Update 1.0

**Update 1.0** was released 21st August 2019.

***Version:*** v1.0

***SteambuildID:*** 4125889

***Client patch size:*** ~16.4 GB

## Patches

**(2019-09-03) Update 1.0.1**

**(2019-09-11) Update 1.0.2**

**(2019-09-18) Update 1.0.3**

## Highlights

* Teams of three – You will now have the option to join with up to two friends to take on the horrors of the Louisiana Bayou.
* U.I 2.0 – The UI gets some love with a complete rework. Further details below.
* New hunter Character variations – the badass female Hunters join the ranks of the AHA.
* Legendary Hunter and weapon skins – 7 unique legendary character skins as well as an astonishing 33 Legendary weapons.

### **Teams of Three**

* Bounty Hunt now features the option to play with teams of three (trios) in addition to the existing Solo and Duo teams.
* Increased the players per match from 10, to 12 players max.
* Opt-out check box option available in the lobby screen for those that do not want to queue against Trios.
* Added an “Underdog Bonus” that will increase the value of the captured bounty tokens as a reward for competing against larger teams.
	+ A solo Hunter playing against Duos will receive +100 per bounty token.
	+ A solo Hunter playing against Trios will receive +200 per bounty token.
	+ A duo team playing against Trios will receive +75 per bounty token.
* Duos will not receive a bonus against solos.
* Teams of three will never receive a bonus.
* Team of Three will only be available through friend invite for the initial release.
	+ We plan to add the option to queue with random players as a trio in a future update, post 1.0 Launch.
	+ You can play as a duo with random players against when queuing against teams of three.
* The “Rule-of-two” remains in place – ammo boxes, health supplies, looting and the bounty still only have the option to be used/interacted with by a max of 2 different players
	+ The additional coordination needed to play as a team of three is an intentional design choice to balance them effectively against solo and duo.
	+ This will also prevent teams of three from acquiring a higher amount of bounty from a mission than is possible for smaller teams.
	+ On the other hand, you now have to be mindful that there could be a 3rd Hunter protecting the bounty carriers, approach with caution!

**Developer Note**

*The addition of the teams of three is a big step for us in the development of Hunt: Showdown, opening up the possibility to enjoy the game with more than one friend at a time. During our time testing this new addition, we found that trios added a whole new level of engagement to the game and provided a unique and fresh experience when compared with solo and duo. Trios (or squads) were the top requested feature throughout Early Access and we are very happy to finally be able to make this a reality in Hunt. To ensure a fair balance, we had to come up with a number of design adjustments to integrate the larger teams.*

Our first step was to increase the player count from 10 to 12 players to allow 4 teams of 3 to be matched together. This was an essential requirement to keep the unpredictable atmosphere of a match, keeping players alert and guessing where the enemy might be lurking, never fully knowing if you are alone or surrounded.

Secondly, we wanted to ensure that those who are not a fan of the teams of three can continue to enjoy the game as before, with little to no impact. The new Underdog bonus is our answer to this which we feel should incentivize solos and duos to give the teams of three a try.

And lastly, we decided to stick with the “Rule-of-Two” as it is, using it as a way to balance the teams of three by adding an additional burden in terms of logistics (health, ammo, etc.). Only two of the three players will be able to use the same ammo or health supply, loot dead players or carry the bounty. This requires additional coordination to ensure that no player on the team runs low at a critical moment, as well as ensuring that the trio will not extract 50% more bounty than a duo, just because of having an extra pair of hands available.

### **Book of Weapons**

The new Book of Weapons gives players a further opportunity to unlock pieces of lore from the Hunt-verse. In addition, and more importantly, the Book of Weapons will replace a part of the unlock system that was previously tied to ranking up.

### **UI Improvements**

This update sees a massive overhaul to the UI and the entire menu screen for increased usability on both PC and console.

