Different Intensities for Damage Effects – Update 1.4 rewrites everything you know about burning, bleeding or poison, with new rules and intensities for each damage type.
New Equipment – The update brings some new toys to play with. Now you can poison your careless foes using the brand new Poison Trip Mine tool and as for the careful Hunters, the Serpent trait has been added, allowing the interaction with clues, rifts and abandoned bounties from afar when using dark sight.
New Legendaries – We have introduced many new Legendary weapons including the runners up in our 2nd anniversary weapon skin contest as well as a Hunter! Make sure to check them out.
Different Intensities for Damage Effects
Fire Damage
Fire damage can now cause different effects related to burning.
Light Fire Damage
Scorches health chunks lightly.
Does not cause burning on hunters automatically.
Can cause or increase burning on hunters when dealt repeatedly over a short amount of time.
Medium Fire Damage
Medium Burning is equal to what players are used to from before this update.
Scorches health chunks.
Causes Medium Burning on Hunters.
Deals fire damage over time.
Takes 4 seconds to stop.
Will escalate into Intense Burning when not stopped in time.
Indicated by a small flame on the health bar.
Intense Fire Damage
Intense Burning is 50% stronger than Medium Burning.
Scorches health chunks severely.
Can destroy a small health chunk instantly.
Causes Intense Burning on Hunters.
Deals severe fire damage over time.
Takes 6 seconds to stop.
Indicated by a large flame on the health bar.
Scorched health chunks now regenerate twice as fast than before.
Scorching over time from burning stacks with scorching from received fire damage attacks.
AI does not feature different intensities when burning.
Dead hunters are in the Medium Burning state which burns as fast as before this update.
Developer Note:
By introducing different intensities of fire damage we now have new options for balancing game mechanics and equipment. The most noticeable balance change is that hunters don't automatically start burning anymore when they come in contact with fire but on the flip side can also burn faster than before. On one hand, this will reduce frustration for new players that are still learning the mechanics and also give careful players the opportunity to resolve certain situations more effectively. On the other hand fire now also has the potential to damage players even more severely when not taken seriously. The Hellfire Bomb explosion for example does no longer deal physical damage but will scorch a small chunk worth of health instantly and at the same time cause hunters to burn intensively.
This new mechanic will also help us to introduce and balance custom ammunition like incendiary bullets in the future.
Rending Damage
Rending damage can now cause three different intensities of bleeding on hunters
Light Bleeding
Light Bleeding is 50% weaker than Medium Bleeding.
Caused by light rending damage directly.
Deals minor damage over time.
Takes 2 seconds to stop.
Indicated by one blood drop on the health bar .
Medium Bleeding
Medium Bleeding is equal to what players are used to from before this Update.
Caused by medium rending damage directly.
Can escalate from light bleeding by consecutive rending attacks.
Deals moderate damage over time.
Takes 4 seconds to stop.
Indicated by two blood drops on the health bar.
Intense Bleeding
Intense Bleeding is 50% stronger than Medium Bleeding.
Caused by intense rending damage directly.
Can escalate from medium bleeding by consecutive rending attacks.
Deals severe damage over time.
Takes 6 seconds to stop.
Indicated by three blood drops on the health bar.
Bleeding intensity will not increase on its own .
Bleeding will last until stopped by the player.[/list]
Developer Note:
Since quite a few of the AI enemies and equipment in Hunt can cause a hunter to bleed it makes sense to introduce intensities and with that a certain scalability to the effect. This will allow players to slip up once in a while but punish them even more than before when they let a situation get out of hand.
This new mechanic will also help us to introduce and balance custom ammunition in the future.
Poison Damage
The poison effect no longer has a fixed duration.
Instead it can range from 0 to 20 seconds, depending on ...
...how long the hunter had been exposed to a poison cloud.
...the poison intensity of the damage received.
Poison intensity will decrease over time when no poison damage is received.
The screen and audio effects that obstruct the player's vision and hearing now have three intensities, that indicate the duration of the remaining effect.
Light - when remaining effect duration is between 0 and 5 seconds.
Medium - when remaining effect duration is between 5 and 15 seconds.
Intense - when remaining effect duration is between 15 and 20 seconds.
Developer Note:
The duration of the poison effect on hunters was fixed in the past and therefore did not necessarily match with the cause of the poisoning. With introducing an intensity that can scale up and down it's now a valid option for careful players to sit out short exposures and not having to rely on traits or equipment like the antidote shot.
