Hunters,
The wait is over—Hunt: Showdown 1896 is officially here! The patch notes for the release can be found below. For the Scorched Earth Live Event description, head over to [url=https://steamcommunity.com/games/594650/partnerevents/preview/4326355263804864599]here[/url]:
Happy Hunting!
~ The Hunt Team
Mammon's Gulch – Map #4
- A large new 1km² map set in a new mountain biome with large forests, mountains, rivers, and underground mines.
- The most detailed map in Hunt: Showdown by far, brought to life through the power of our new and updated CryEngine 5.11.
- 16 new and unique locations to explore, like Terminus Railyard, Grizzly Lodge, The Gasworks, Preston Oil, and many more.
- Three locations right at the edge of the map can yield up to two Clues for a head start early on.
- A central network of mining tunnels connects various compounds around the central peaks and are great for shortcuts and to evade pursuers.
- Increased verticality gives players more options to traverse and fight.
- Contains new animal types—bats and cows—that can be found throughout Mammon’s Gulch.
New Equipment
During the duration of Scorched Earth, the new equipment can be unlocked through the [url=https://steamcommunity.com/games/594650/partnerevents/preview/4326355263804864599]Battle Pass[/url]. After the Event, the Weapons and Custom Ammo will go into the regular Bloodline Progression, as usual. Please note that new Custom Ammo types will now be unlocked by default when this happens.New Weapon: 1865 Carbine
Lever-action repeating rifle with a seven-round magazine. Well-balanced between power, speed, and accuracy, it is personally approved of by Abraham Lincoln. The 1865 Carbine works great in close quarters assault with a high-powered medium cartridge. While the slower muzzle velocity and ammo type makes it lose much of its initial power at distance, the fast and easy full-reload of the magazine at the back as well as its large amount of extra ammunition makes it easy to keep up the pressure in a fight.- Basic – Medium Ammo – 7+1/21
- Full Metal Jacket – Medium Ammo – 7+1/21
New Weapon: Infantry 73L
Winfield made lever-action repeating rifle in a “musket” configuration with longer barrel and more capacity at the expense of slightly slower levering speed.- Basic – Compact Ammo – 17+1/20
- Full Metal Jacket Ammo – Compact Ammo – 17+1/20
- High Velocity Ammo – Compact Ammo – 17+1/13
- Incendiary Ammo – Compact Ammo – 17+1/20
- Poison Ammo – Compact Ammo – 17+1/20
New Weapon Variant: Infantry 73L Sniper
Winfield made lever-action repeating rifle in a “musket” configuration with longer barrel and more capacity at the expense of slightly slower levering speed. Modified with a long-range scope.- Basic – Compact Ammo – 17+1/20
- Full Metal Jacket Ammo – Compact Ammo – 17+1/20
- High Velocity Ammo – Compact Ammo – 17+1/13
- Incendiary Ammo – Compact Ammo – 17+1/20
- Poison Ammo – Compact Ammo – 17+1/20
New Weapon Variant: Crossbow Deadeye
Crossbow that fires powerful bolts. Quiet at range, but cumbersome with a long reload. Bolts can be retrieved and reused. Modified with a mid-range scope.- Basic – Special Ammo – 1/9
- Explosive Bolt– Special Ammo – 1/4
- Shot Bolt – Special Ammo – 1/6
- Steel Bolt – Special Ammo – 1/9
New Weapon Variant: Rival 78 Trauma
Caldwell made, break-action shotgun with two barrels. High Damage at close range, two-tapping gives it an edge. Modified with a stock mounted bludgeon.- Basic – Shotgun Ammo – 2/8
- Dragon Breath – Shotgun Ammo – 2/8
- Flechette – Shotgun Ammo – 2/8
- Penny Shot Ammo – Shotgun Ammo – 2/12
- Slug – Shotgun Ammo – 2/5
New Tool: Bear Traps
This portable foothold trap clamps loudly shut when the trigger plate is touched, inflicting bleeding damage on its victim. Comes in a pack of three.New Custom Ammo on Existing Weapons:
- Crossbow Steel Bolt
- Drilling High Velocity Ammo
- Marathon High Velocity Ammo
- Marathon Incendiary Ammo
- Martini-Henry High Velocity Ammo
Weekly Challenges Redesign
The Weekly Challenges system has received a massive overhaul with the goal of addressing numerous pain points and player feedback. Challenges are now released weekly in the form of distinct Weekly Sets. Once released, Weekly Sets and their Challenges remain available and can be completed until the end of the Event. The order in which Weekly Sets are released and their contents are the same for all players. Every Challenge can be completed only once, and the player cannot reroll them to a new one. Contributions made by teammates continue to progress the player’s Challenges.Improved Gunplay Experience