* Added a new lobby screen
	+ A unified Hub where players can invite friends, choose contracts and customize mission parameters
	+ Invited players are displayed with their selected hunters, making the whole team visible to you in all its glory.
	+ Players will return to the lobby after each game, allowing for fast invites, resupplying and accepting the new contract.
* Bloodline screen
	+ Updated the Bloodline to help better understand the most important progression gates, such as Trainee mode, Hunter Tiers and celebrate prestige.
	+ The progress of the daily and weekly challenges is now displayed in a much cleaner way as well as improvements to the statistics and a better overview of the upcoming unlocks.
* Reworked roster screen
	+ Our focus here has been on the user experience, ensuring the process of managing your Hunters is as quick and painless as possible.
	+ Quality of life improvements have been made in all areas of the menu to give players full control over what to equip as well as the ability to arrange items into the correct slots with ease.
* Re-envisioned shop screen
	+ The store has been rebuilt from scratch, giving players a clear overview of what is currently available and upcoming unlocks.
	+ Base weaponry will continue to be unlocked via the Bloodline rank but their variants are now unlocked via player-driven progression in the new “Book of Weapons”.
	+ Additional filter options and a search feature have been added (PC only) to allow players to quickly search for their weapon of choice.
	+ Improved weapon statistics give players the full overview of their arsenal, compare weapons and choose the right gear for their missions.
* Improved leaderboards
	+ Players can now check their global leader board position as well as view the top 200 players for both Bounty Hunt and Quickplay.
	+ Filters available: Game-modes, Global top 100 and friends
	+ The top 3 players will be highlighted and celebrated accordingly, with additional filter options to allow sorting by a number of different stats.
* Full controller support for faster menu navigation
	+ The different tabs can be navigated using the shoulder and trigger buttons respectively
	+ Many important interactions can now be completed using the D-pad and buttons on the controller (without having to move the mouse cursor
	+ Cursor navigation using the analog sticks has been improved, making it a lot smoother and easier to control as well as to access tool tips.
* Summary screen
	+ The Summary screen has been given a clean-up, allowing for a much better overview of how the player did the missions and the rewards that have been earned.

**Developer note**

*This update sees the introduction of our new UI, version 2.0. With the changes we have made, we wanted to greatly improve the usability and user experience in the menus of Hunt. Over time, we have added new features and will continue to add more, so we want to ensure that you are not overloaded or overwhelmed by these features. The new UI allows us to be more flexible, as well as creating a proper framework for future development. This should make it a lot more console-friendly and ensure that the UI flows as well on console as it does on PC. For more details, check out our blog “Hunt’s UI reborn”*

### **Female Hunters**

1.0 brings with it our first set of Female Hunters and welcomes them to the ranks of the “American Hunters Association”.

* Female hunters will be available to hire randomly with the male hunters from the recruitment screen.
* Every reshuffle mixes the list of available Hunters. Each shuffle will include male and female variations.
* Female Hunters feature the same unisex hitboxes as their male counterparts and come with their own voice sets.
* 41 regular character variations have been added, spread across the 3 tiers, with 2 legendary variations. More to be added in future updates.

**Developer note**

*We are very happy to be able to introduce female characters to the cast of Hunt. This is something that we have wanted to do for a long time as well as being another highly requested addition from the community. We hope you enjoy the addition of these characters and keep an eye out for more character variations (including legendary variations) in the future.*

### **Legendary Content**

* Legendary content is a set of purely cosmetic weapon and Hunter variations that give players that extra element of customization and personalization with their loadouts.
	+ However, players can only ever own one of each legendary piece at a time (with the exception of found contraband equipment).
* Players can earn Blood Bonds that will allow you to permanently unlock legendary weapons and Hunters for recruitment.
	+ Blood Bonds can be earned by either playing the game, or by purchasing Blood Bond packs to unlock the preferred Legendary content if you wish to unlock them immediately.
* We have added a massive 33 legendary weapons, giving you an awesome collection to choose from.
* Complimenting these legendary weapons, players can now unlock unique legendary Hunters – each a legend of the Bayou in their own right.
	+ Legendary Hunters do not have traits or equipment and once unlocked can be recruited to you roster for “half a devil” ($333) each.
* Prestiging will be another way of unlocking legendary content, with players unlocking a random weapon or hunter at certain Prestige levels.
* In addition to this, there are also 5 exclusives legendary unlocks at prestige levels 5, 10, 25, 50 and 100.