This new mechanic will also help us to introduce and balance custom ammunition like poison bullets in the future.
New Equipment
New Tool Added: Poison Trip Mine
Comes in packs of 2.
The Poison Trip Mine is part of the "Poison" unlock tree and has been added as the last item in that category.
New Trait Added: Serpent
Available for 4 Upgrade points.
Available at Bloodline Rank 28.
"Using Dark Sight, interact with nearby Clues, Rifts, and abandoned Bounty from a safe distance."
Allows players to look at Clues, Rifts and Bounty in Dark Sight to start an interaction over distance.
The interaction range is 25 meters.
The duration is 10 seconds.
New Legendary Content
"Black Mamba"
Nitro Express Rifle
Description: "The deadliest rifle, named for the deadliest snake. This Nitro Express has a vicious bite and can take down the largest foes with ease."
"Kamacite Moon"
Caldwell Uppercut
Description: "Forged by a scrappy fighter using what he had to hand, this Caldwell Conversion Uppercut is forged from Kamacite, an alloy of iron and nickel, found in a meteor that caused an ancient and unspeakable calamity."
"Tooth and Claw"
Martini Henry IC1 Riposte
Description: "The law of the jungle dictates that only the fittest survive. This Martini Henry ICI Riposte gives its owner an edge. Beloved by a hunter who loves to take a risk – and still come out on top."
"Death's Breath"
Winfield M1873 Talon
Description: "One shot from this Winfield M1873 Talon will take your breath away – permanently. Designed by Corwin Stedman, a runner up in our 2nd anniversary weapon skin contest."
"Gator"
Caldwell Rival 78 Handcannon
Description: "With hide tough as armor and gruesome, rusty teeth, this Caldwell Rival 78 Handcannon’s bite is as fearsome as that of its namesake. Designed by Seven-D, a runner up in our 2nd anniversary weapon skin contest."
"Felis"
Legendary Hunter
Description: "Accomplices to the devil, stealers of souls, and an ill omen – cats have long been associated with dark magic, and Nika Felis bears the skull of one feline adversary on her head as a warning to others that she has capabilities as powerful – and as dangerous. Rumored to be a shapeshifter, and a colleague of Doctor John."
Audio
Time of day "Sunset" now uses daylight ambience instead of night.
AI footstep intensity is now driven by aggro level instead of movement speed.
Developer Note: This change will make AI footsteps more reliably escalate and therefore easier to read.
Added fly swarm audio to poison barrels and the Doctor Grunt.
Audio Mix Improvements for elevation and azimuth, making sounds below, above and around the listener easier to pinpoint.
Gunplay
Melee Attachments
Updated light attacks on the Martini Henry Riposte and the Springfield Compact Striker variants to have their hit-boxes better fit their animations.
Increased Melee damage for all heavy Attack with "Talon" variants from 135 to 150
Increased Melee damage for the heavy Attack with the Romero Hatchet from 135 to 150
Increased Melee damage for the Light Attack with the Obrez Mace from 32 to 54
Increased Melee damage for the Heavy Attack with the Obrez Mace from 72 to 90
Shotguns
Removed rending damage and with that Bleeding from Shotguns.
Romero Handcannon's accuracy has been increased slightly (effective range stat increased to 10m).
Romero Hatchet's accuracy has been increased slightly (effective range stat increased to 10m).
Romero Hatchet's recoil punch has been increased erraticly after shooting (reduced handling stat to 80).
Equipment
Fire Bomb
No longer deals damage
Scorches health chunks lightly and causes hunters to start burning
Hellfire Bomb
no longer deals damage
Scorches health chunks and causes hunters to start burning intensely
Can destroy a small health chunk on impact
Frag Bomb
Reduced damage from 200 to 150.
Now deals Intense Rending Damage (Causes Intense Bleeding).
Developer Note:
This change will slightly increase the chance for players to survive with severe injuries at the edge of the frag bombs explosion radius.
Flare Pistol
No longer deals damage
Scorches health chunks and causes hunters to start burning intensely
Increased Weak Antidote Shot duration from 360 to 1800 seconds (6 minutes to 30 minutes)
Increased Choke Bomb duration from 60 to 120 seconds
Choke Bombs can now remove Poison clouds
Hunters may still receive initial Poison Damage while in a Choke Bomb Cloud
Hunter
Traits
Salveskin
Reduces fire damage and burn speed by 25%, even when downed.
