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Hunt: Showdown Update 1.4 Patch Notes

Hunt: Showdown Update 1.4 Patch Notes
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Hunt: Showdown Update 1.4 Patch Notes

A brand new upgrade for Hunt Showdown premiered now. We’ve got all of the information about this upgrade 1.4 on June 9.

Ith this upgrade, there’s more than just bug fixes. Among other items, new gear and new legendaries are additional.

 

  • Doesn’t cause burning predators automatically.
  • Can trigger or raise burning predators when dealt repeatedly within a brief quantity of time.
  • Moderate Fire Damage
  • Moderate Movements is equivalent to what gamers are utilized to from earlier this upgrade.
  • Scorches wellness balls.
  • Causes Moderate Movements on Hunters.
  • Deals fire damage with time.
  • Takes 4 minutes to stop.
  • Indicated with a little flame on the gym.
  • Scorches health balls severely.
  • Can ruin a little wellness chunk immediately.
  • Takes 6 minutes to stop.
  • Indicated with a huge flame on the gym.
  • Scorched health balls currently regenerate twice as fast than previously.
  • Scorching over time from burning piles with scorching from obtained fire damage strikes.
  • AI doesn’t contain unique intensities when trimming.
  • Dead seekers are in the Moderate Burning condition which burns as quickly as before this upgrade.

 

Developer Notice:
By introducing different intensities of fire harm we finally have new possibilities for balancing game mechanisms and gear. The most noticeable equilibrium change is that seekers do not automatically begin burning when they are in contact with flame but on the reverse side may also burn quicker than previously. On one hand, that will decrease frustration of new players which are learning the mechanisms and give attentive players the chance to solve certain situations more efficiently. On the other hand fire also has the capability to hurt players much more seriously if not taken seriously. The Hellfire Bomb burst such as does no more cope physical harm but may scorch a little chunk value of health immediately and at precisely the exact same time induce hunters to burn off.

This brand new mechanic may even help us to present and equilibrium custom pollutants such as incendiary bullets later on.

 

  • Brought on by mild rending harm directly.
  • Deals minor damage with time.
  • Takes two minutes to stop.
  • Indicated by one blood fall on the gym.
  • Brought on by moderate rending harm directly.
  • May escalate from mild bleeding by successive rending strikes.
  • Deals moderate harm with time.
  • Takes 4 minutes to stop.
  • Indicated by 2 blood drops on the gym.
  • Intense hepatitis
  • Intense Bleeding is 50% more powerful than Moderate Bleeding.
  • Brought on by extreme rending harm directly.
  • May escalate from moderate bleeding by successive rending strikes.
  • Deals serious damage with time.
  • Takes 6 minutes to stop.
  • Bleeding intensity won’t increase by itself.
  • Bleeding will continue till stopped by the participant.

 

_Developer Notice:
Since quite a number of those AI enemies and gear in Hunt can give rise to a hunter to emphasise it is sensible to present intensities and with this a specific scalability into the result. This will enable gamers to slip once in a while but punish them more than previously when they allow a situation escape control.

This new mechanic may even help us to present and equilibrium custom ammunition later on. _

Poison Damage

  • The toxin effect no more has a predetermined length.
  • Rather it could vary from 0 to 20 seconds, based upon…
  • . . .how long the hunter was subjected to a poison cloud.
  • . . .the toxin intensity of the damage obtained.
  • Poison intensity will reduce over time if no toxin damage is obtained.
  • The display and sound effects which block the participant’s eyesight and hearing today have three intensities, which signify the length of the rest of the effect.
  • Moderate – when staying effect length is between 0 and 5 minutes.
  • Moderate – when staying effect length is between 5 and 15 minutes.
  • Intense – if staying effect length is between 15 and 20 minutes.