**Developer note**

*Legendary content is a massive extension to the game, unlocking previously unused potential when it comes to the customization and personalization of your Hunters. We are delighted with the addition of legendary content as it gives us a chance to show a level of uniqueness and love for detail that has thus far been unseen in Hunt. By making it so that players can simply pay to unlock, we hope that we have created a fair and acceptable way of implementing premium cosmetics. Additionally, by rewarding players with random legendary unlocks at certain prestige levels, we are able to deliver on the promise we have been making throughout Early Access of having prestige rewards.*

## General Updates

### AI

**New AI Variations**

* Female grunt variations have now be added to the cast.
* Thematic grunt variations have now been added to the cast.
* Context driven skin variations for Grunts will now feature on both maps (e.g prisoners or guards around the prison, muddy grunts in muddy areas etc.).

**General AI Changes**

* Grunt based AI behavior has been reworked in instances where there target is in an unreachable position.
	+ Grunts will now attempt to attack players even if you are standing on unreachable props (such as haystacks).
	+ Grunts will now perform a taunt if their target is completely unreachable, generating much more noise.
* Grunts can be knocked down by charging Immolators or Armoured.
* Improvements made to the Off-navmesh of grunts making them less likely to become stuck in terrain or objects.
* Grunts that perform tasks (those that perform an action before you aggro or interact with them) have had their local rotation improved ensuring they will face the task object.
* Killing a Meathead now grants 200 XP per kill (previously 100 XP).
* Increased the taunt time for the Spider when it performs a successful pounce attack.
* Increased the damage caused by compact bullets to the Upper torso of Grunts.
* The Waterdevil has been rebalanced meaning it is now much easier to kill.
* The Waterdevil respawn timer has been reduced to 10 seconds.
* The Waterdevil will now change positions after a short time, while in its undisturbed state.
* Reduced the perception range of the Waterdevil slightly.
* Improved the perception of water disturbances for the Waterdevil.
* Numerous changes and fixes made to the overall navigation and behavior of the Waterdevils.

### **Developer note**

*The role of the Waterdevil is to play a roadblock for the unprepared, in places that change up the avenues of attack or escaping a compound. To help fulfill this role in a far more meaningful and less frustrating way, we have changed its behavior so that you are able to better damage and distract it to open up pathways for you to get through unscathed. Be quick though, any Waterdevil that is killed or distracted will not stay that way for long.*

* The Hive swarm will now clip through objects less in order to reach their targets.
* The Hive swarm can now be hit with melee attacks (shoo flies, no-one likes you).
* The Hive swarm can now be damaged by fire.

### **Developer note**

*In an effort to help players combat the Hive swarm when their parent Hives are out of sight, we have introduced melee and fire damage counters. A blunt melee or slash attack is more effective than a stab but all methods can be used to swat away that pesky swarm.*

* Complete rework of the Meatheads core behavior:
* The Meathead now has an extremely limited sight range thanks to the addition of leaches ON his body.
* The Meathead will spawn 5 leeches.
* Leeches are now spread out around the Meathead in a defensive position.
* Increased the movement speed of the leeches to make them much faster than they were previously.
* The leeches will now alert the meathead to the player’s position – acting as scouts for the Meathead.
* The Meathead is able to sense any player that has been poisoned within a 15m.
* The Meathead will react in a rage if a leech is killed.
* Improved the Meathead’s navigation so that he will take a more believable path to his target.