Increased cost from 2 to 5 Upgrade Points
Bloodless
Bleeding will not escalate from light to medium or intense bleeding.
Mithridatist
Drastically reduces the time needed to recover from poisoning.
Bounty Hunt
Looting a dead hunter while carrying any Bounty now restores one second of Dark Sight Boost
Will restore even if Dark Sight Boost had been used up already
Dark Sight Boost can not exceed 5 seconds
AI
Torch Grunts deal Light Fire Damage
Cleaver Grunts deal Light Rending Damage
Doctor Grunts deal Intense Poison Damage
Hellhounds deal Light Rending Damage
Waterdevils deal Intense Rending Damage
Hives swarm attack deals Light Poison Damage
Immolators explosion deals Intense Fire Damage
Immolators now die to a single Poison Bolt
Concertina Armoreds deals Light Rending Damage
Concertina Armoreds now die to a single Poison Bolt
Armoreds now die to a single Poison Bolt
Leeches deal Light Poison Damage
Boss: Spider deals up to Medium Poison Damage
Boss: Butcher deals up to Medium Fire Damage
Boss: Assassin deals Intense Rending Damage
Localisation
Improvements made to Russian translation.
Store
Adjusted the Values in the Store for the Bornheim family to reflect the actual Damage and Effective Range.
Bornheim Family: Damage decreased to 74 from 84.
World
Smaller tweaks and updates made to various parts of Stillwater Bayou and Lawson Delta maps to improve navigation and fix clipping issues.
Closed lots of small gaps in walls all around Stillwater Bayou and Lawson Delta which were used to exploit people.
Oil Barrel Explosion deals Intense Fire Damage
Store
New Tool Added: Poison Trip Mine
Added for $60
Antidote Shot
Increased price from 25 to 55 Hunt Dollars
Weak Antidote Shot
Increased Weak Antidote Shot price from 5 to 25 Hunt Dollars.
New Legendary Weapons
Added Nitro Express Rifle: "Black Mamba" for 500 Blood Bonds
Added Caldwell Uppercut : "Kamacite Moon" for 500 Blood Bonds
Added Martini Henry IC1 Riposte: "Tooth and Claw" for 500 Blood Bonds
Added Winfield M1873 Talon: "Death's Breath" for 300 Blood Bonds
Added Caldwell Rival 78 Handcannon: "Gator" for 300 Blood Bonds
New Legendary Hunter
Added "Felis" for 700 Blood Bonds
Options
Opt out of statistic sharing ; other players won't see the player's statistic anymore, and he will not see them.
Matchmaking
Leaving a random teammate will now trigger a delay before searching for a new one.
Delay gets longer from 15 seconds to 1 minute after several leaves.
Performance
Precache skeletons for characters built with skin bundles.
UI
More information is displayed when picking up a weapon during a game (Number and type of ammo).
Miscellaneous
The KD Ratio now includes the assists in it's formula.
The number of Kills, Death and Assists is now displayed as a tooltip, over the KDA Ratio.
Added Loading Screen for the Dark sight replenishment.
General
Fixed a bug where empty hands would shown after dropping a world item despite having weapons.
Fixed some Discord rich presence issues and re-enabled the Discord rich presence integration.
Fixed a bug where under certain conditions, players could loot the invisible corpse of extracted players.
Fixed a bug where player couldn't interact with a clue for the first few seconds if a dead armored would have fallen directly on it.
Fixed a bug where player needed to renew their input when pressing '^' on a german keyboard layout.
Fixed some client crashes.
Fixed some minor localization issues.
Fixed an issue where looting a hunter with the Vulture trait did not yield any loot.
AI
Fixed a bug where the Butcher could teleport to the lower floor in Davant Ranch under specific conditions.
Audio
Fixed an issue where the sound of some animals could stop too early.
Fixed an issue that could lead to world animals not emitting sounds (horses, crows,...).
Fixed an issue where a hunters "out of breath" sound continued to play for too long after sprinting.
Gunplay
Fixed a bug where the aim down sights toggle did not work correctly
Fixed issues with the spread of the Romero Handcannon and the Romero Hatchet while Aiming down Sights: Spread was too tight.
Fixed an issue where players could survive their own frag bomb explosions.
UI
Fixed a bug where new Soul Survivor would appears only after hitting 'Free Reshuffle' when it would have been won without any recruits or Soul Survivors left.
Fixed a bug where the previous death damage still got displayed in damage history.