This update introduces many improvements to the core gunplay experience in Hunt: Showdown. Besides the option to toggle between a centered crosshair position and the previous, lowered position on the screen, we have added the concept of bullet drop, which greatly mixes up the established balance of weapons. Universal headshot damage and a host of secondary balancing tweaks across the entire arsenal make this the most impactful set of changes since our introduction of Custom Ammo and is expected to shuffle around some of the established meta.Center Crosshair
The Crosshair position can now be customized between two preset positions: Centered and Lowered.- Centered - Center of the screen (this is the new default)
- Lowered - Legacy setting (20% below center)
Dark Sight Aim Helper
A simple dot crosshair will now show whenever Dark Sight is entered. This helps to properly aim when performing interactions for Traits like Necromancer, Serpent, Remedy, etc. This also applies to Beetle View, allowing to place Ping Markers more easily.Ballistics
The concept of ballistics focuses on a projectile being pulled down by gravity as it travels, requiring the shooter to adjust their aim over distance. Certain aspects of projectile ballistics have always been a part of Hunt with muzzle velocity and gravity already affecting some ammo types, like bolts and arrows. However, with this update we are consistently applying projectile ballistics across the entire arsenal, introducing an exciting new layer for players to explore for weapon mastery.A Million Changes
To compensate for these gunplay updates, additional changes have been made alongside them to help deal with the increased difficulty:- Headshots from single bullets are now always lethal against Hunters and weaker AI.
- Damage falloff has been adjusted, retaining more damage over distance than previously in most cases including shotguns, although the adjustment to shotguns isn’t as large as the increase to other firearms.
- Minimum damage to the upper torso at any range, for all firearms apart from shotguns and the Quad Derringer, is now 25.
- Shotgun maximum combat ranges have increased to allow for better suppression of enemies and igniting barrels and lanterns.
- Shotgun spread has been globally narrowed down, and damage has been slightly increased. This is especially noticeable for sawn-off variants.
- Slight picture adjustments have been made for many weapons to normalize the thickness of their front sights, making it easier to aim at distant targets without the front sight getting in the way. Thin front sights have been a major factor for choosing particular weapons in the past, and this will hopefully open more viable options for players and helping to bring more diversity to the arsenal.
- Distance to ping markers will be displayed if you ping locations using the Spyglass. This feature was previously only working for pings in the Shooting Range and by allowing its use in missions it can help players get used to the new ballistics improvements by verifying distances and correcting aim.
- Normalized maximum distance across all bullet projectiles so that they will always travel around 500m before being deleted.
- Slight adjustments to cracked scope lenses so they interfere less when trying to adjust your aim for ballistics.
Drop Range
- To give a consistent idea of the distance at which vertical aim adjustments need to be made, a new weapon statistic called Drop Range can be seen in the store for each relevant weapon.
- Past this range (listed in meters), the weapon's projectile may drop more than a full head’s height, potentially requiring aim adjustments to compensate if the player is attempting a headshot.
- You can confirm a weapon’s Drop Range by checking weapon and ammo stats. A weapon’s Drop Range is also shown in a small HUD element to the right of the screen when you aim down sights. Please note that Custom Ammo may have a different Drop Range due to differing muzzle velocity.
Drop Intensity
Drop Intensity determines how intensely a projectile drops. This is systemically affected by a weapon’s muzzle velocity and its projectile weight. For example, larger projectiles will drop faster than lighter ones, but this can be compensated for by using faster flying projectile types (if available).- Compact Ammo - Weak drop, meaning flatter curve.
- Medium Ammo - Mild drop, balanced curve.
- Long Ammo - Strong drop, intense curve.
