to moving objects such as vehicles or moving range targets for more realism 79. Fixed issue of mouse cursor disheartening if player alt+tabs the game and comes back during the main menu 80. Neatened un-centered difficulty settings in main menu 81. Fixed some camera clipping issues when standing close to walls when in interior sections such as caravan 82. weapon switch sound sound less like a baseball bat 83. You can now sleep up to 24 hours when using a bed/mattress/tent instead of the previous maximum of 8 84. Added a new FLASHLIGHT inventory item that is more effective than the lantern, although it is currently not in the inventory at start. It can be located in the caves currently, as well as a few other select locations. 85. Added a DIGITAL CLOCK inside the caravan next to the bed so you always know what the in-game time is when deciding to sleep and how many hours to do so 86. Added a new BINOCULARS inventory item, located in caravan - can be used for various espionage or scouting techniques. While active you can use the mousewheel to adjust zoom 87. Added a new GRENADE type weapon - unlike other weapons, this explosive is treated as an inventory item, accessed through the inventory menu, and selecting the USE button to throw, which also allows a good opportunity to use the inventories pause function to your advantage when throwing grenades 88. To progress to the next mission, you will now have to use your caravan and sleep to the next day in order to load the next level. Additionally as an experiment, this behavior will only be in effect when playing on MEDIUM or HARD - when playing on EASY - the default behavior of using the radio tower to progress will occur. This of course all becomes irrelevant after mission 3 when the main story arc proceeds with the capture of the poacher leader, in which case missions will automatically progress until chapter 2 when the game goes into a perpetual sandbox mode 89. Fixed issue causing achievement popup to not show when an achievement is completed + Many other small fixes and changes NOTE: Due to the addition of separate save slots, all save games have been reset. Askies.
This month we have the new Platinum Collection 06 'Mechs, including the Warhammer, Marauder, Rifleman, Archer, Warhammer IIC, Marauder IIC, Rifleman IIC, and Mad Dog! Be sure to watch out for the next Platinum Collection Event to follow! Also included in this patch are another round of 'Mech Quirk Adjustments, Weapon Adjustments, Gameplay Tweaks, and Bug Fixes!
These updates are subject to further balance changes in the future, so get out there and do the science, and get us your feedback for future iterations.
And now, we really hope you enjoy the patch! -The MechWarrior Online Team
The timer has been broken for quite some time, and I kept forgetting about it. It's hopefully in working order, even showing the miliseconds in like 3 digits for anyone in the speed department ːsteamthumbsupː
I mentioned earlier this year that I want to do one final thing for the game, like finalizing it in a way, and one of the ideas I had was to update the game's engine from Unity 2019 to 2021, as the newer versions just run WAY faster and have less engine-related hiccups.
Not sure how that would influence things, I think some of the maps will have altered baked lighting and some minor colour differences. If I can successfully migrate the thing and it looks mostly the same, I'll try and update the game in the name of performance gains.
I said recently I would stop with the whole updating thing, but thought it would be nice to let you guys know why the game has gotten a new update ːsteamthumbsupː
- Added a new voiceover to skin or no skin - Level 5 has many improvements - The shotgun has more improvements as well including a new silencer - The cimkin rooms shop is opening! - Many new clip-a-matic pictures were added - Did some work to the leadup for the casino
Your move will not happen automatically, even if you have only one option.
The game will not soft-lock when you get a free cyborg from fighting off the insectoids. You will be able to click a location to place the cyborg.
When Research/Building, there is still a blue highlight on the Goods token on the Player Board, but it is much less opaque, so you can still see what the Goods are.
After changing the SFX volume slider, a demo sound will play.
The Rules Dialog should now scroll comfortably using the mouse wheel.
Start Game button is always visible in the Lobby - if clicked while there is only one player, or while there are duplicate factions, it will show an message explaining why the game can't start.
Captain's log shows a message when an ally is gained.
Escape key opens the Settings menu.
Undoing a movement action should no longer create duplicate units.
Title screen has a version number and Discord link. Let's grow this community!
Settings will save properly when changed on Title screen.
Goods tokens on inhabited planets are face up.
Empire card dialog won't overlap the buttons on the left.
When hunger tokens are in orbit, you can collect them and the Good at the same time.
Attacking with only a Worldship with no bases will roll zero dice (you will always get a zero as your highest dice roll).
The card "I refit a broken outpost" now requires you to pay the credits cost of the base.
The card "help build a warpgate facility" now counts as a move, allows you to collect goods, take control of a planet, etc.
The Recruit dialog no longer covers the Undo button.
The Close-up view does cover all buttons. You must exit Close-up before you can do anything. This prevents some possible bugs.
Units will no longer retreat to the space where Korlo Zan was, if it has been destroyed.