Fixed a bug where under certain conditions the weapon was displaced and wouldn't rotate centered.
Fixed a bug where the crosshair would change size based on resolution.
Fixed a bug where the damage history often accumulated damage when ping / packet loss is high.
Fixed a bug where the Hunter and all their information disappeared from the death screen when player that killed the person left the mission.
Fixed an issue where player could receive a not fitting 'Kill view' in rare occasions where the killer shot him from behind a wall.
Fixed a bug where Player couldn't open weapon wheel while waiting for other players.
Fixed a bug with the Legendary Bomb lance skin 'Shellback' where it had no 'shoot weapon' button in 3d viewer.
General
Player unable to loot weapons, 'Ammo Full' displayed on pressing F.
Poison trip mine is not affected by Vigilant
Not everything of an extracted player gets removed on extract (floating equipment)
Wellspring bounty is not displayed correctly in the statistics screen.
The Leaderboards for Bounty Hunt may take some time to populate correctly due to the new KDA feature.
Stability
Client can occasionally crash during gameplay.
Clients can crash on resolution change.
Players may sometimes experience desyncs / rubberbanding issues during gameplay.
Visuals & Audio
Sometimes a hand (or both) cannot stream in and be invisible.
Slower texture streaming than in PC 1.3.1
Lantern Oil puddle does not have burning audio.
In rare cases, players might see a permanent ghosting effect on the skybox.
Fog partially not rendered if observed through gaps .
Running while the map is open bends the player model after some way.
Hunters can sometimes not stream in completely (might be 1st person character being rendered)
After specific steps the reload mechanism for the winfield swift can be visible while executing the levering mechanism.
Depth of field can be enabled despite having it disabled in the settings.
Electric lamp has a light source shining to the right.
Underground impacts or the beginning of a sound cannot be correctly occluded when being above ground.
Teammates don't have shadows
Ambient audio from outside is audible inside of boss room.
Volumetric Fog inside boss room flickers.
Dogs and chicken audio is inaudible after a few moments on aware state
Some songs cut off when played on gramophone
Ravens, ducks and horse deescalate from suspicious very quickly
Some pistols have a different running and idling animation in third person
Some weapon don't have audio in the 3D viewer
Gameplay & AI
Hornskin trait doesn't give the player a blunt melee damage reduction of 25%
Crouching steps and walking/running steps have the same volume
Poison trip mine doesn't deal damage to AI
Weapons can be client side on the wrong position and therefore not be looted
Spawned grunts can be observed sliding until they change states for the first time
Player can sometimes still get revived if teammate dies during revive process.
AI finishing off a hunter counts as kill of the Player that damaged the hunter before (for some challenges)
Concertina armored can damage and kill a player from a distance
Concertina trip mines cannot destroy poison/hive barrels
The Nagant M1895 only seems to fire 6 times when the gun is fired rapidly but all 7 shots count.
Poison trip mine is not affected by Vigilant
Sometimes when canceling a reload the player melees instead of shoot (while RMB is held down)
With Gunslinger control scheme, holding RMB is ignored if pressed right after pressing SHIFT while a lever animation is played with a Winfield
AI can attack a closer hiding player instead of the sound source that triggers the AI
Hellhounds might jump over obstacles on the ground
Players can reach some positions they are not supposed to have access to.
Player can get on boss building roof
Sometimes bullets that should penetrate don't penetrate the object
Nagant officer brawler cannot chain melee attacks properly
Having toggle for aim and sprint in gunslinger scheme delays the start of sprinting
Picking up a small weapon during a weapon switch animation (from large to small) ends in swapping the wrong weapon.
Sometimes a downed hunter doesn't get set on fire even tho it looks like he is complete in the flames
Player leaves crouch unintentionally on certain key combinations
Sometimes after picking up a gun or changing fire mode the player can't aim down sight
Stamina gets not reduced for two heavy melee hits with the Sparks after each other
Player melees when right and left clicking during the revolver spin animation
Butcher can sometimes be observed walking sideways or backwards
Player can get stuck while picking up clue and climbing ladder at the same time
Player unable to loot weapons, 'Ammo Full' displayed on pressing
Not everything of an extracted player gets removed on extract
The Assassin stabs 2 times in a row for an attack
The Assassin does not attack if a player is marked by its clone
Damage to assassin with explosives ( sticky bomb ) is inconsistent
Meathead is sometimes missing leeches and may not react to the player
Hive Barrels Bees don't attack the Player after the use of an antidote shot
Meathead attack can deal too much damage
Immolator interacts with already dead AI
Assassin and Spider can get stuck sometimes.