Developer Notice:
_the whole period of the toxin effect on predators was fixed before and therefore didn’t necessarily match the origin of the poisoning. With presenting an intensity that could scale up and down it is now a legitimate alternative for careful gamers to sit out brief exposures rather than needing to rely on characteristics or gear such as the antidote shot.

This brand new mechanic may even help us to present and equilibrium custom pollutants like toxin bullets later on. _

 

  • The Poison Trip Mine is a part of the”Poison” unlock shrub and was inserted as the last item in this class.

 

New Trait Additional: Serpent
  • Accessible for 4 Update points.
  • Accessible at Bloodline Rank 28.
  • “Using Dark Sight, socialize with neighboring Clues, Rifts, and left Bounty by a safe distance”
  • Enables players to watch Clues, Rifts and Bounty in Black Sight to Begin an interaction over space.
  • The length is 10 minutes.
    • Nitro Express Rifle
    • Explanation:”The most bizarre rifle, known for its deadliest snake. This Nitro Express includes a vicious bite and will take down the biggest foes without difficulty.”
    • Caldwell Uppercut
    • Description:”Forged with a scrappy fighter with what he needed to hand, this Caldwell Conversion Uppercut is forged out of Kamacite, an alloy of nickel and iron, found at a meteor that resulted in an early and unspeakable calamity.”

    This Martini Henry ICI Riposte provides its owner an advantage. Beloved with a hunter that loves to have a threat — and come out on top.”

  • Caldwell Rival 78 Handcannon
  • trick:”With conceal tough as gruesome and armor, rusty teeth, this Caldwell Rival 78 Handcannon’s sting is as grotesque as that of its namesake.
  • Legendary Hunter
  • trick:”Accomplices into the devil, stealers of spirits, along with also an ill omen — cats have been associated with dark magic, and Nika Felis conveys the skull of one feline adversary on her mind as a warning to other people that she’s abilities as strong — and as reckless.

General Updates

Sound
  • Time daily”Sunset” currently uses daylight ambience rather than night.
  • AI footstep strength is currently driven by aggro degree rather than motion rate.

Developer Notice: This shift will create AI footsteps more faithfully innovate and so easier to read.

  • Additional fly swarm sound to poison barrels along with the Doctor Grunt.

Audio Mix Improvements for altitude and azimuth, making noises below, over and around the listener much easier to pinpoint.

  • Upgraded light strikes on the Martini Henry Riposte as well as the Springfield Compact Striker versions to get their hit-boxes better match their cartoons.
  • Improved Melee harm for all heavy Strike with”Talon” versions from 135 to 150
  • Increased Melee harm for the heavy Strike with all the Romero Hatchet out of 135 to 150
  • Improved Melee harm for the Light Strike together with all the Obrez Mace from 32 to 54
  • Enriched Melee harm for the Heavy Attack together with all the Obrez Mace from 72 to 90
  • Shotguns
  • Removed rending harm and with this Bleeding from Shotguns.
  • Romero Handcannon’s precision was increased marginally (successful range stat climbed to 10m).
  • Romero Hatchet’s precision was improved slighly (successful range stat climbed to 10m).
  • Romero Hatchet’s recoil punch was raised erraticly after shooting (decreased managing stat into 80).
  • Gear
  • Fire Bomb
  • No more deals damage
  • Scorches health balls lightly and induces hunters to begin burning
  • Hellfire Bomb
  • no longer deals damage
  • Scorches health balls and induces hunters to begin burning deeply
  • Can ruin a little wellness chunk on effect
  • Frag Bomb
  • Decreased harm from 200 to 150.
  • Developer Notice:
    This shift will marginally increase the opportunity for gamers to endure severe accidents at the border of their frag bombs burst radius.
  • Flare Pistol
  • No more deals damage
  • Scorches health balls and induces hunters to Begin burning deeply
  • Frag bomb induces moderate bleeding intensity on predators
  • Increased Weak Antidote Shot length from 360 to 1800 seconds (6 minutes to 30 minutes)
  • Increased Choke Bomb length from 60 to 120 minutes
  • Choke Bombs can currently eliminate Poison clouds
  • Hunters can nevertheless get first Poison Damage while at a Choke Bomb Cloud
Hunter

Traits

  • Increased price from two to 5 Upgrade Points

Bloodless

  • Bleeding won’t escalate from mild to moderate or extreme bleeding.