- Nitro - Very strong drop, very intense curve.
- Bolts, Arrows, and Throwables will remain as they were prior to this update.
Custom Ammo
- Some Custom Ammo types will systemically affect the ballistics of a projectile due to muzzle velocity, for example: [list]
- FMJ/Dumdum - Stronger Drop Intensity due to reduced muzzle velocity.
- High Velocity/Spitzer - Reduced Drop Intensity due to increased muzzle velocity.
- Explosive - Reduces the distance a bullet travels before it starts to drop.
Damage Multiplier Changes
Adjustments to damage multipliers for Hunters and some AI have also been made:- Changed the headshot multiplier for Hunters and AI cast so that all bullets to the head are now lethal at any range except for on Armoreds, Hellhounds with metal masks, and bigger monsters. [list]
- The Effective Range stat has been removed and replaced with Drop Range.
- Bullet projectiles now retain more damage at longer ranges.
- Compact and medium bullets have been improved, with even silenced compact pistols able to inflict 25 or more damage to the upper torso at the longest ranges.
- Medium rifle bullets now deal full damage up to 30m. Previously, they only dealt full damage up to 20m.
Shotgun Changes (Shot)
- Globally reduced HUD crosshair size to match the actual spread in which Shotgun pellets can hit.
- Long Barrel Shotguns: [list]
- Slightly increased the damage at range
- Slightly decreased Crosshair Spread size
- Increased the Travel Distance of the projectile to 100m before disappearing
- Slightly increased the damage at range
- Increased the Travel Distance of the projectile to 100m before disappearing
- Decreased Crosshair Spread size
- Increased one-shot kill range
- Slightly increased the Travel Distance of the projectile (50m)
- Slugs now always have some minor spread deviation when fired (even in ADS). This means they are not fully accurate at medium-to long-distance. [list]
- Slug spread now follows the rules of other single projectile ammo types:
- Crouching will decrease spread (hip only)
- Movement will increase spread (hip only)
UI
A major update has been made to Hunt’s in-game menu experience, resolving some of the bigger pain points of the previous implementation and bringing the UX/UI on par with a more modern look and improved usability.Goals
- Enhance UX/UI accessibility for both PC and console players.
- Implement community feedback based on surveys and player engagement.
- Streamline navigation to reduce complexity and improve intuitiveness.
- Commit to making ongoing improvements with continuous updates and new features.
- Facilitate the rollout of more high-quality features over time with scalable UI framework.
Main Features
- Simplified user experience, with streamlined navigation and information architecture
- Unified visual language across the interface
- Improved Hunter Recruitment
- Improved Traits Screen
- Introduced the Actions Menu fly-out to reduce clicks and streamline navigation
- Updated Store
- Introduced the ability to filter Favorites
- 2.0.0.4: Added the 'Show Other Player Names' option in the HUD tab which, when disabled, hides all player names in the game. This feature will be especially useful for streamers!
Gunplay
Weapon Changes
- General weapon changes
- Reduced the sway of all stockless rifles and the Haymaker (held in two hands)
- Reduced recoil for all dual pistols, making them easier to control
- Reduced damage for the Uppercut to 123
- Reduced damage for the Haymaker to 122
- Increased friction of dropped weapons to reduce sliding on slopes
- Improved the spread of the Mako 1895 and its variants (this also improves levering!)
Deadeye Scope Mobility Changes
- The player’s mobility while aiming down sights with a Deadeye weapon is no longer reduced, setting them apart from other scopes.
- The increase in sway when aiming down sights with a Deadeye weapon during and after moving has been reduced.
Levering Changes
- Increased levering rate of fire
- Improved spread when levering for more reliable hits
- Affects the following weapons: Centennial, Frontier 73C, Vandal 73C, Infantry 73L, Mako 1895, Ranger 73 and Terminus, and all their variants
Silencer Changes
- Normalized iron sights across all silenced weapons [list]
- The Frontier 73C Silencer and Sparks Silencer rear sight have been cut down to match other weapons, like the Vetterli and Centennial Silencer, in style and overview.
Scottfield Changes
- Increased rate of fire for Scottfield Precision.