Items can be client side still on a loot box after someone else picked it up before
Looting a Hunter in QP can sometimes give no loot at all
Quad derringer ammunition goes directly into the chamber when interacting with an item box
Ammo replenishment of quad derringer doesn't work correctly in quickplay
Winfield can empty itself server side after player gets revived or swapping weapons
Meathead can sometimes get stuck at corners
Player can keep and win soul survivor even though he died in Quickplay (trading kills with wellspring carrier)
Gunslinger has different sensitivities for melee weapons and normal guns
Player has a hard time vaulting through a window with a bear trap inside it
Weapon is wrongfully re-selected when using a consumable and switching to another consumable
Concertina wire can prevent a choke bomb from extinguishing fire
Sometimes when vaulting the player can get synced inside the objects and be stuck
Used up tools get replaced when the player picks up a new tool
Standing close in front of a window and light meleeing doesn't break the window
Player can't open window shutters while cooking a throwable item (e.g. Frag grenade)
One of the 3 caged dogs might survive shot lantern for a while
Sometimes weapon can drop on top of each other and it is hard to loot the correct one
Razor wire can damage a player through walls
The assassin has issues discerning between players above or below him
Sticky bomb doesn't fall off if the player stops bleeding
Martini-Henry Marksman has no scope blur
Crosshair size changes depending on aspect ratio
Player can't shoot during an ads transition
UI
HUD elements for swapping weapons or looting items are increasing if players receives bleeding while looking at them.
News screen displays an empty screen when selecting the recruit button in legendary hunters news
Leaderboard column for kills and assist shows only kills
'Hide Statistics' checkbox doesn't fully revert to previous status if a player cancels and confirms to loose unsaved changes
Wrong hunter will be shown when killer is back in lobby ( with his hunter been dead )
After leaving group and queuing for QP the button "Please wait" gets active/red again
Name of killer is still visible on 'Profile' view when 'show name of killer' is disabled
Every shotgun pellet has its own entry in the damage history
All filter in roster or store don't work properly
Slot selection doesn't jump to next slot when replacing a contraband with a new item when the dismiss pop-up appears
Not unlocked item doesn't get equipped when player has to dismiss the current equipped item
Damage history for the Explosive crossbow shows melee damage on direct hit
After assigning the "F" key to another function, it can't be reassigned to its two original functions
Death screen displays different elo from PvP rating and Summary Screen
Weapon tool tip is displayed on roster overview when changing from 'equipment' to 'overview'
Player can change hunter in between matchmaking counter and matchmaking timer
Images are displayed darker than the original
Equipment: Clean button is still visible when filters aren't matching an item
Non-host can access the Lobby subtabs after reforming groups after unloading
Damage history is missing damage ticks when getting shot while burning
UI elements go missing after clicking on the mission UI in the lobby screen
Replacing a consumable with another one won't jump to next free slot
Outline of team mate changes from blue to red when getting close to revive
Equipment bar numbers don't always get updated for the quad derringer after interacting with an item box
Two hud indicators for bullets from quad derringer get displayed when replenishing it
Boss token icon is flickering and doesn't stay in position when moving camera
HUD instantly disappears when switching from/to the LeMat in shotgun mode
Missing the "+" icon when unlocking a new weapon in book of weapons
Quickplay screen doesn't update on region switch
Bounty indicator lines may be wrong after some bounty extracted
When killed as last player in quickplay, "You are the only survivor" banner is shown
Crossbow (and variants) are displayed empty on the death screen (no bolts)
Death screen: Glass from bottles isn't visible
Damage history shows any damage that you made to yourself as "killed yourself"
Health regen is calculated ( subtracted ) from damage values in damage history.
No discard prompt when un-equipping a contraband legendary while already having one of the kind
Equipped weapon isn't always displayed on top of the list in the equipment screen.
Player can unlock a legendary hunter during matchmaking which will be automatically be picked
When queuing for QP, the other tabs can still be selected
NEWS - News feed sometimes stucks in an in-between state
'Report Player' button doesn't get removed after a report was submitted (profile window needs to be closed to get it removed)
KDA ratio tool tip isn't translated in all languages except English
Old/outdated lobby state can be displayed in the background
Other
Players with prestige can random group with players without prestige
Teamsharing unlock for consumables and tools doesn't work correctly
~The Hunt Team