Mithridatist

  • Drastically reduces the time required to recuperate from poisoning.

Shop

  • Adjusted the Values in the Shop for the Bornheim household to reflect the real Damage and Effective Selection.
  • Closed plenty of little gaps in walls around Stillwater Bayou and Lawson Delta that were utilized to exploit individuals.
    • Additional for 60

    Terrible Antidote Shot

  • Additional”Felis” to 700 Blood Bonds
Alternatives
  • Pick from statistic sharing; additional players will not find the participant’s statistic , and he won’t see them.
Matchmaking
  • Leaving a random teammate will now activate a delay before trying to find a brand new one.
  • Delay becomes longer from 15 minutes to 1 minute following a few leaves.
UI
  • More info is exhibited if picking up a weapon in a match (Amount and variety of ammo).

Additional Loading Screen for your Dark sight replenishment.

General

  • Fixed a bug where empty hands would displayed after falling a world thing despite needing weapons.
  • Fixed some Discord wealthy presence problems and re-enabled that the Discord wealthy presence integration.
  • Fixed a bug where under certain circumstances, players can loot the invisible corpse of pulled players.
  • Fixed a bug where player could not socialize with a hint for the first couple of seconds if a deceased armored would have dropped straight on it.
  • Fixed some customer crashes.
  • Fixed some small localization difficulties.

AI

  • Fixed a bug in which the Butcher could teleport into the reduced ground in Davant Ranch under certain conditions.

Sound

  • Fixed a problem where the noise of some critters might stop too early.
  • Fixed a problem that could result in world creatures not devoting noises (horses, crows,…).
  • Fixed a problem where a hunters”out of breath” audio continued to perform for a long time after sprinting.

Gunplay

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  • Fixed a bug in which down the target sights toggle didn’t get the job done properly
  • Fixed issues with the spread of this Romero Handcannon along with the Romero Hatchet while trickling : Spread was overly tight.
  • Fixed a problem where players can endure their particular frag bomb explosions.

UI

  • Fixed a bug where fresh Soul Survivor would look just after hitting’Free Reshuffle’ as it might have been won with no recruits or Soul Survivors left.
  • Fixed a bug in which the prior death harm got displayed in harm history.
  • Fixed a bug where under certain conditions that the weapon was homeless and would not rotate based.
  • Fixed a bug in which the crosshair would change size according to resolution.
  • Fixed a bug in which the Hunter and their advice disappeared from the passing display when player that murdered the individual abandoned the assignment.
  • Fixed a problem where player could obtain a not fitting’Kill perspective’ in rare events where the killer shot him from behind a wall.
  • Fixed a bug where Player could not open weapon wheel whilst waiting for additional players.
  • Fixed a bug with the Legendary Bomb lance epidermis’Shellback’ in which it was no’shoot weapon’ button at 3d viewer.

Known Problems

General

  • Weapons can be customer side on the incorrect place and consequently not be looted.
  • Player not able to loot weapons,’Ammo Total’ exhibited on pressing F.
  • Poison excursion mine isn’t influenced by Vigilant
  • Not all an extracted participant becomes eliminated on infusion (floating gear )
  • Dying or becoming revived while being disputed can result in poison effects remaining busy indefinitely.
  • Wellspring bounty isn’t displayed correctly from the data display.
  • The Leaderboards for Bounty Hunt might take a while to populate properly on account of the new KDA attribute.

Stability

  • Client could sometimes crash during gameplay.
  • Players may occasionally experience desyncs / rubberbanding problems throughout gameplay.