- Improved spread for Scottfield Spitfire and Scottfield Brawler
Obrez Extended
- Increased extra ammo capacity for Obrez Extended to give it a clear advantage
- Increased recoil for Obrez Extended to make it slightly harder to stay on target
Hunting Bow Changes
- Slightly increased damage for the Hunting Bow’s basic and Poison Arrows [list]
- These changes make the Hunting Bow as effective as it was if it had the Hundred Hands Trait in the old version, which means it will get even stronger when Hundred Hands is added post-update.
Ammo Changes
High Velocity Ammo Changes
- Damage has been reduced by -5% across the board compared to standard ammo
- High Velocity Ammo’s muzzle velocity has been much reduced overall, now typically only 75m/s to 150m/s faster than standard ammo counterparts depending on the length of the weapon’s barrel
- Slightly increased recoil kick, making it harder to stay on target
- Reduced extra ammo capacity compared to standard ammo, making each shot count more
Spitzer Ammo Changes
- Reduced extra ammo capacity compared to standard ammo, making each shot count more
FMJ Ammo Changes
- Added stronger recoil when firing Full Metal Jacket ammunition.
Misc. Ammo Changes
- Increased extra ammo for precision weapons, excluding the Dolch Precision, whose reserve ammo count remains the same.
- Explosive Ammo damage over distance has been adjusted to be more consistent with their basic ammo counterparts. Considering there is both a projectile and an explosion component for the total damage, it was not always easy to keep them feeling consistent. [list]
- Affects the Uppercut, Mako, Martini-Henry, and Springfield 1866.
Equipment Changes
General Equipment Changes
- Removed the Electric Lamp Tool from the game.
Fire Damage Changes
- Increased the burn damage on the Hellfire Bomb from 24 to 49
- Increased the burn damage on Alert Trip Mines from 10 to 25
Traps Changes
- Significant improvements to how trip wire traps can be placed in the environment.
- Both ends of the traps are now tested for suitable placement positions, which means that traps can now span across empty spaces like crevices or window frames.
- Placement on slopes and uneven terrain is now more forgiving and encourages players to find new ways to hide them from careful observers.
- Doors, Window Shutters, and Elevators will now trigger any trip wire traps they touch, requiring a more careful approach, as opening a door might set them off instead of stepping on them.
- These changes also benefit the placement of Bear Traps to be more forgiving overall.
- Bear Traps now apply a short slowdown to their victims.
- Strong increase of damage for Bear Traps.
Beetle Changes
- Increased speed of the Fire Beetle to match that of the other Beetles.
- Increase Burn Damage done by the Fire Beetle to 25.
- Increased damage done by the Stalker Beetle explosion to 50.
Gameplay
Stalemates and Closure
Adjusted several mechanics around burning and revive to reduce stalemates and bring closure to fights faster, while still offering a fair chance for a comeback for an active and engaged opponent. [i][b]Developer Note: [/b] Over the last year, we have introduced ways for players to get back into the fight after being downed. These changes have had a positive impact overall but have also introduced many points of frustration. Having reflected on your feedback and the available data, we're making adjustments to burning and revive mechanics to end stalemates and bring more closure to fights. We appreciate and want to emphasis the play and counterplay of burning and choke effects, now having Choke Bombs, Beetles, and Bolts available to players for tactical use. That being said, we are limiting the duration of the choke clouds to be roughly half the previous duration, to avoid two minutes of waiting out the choke cloud before being able to move on. We are aware of the controversies surrounding reviving, restoring, burning, choking, and stalling out the Player versus Player fights. Our core philosophy is to provide mechanics for capitalizing on the advantage of taking down one or two members of an opposing team while still leaving room for clutch counterplay and tactics, to get your own team back in the fight without dragging out into overly long games. [/i]Faster Burning
- The burn speed of downed Hunters has drastically increased, from 1 fire damage per second to 2.5 fire damage per second. [list]
- That’s around 50 seconds when downed on the ground with 125 health left, or just 40 seconds of burning when downed with 100 health left.
Choke Cloud Changes
- Reduced choke cloud lifetime of all choke items (Choke Bolts, Choke Beetles, Choke Bombs) from 120 seconds to 60 seconds.