### **Developer note**

*The rework to the meathead allows us to truly play into the fact that he is blind and cannot hear anything. The leeches will now act as scouts that will broadcast the players’ position to the parent Meathead when they screech. The Meathead, however, will be able to sense players that have been poisoned, making him a very dangerous target when in a poisoned state. Players can also poison other players when they are sneaking past a meathead to aggro the monster.*

* Improvements made to the Armored behavior in instances when their target is in an unreachable position.
	+ Armored will break down doors if they see their target run through it.
	+ Armored will now attempt to attack players even if they are in an unreachable position.
	+ Armored will perform a taunt if their target is on an unreachable prop (such as haystacks).
	+ Armored will knock down other AI (Grunts, Hives) while charging.
	+ Armored will be knocked back while charging if he runs into a Meathead.
* Improvements made to the Off-navmesh of Armored making them less likely to become stuck in terrain or objects.
* Balancing pass performed on the Immolator making it easier to kill with low tier weapons.
	+ Immolator will now knock down other AI (Grunts, Hives) while charging.
	+ Immolator will be knocked back while charging if he runs into a Meathead.
* Hellhounds will now chase their targets through gaps in the fences.
* Hellhounds now have an improved way to deal with unreachable targets.
* Hellhounds now have an improved search pattern after taking damage from something unknown that is far away.
* Improvements made to the perception of the Hellhounds awareness (head movements/direction will be clearer when the Hellhound notices something interesting, for example their target)
* Ongoing improvements being made to prevent AI from spawning too close to, or inside of the boss arenas

### General Boss Changes

* Banishing and bounty interaction prompts will no longer become stuck inside walls or other objects.
* Body damage to the bosses has been re-balanced.
* Reduced the amount of damage done to the Spider and Assassin by the Bomb lance.
* All bosses now require 3 successful hits with the Bomb lance to die.

### **Developer note**

*In order to ensure that all of the bosses are feasible options to engage, we have balanced them to all be more in line. With this change, our hope is that players will feel that there are no “bad” options when picking a boss and feel more driven to engage.*

* All bosses now have a frenzy mode during the encounter (similar to the recent change to the Butcher in 6.0, more details below)

### Spider Boss Changes

* Adjustments made to the attack timing of the Spider to make it far more aggressive.
* Spider jump attacks can now be interrupted when the Spider is in mid-air.
* Added a “bump”/knock back effect in instances when the Spider will run into a player.
* Frenzy mode:
	+ 15 second duration.
	+ Damage reduced by half while in a frenzy.
	+ Cannot be interrupted.
	+ During a frenzy, the Spider will chase its target and bite.

### Assassin Boss Changes

* Increased the damage done by the Assassin’s ranged attack when it directly hits its target.
* The bug screen effect caused by the Assassin will now affect the player if they are too close to the Assassin when it disappears.
* Improvements made to the Assassin’s clone movement to prevent it from encountering issues when turning around corners.
* Reduced the damage required to interrupt the Assassin’s attack.
* The Assassin can no longer be interrupted by fire patches.
	+ Initial explosions from lanterns and fire bombs will still interrupt the Assassin as normal.
* The Assassin can no longer be interrupted when attacking a player that is suffering from the bug-screen effect.
* Further improvements made to prevent issues from occurring when the Assassin dies
* Frenzy mode:
	+ Clone phase will now last for ~15 seconds and will continue to spawn new clones during this time.
	+ If the Assassin causes damage to a player, the phase will end early
	+ Damaged reduced by half while in a frenzy.
	+ Clones will appear as normal, but may emerge from more obscure positions.

### **Developer note**

*As well as making changes to the Spider to make her more engaging and aggressive, we have carried over the frenzy mode feature of the Butcher to the other 2 bosses. This change in behavior that is shown as you progress through the fight should make the engagements far more interesting.*

### Butcher Boss Changes

* The Butchers health has been adjusted to be more in line with the other bosses.
* Increased the amount of damage required to trigger the frenzy.
* The Butcher’s pig-head will now fall off earlier in the fight.
* Improvements made to the Butcher's target selection. The Butcher was switching targets too often making him more unpredictable than he should be. Locking on to specific targets should be a lot more reliable and readable.