Visuals & Audio

  • Minor cartoon issues can happen when changing between weapons/items or through exhausted attacks.
  • Occasionally a hand (or both) can’t flow in and be imperceptible.
  • Lantern Oil puddle doesn’t have burning sound.
  • In rare situations, players may observe a permanent ghosting impact on the skybox.
  • The decoys and ammo box shadows have been drifting round the participant in 1p after using them .
  • Fog partly not left if detected through openings.
  • A sizable square shadow follows the participant round on low settings.
  • Hunters may sometimes not flow in completely (may be 1st individual character being left )
  • Crows and horses sound is cut too early when participant isn’t on precisely the exact same degree as the ravens ( height degree ).
  • Motion blur setting impacts poison effect.
  • After certain steps the reload mechanism to the winfield swift could be observable whilst implementing the levering mechanism.
  • Pax consistently includes depth of field.
  • Length of field can be empowered despite getting it disabled from the configurations.
  • Electric lamp includes a light source shining into the best.
  • Underground influences or the start of a sound can’t be properly occluded when being over ground.
  • Ambient sound from outside is perceptible inside of boss area.
  • Volumetric Fog inside supervisor room flickers.

Gameplay & AI

  • Spawned grunts could be seen sliding until they alter states for the first-time
  • Player can occasionally still get revived if teammate expires during restore procedure.
  • AI finishing a hunter counts as kill of this Player that ruined the hunter earlier (for several struggles )
  • Concertina armored can harm and kill a participant from a space
  • Concertina excursion mines can’t ruin poison/hive barrels
  • The Nagant M1895 merely appears to fire 6 occasions once the gun is fired quickly but 7 shots count.
  • Poison excursion mine isn’t influenced by Vigilant
  • Player can use things while sprinting, with gunslinger and sprint on grip ASSIGNED
  • Occasionally when canceling a reload the participant melees rather than shoot (while rmb is hauled down)
  • Together with Gunslinger controller strategy, holding RMB is dismissed if pressed shortly after pressing SHIFT while some lever cartoon is performed a Winfield
  • AI could strike a nearer hiding participant rather than the audio source that activates the AI
  • Hellhounds may leap over barriers on the floor
  • players may attain some places they aren’t assumed to get access to.
  • Player will get on boss construction roof
  • Occasionally bullets which should penetrate do not permeate the thing
  • Nagant officer brawler can’t chain melee strikes properly
  • Having toggle for goal and creep in gunslinger plot delays the beginning of sprinting
  • Selecting a little weapon in a weapon switch cartoon (from big to small) ends in simplifying the incorrect weapon.
  • Occasionally a downed hunter does not get put on fire even tho it seems like he’s full at the flames
  • Player leaves crouch unintentionally on particular important combinations
  • Occasionally after picking up a rifle or altering fire style the player can not aim down sight
  • Stamina becomes not reduced for 2 heavy melee strikes together with the Sparks after every other
  • Player melees when left and right clicking through the revolver spin cartoon
  • Butcher can at times be noticed walking sideways or backward
  • Player may get stuck while selecting up hint and scaling ladder in precisely the exact same time
  • Player not able to loot weapons,’Ammo Complete’ exhibited on pressing
  • Not all an extracted participant becomes eliminated on infusion
  • The Assassin stabs two times in a row to get an assault
  • The Assassin doesn’t attack if a participant is marked with its own trademark
  • Damage to assassin using explosives ( tacky bomb ) is inconsistent
  • Meathead is occasionally missing leeches and might not respond to the participant
  • Hive Barrels Bees do not assault the Player following using an antidote shooter
  • Meathead attack may cope too much harm
  • Immolator interacts with dead
  • Assassin and Spider can get stuck occasionally.
  • Items may be customers side on a loot box following somebody else picked it up until
  • Looting that a Hunter at QP can occasionally give no loot at all
  • Quad derringer ammunition moves directly into the room when interacting with a product box
  • Ammo replenishment of quad derringer does not work properly in quickplay
  • Winfield can empty itself host side after participant gets revived or swapping weapons
  • Meathead can occasionally get stuck in corners
  • Player may store and triumph soul survivor although he died in Quickplay (trading kills wellspring carrier)
  • Gunslinger has distinct sensitivities to get melee weapons and ordinary guns
  • Player has Difficulty vaulting via a window using a bear trap within it
  • Weapon is wrongfully re-selected when employing a consumable and shifting into a different consumable
  • Concertina cable can stop a bomb out of extinguishing fire
  • Occasionally when vaulting the participant can get synced within the items and be stuck
  • Employed up tools get substituted when the player selects a brand new tool
  • Position near facing a window and mild meleeing does not violate the window
  • Player can not open window dividers while cooking a throwable thing (e.g. Frag grenade)
  • Among those 3 legged dogs could endure shot lantern for some time
  • Occasionally weapon could fall on top of each other and It’s Difficult to loot the proper one
  • Razor cable can harm a participant via walls
  • The assassin has difficulties differentiating between gamers over or under him

