Update 1.0.2

**Update 1.0.1** was released 11th of September 2019.

## General Updates

Added further logging in order to investigate client crashes

### **Hunter**

Added customizable key binding options for spectator mode. This can be found in the settings menu

* Reduced burning damage taken while downed by half

### **Gunplay**

* Adjusted weapon sway to re-introduce a slightly stronger modifier while moving and aiming down sight at the same time

**Developer Note**

*With Update 1.0, we chose to tweak aiming with weapons towards a more accessible gunplay experience, reducing the sway patterns to make it easier for players to train and keep their sights on target. This is one of a number of balancing adjustments made to our weapons. These adjustments include (but aren't limited to): more realistic, slower bullet velocities for some weapons and torso shots registering in spite of any arm hitboxes in the way.*
While we are still happy with these changes, we have seen a comeback of ADAD sidestep dancing in combat, which players are using to reduce the chances of getting hit. At the same time, the reduced sway allows them to shoot with fairly high accuracy while strafing, so that it has started to become a dominant strategy in combat, which is not what we intended.
So with this update, we are adding back slightly stronger weapon sway during player movement. Compared to many other games, we feel that the 1.0 sway is still significantly stronger and continues to pose a challenge for players to master - especially taking into account the fact that every shot counts with the slow rate-of-fire weapons featured in the game.
There have been discussions in the community about how the stronger pre 1.0 weapon sway has produced more intense firefights, where positioning was more critical. We feel that this is only partially true and that good positioning still decides firefights as the main factor in the game right now. In our view, it is more rewarding for players to score a reliable hit through careful aiming, rather than having a strong element of RNG in the gunplay formula, due to the hard to control weapon sway making you often miss a target by a pixel as the sway takes the sights off your target.
We hope that these latest changes help us strike a good compromise between accessibility and challenge, retaining Hunt's core gunplay, but reducing the amount of frustration from near-misses in combat.
Please tell us what you think!

### **Meta**

Reduced the XP required to unlock new items in the Explosives category in the Book of Weapons

* Waxed Dynamite now requires 250XP instead of 500XP
* Sticky Bomb now requires 250XP instead of 500XP
* Frag Bomb now requires 500XP instead of 1000XP

Reduced the uses required to unlock new items in the Healing category in the Book of Weapons

* Vitality Shot now requires 10 instead of 25 uses
* Stamina Shot now requires 15 instead of 25 uses

Reduced the required kill count for Meatheads to complete the Mastery challenges #4 and #5 from 100 to 50 in the Book of Monsters

### **Leaderboard**

* In order to be displayed in the leaderboard a player must have been active in the last 30 days and have an in-game playtime of 50 hours (currently in-game playtime is also including time spent during Early Access phase).

### **Localization**

* Further improvements have been made to localization in all available languages.

## Bug Fixes

* Fixed issues that could lead to client and server crashes
* Fixed a rare bug that allowed players with the Vulture trait to loot burning players
* Fixed an issue where the aim helper for the Flash Bomb suggested an inaccurate ballistic curve.
* Fixed an issue where dead Hunters on fire still produced the burning audio from their corpses sometimes
* Fixed an issue that resulted in Tactical Ping markers placed on water surfaces not showing up
* Fixed some usability issues with charging melee attacks after switching from tools and consumables to weapons.
* Fixed a bug that caused the LeMat Mark II revolver to play an incorrect animation when interrupting reloads
* Fixed an issue where having no trait selected showed a very large number on the 'apply' button.
* Fixed an issue where unlock condition for bought but not available legendary weapons were missing
* Fixed an issue where the ‘remove’ button for traits in the Upgrades screen did not work if player bought a trait and immediately wanted to remove it
* Fixed a bug that caused previously completed masteries to be displayed as unlocked after prestiging
* Fixed an issue where the Legal texts and Book of Monsters were not completely displayed in some cases

## Known Issues

### **Stability / Performance**

* In some cases you may experience crashes during Gameplay. Please be sure to report any instances that you encounter.
* In some instances, a crash can occur when leaving missions.
* Window glass shader impacts performance significantly when 2 pass rendering options are disabled in the menu.
* In some rare cases, after playing for extended periods of time, the client might crash. In these cases, the resolution will change and the game will be set to fullscreen so you will need to adjust these settings to your preferred choice.

### **Gameplay**

* The Butcher and The Spider may become stuck during their respective frenzy modes.
* In some cases, players may experience rubberbanding/desyncs. We are actively investigating the cause of these issues.
* In some rare cases, some missions will begin before all players have loaded which may result in the death of your hunter.
* Some audio traps may attract AI from a wider radius than intended.
* AI do not react correctly to the audio of hanging chains.
* Green window shutters cannot be destroyed.
* Looting a small weapon while mid swap of the current equipped weapons will result in swapping the wrong weapon.
* The Spider can on occasion clip through the walls when performing an attack.
* Players may hear a permanent fuse sound after use.
* Some melee attacks may be duplicated (audio will play twice instead of once).
* Switching between weapons may cause some minor animation issues to occur.
* In some rare cases, Grunt bodies might not render correctly and only their heads will be visible.
* In some cases, killing a monster with the silent killer trait will still trigger the moaning death audio
* After the last player in a group dies, the group will disconnect not allowing you time to report others if required.

### **UI**

* Consumables for the tutorial Hunters are not displayed correctly on the selection screen but the Hunters will have items during the mission.
* Changing the Stop spectate button from 'F' to something else and back is not possible (because 'F' is already in use). You'll have to reset your keybindings to fix the issue.
* Banishment counter in the tutorial will show as 100% immediately even thought banishing takes 10 seconds.
* At rank 100, retiring a Hunter will no show the XP progress in the upper left progress bar.
* After prestiging, the mastery progress in some cases may have some display issues. Progress is tracked as normal.
* When poisoned, the map can be slightly visible on screen (shimmer effect)
* Alt tabbing may cause the mouse cursor to be visible while in a mission.
* Changing the resolution may cause the cursor to become stuck within its previous dimensions. In some other cases the resolution may not match the screen size when the game is launched.
* Damage history shows tick for Hive damage and Fire damage.
* While in a group, if the one of the party members leaves, the others members will be put in a ready state.
* Rift counter only displays 3 closed rifts for a WellSpring target.
* Death screen details may be incorrect in instances of death by barbed wire places in the level.
* The icon when speaking through in-game voice will not appear in some rare cases but the voip will function correctly.
* Hunters will be displayed in the background if a steam invite is accepted while on the Last match or challenge screens.
* Having less than 6 traits makes the traits bigger than the black background
* Equip button doesn't work when trying to replace a tool in an already filled tool slot (if all slots of that type are also full)