UI

  • Wrong hunter is going to be revealed when killer is back in reception ( together with his hunter been lifeless )
  • After departing team and queuing for QP the match”Please wait” gets active/red again
  • Title of killer remains observable on’Profile’ perspective when’show name of killer’ is handicapped
  • Each shotgun pellet has its own entrance from the harm history
  • All filter in roster or shop do not work correctly
  • Slot choice does not leap into next slot when substituting a contraband using a new thing when a dismiss pop-up looks
  • Not unlocked thing does not get outfitted when participant must dismiss the present armed thing
  • Damage background for its Explosive crossbow reveals melee damage on lead strike
  • After assigning the”F” key to some other purpose, it can not be reassigned to both initial purposes
  • Death display displays distinct elo from PvP evaluation and Summary Screen
  • Weapon tool tip is displayed on roster summary when changing ‘gear’ to’summary’
  • Player can alter hunter between matchmaking counter and matchmaking timer
  • Pictures are exhibited darker than the initial
  • Gear: Clean button remains visible when filters are not fitting a product
  • Missing components on arrangement thumbnail after returning from a training assignment
  • Non-host can get into the Lobby subtabs after reforming bands after unloading
  • Damage background is overlooking harm ticks when getting captured whilst trimming
  • UI components go missing after clicking the assignment UI from the lobby display
  • Damage background is overlooking harm and data when expiring via fire / poison / bleeding.
  • Placeholder picture displayed on passing display rather than’You are downed’ and’You are dead’
  • Challenge advancement only gets displayed after the battle count obtained upgraded
  • Leaderboards on phase environments aren’t functioning
  • Fixing a consumable with the other one won’t leap into next free slot
  • Overview of staff partner varies from blue to red when becoming near revive
  • Gear bar numbers do not always get upgraded for your quad derringer after interacting with a product box
  • 2 hud indicators for bullets out of quad derringer get exhibited once replenishing it
  • Boss token icon is flickering and does not remain in place when transferring camera
  • Inspect icon at lobby display image switches whenever that the inspect window has opened
  • HUD instantly disappears when shifting from/to the LeMat in shotgun mode
  • Missing the”+” icon when deleting a brand new weapon in publication of weapons
  • Quickplay display does not update on area change
  • Bounty index lines could possibly be incorrect after a bounty extracted
  • When murdered as last participant in quickplay,”You are the sole survivor” banner has been revealed
  • Crossbow (and variations ) are displayed empty on the passing display (no magnets )
  • Death display: Glass from bottles is not observable
  • Health regen is calculated ( subtracted ) from harm values in harm background.
  • No drop instant when un-equipping a contraband legendary while having one of those sort
  • Equipped weapon is not always displayed in addition to the listing from the equipment display.
  • Player can unlock a mythical hunter through matchmaking that will be automatically be chosen
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