### **Developer note**

*As we leave Early Access, one requirement for us to be sure that Hunt: Showdown is ready was mixing the game in 7.1 surround. Our focus here is to cater to our three core pillars in terms of audio: readability, realism and consistency. (Some extra info on Hunt’s Binaural audio can be found here)*
During this process, adjustments were made to all sounds in game as well as adjusting volumes, attenuation, reverb and occlusion. The result is a far clearer, cleaner, and balanced mix. Once you are more familiar with these improvements, you should notice how these improvements will give you a more accurate perception of the game world around you, leading to a more intense and immersive experience than before. We are very happy with this result but as always, we will continue to make further adjustments based on your ongoing feedback.

We want to take this chance to thank you all again for all the input you have provided related to Hunt’s audio during Early Access.

* 7.1 surround mixing pass.
* Adjustments made to the CrySpatial filter.
* Added new Hunter “effort” voice sets.
* Consistency passes on footsteps for Players and AI cast.
* Compound SFX Rumble added to the Sound Effects slider.
* Additional instrumental music pieces added to the main menu.
* Audio feedback added when you lose a bullet without having the Bullet Grabber trait on your Hunter.
* Added a priming sound effect to the Flash bomb.
* Increased the range at which priming explosives can be heard.
* Collision pass on all equipment, tools and weapons.
* Delays implemented to the second part of the male Hunter death sound by 0.1seconds and reduced the volume.
* Bleeding’ status audio is now used for ‘poisoned’ status audio to make it less intrusive.
* Decreased the audible range at which Hunter breathing can be heard.
* Adjusted the audio for the logo to match the updated Splash screens.

### New Equipment

* Bornheim No.3 Extended:
	+ Variant of the Bornheim with an increased capacity of 8 rounds, but can only be reloaded one bullet at a time.
* Lebel 1886 Talon:
	+ Variant of the Lebel 1886 equipped with a blade on the buttstock for heavy melee attacks.
* Lebel 1886 Marksman:
	+ Variant of the Lebel 1886 equipped with a medium scope for increased range.
* Weak Stamina Shot:
	+ Instantly replenishes stamina and prevents it from depleting for one minute.
* Weak Antidote Shot:
	+ Instantly cures poison and protects the player from poison for six minutes.

### **Developer note**

*In general, 1.0 is changing the weapon balance up in a number of ways; from projectile speed ignoring arms for blocking hits to the body, reduced sway in ADS, to wall penetration changes - as well as extra ammo capacity adjustments. In some cases, where a weapon loses one advantage, it potentially can gain an advantage in other areas. For example, The Sparks now has a lower, more realistic bullet speed that has an impact against moving targets at range, but any torso hits are more likely to inflict the maximum damage; which balances the offset. The reduced sway and increased ammo help increase your chances of hitting, but also allows the weapon to be used with more sidearms other than the Uppercut without running low on long bullets too quickly. There are a number of other examples like this throughout the arsenal that will take some time for players to get used to/relearn how to effectively use their favorite weapons.*

* Improvements made to the responsiveness of successive melee attacks.
* A new melee attack can now be queued up once the stamina of the current attack has been consumed. This should allow for a much more fluid combat experience.
* Winfield variants that use iron sights now use a different animation when preparing shots while aiming down sights. You can no longer switch equipment while cooking the Concertina bomb.
* The Concertina Bomb will now drop and activate if a Hunter is killed while it is being cooked.
* Increased the ranges of the AI stimuli for Crossbows and silenced weapons.
* Cracks in scopes are now tied to the contraband status of the weapons. Standard (Non contraband) weapons will not have cracked scopes.
* The Lebel 1886 ‘raise to hip’ animation now matches all other rifles.
* Increased the damage caused by the Bomb lance upon impacting a player.
* Improvements made to the feedback of the Bomb Lance.
* Increased the zoom of the Winfield M1873 Aperture sights. It now also supports the Steady Aim trait.
* Increased the sway of bayonet weapon variants.
* Increased the reload time of the Caldwell Conversion Uppercut.
* Minor optimizations made to the aim down sights transition after reloading a crossbow.
* Increased the rate or fire of the Nagant M1895 Precision and Deadeye variants.
* Decreased the recoil of the Nagant M1895 Precision and Deadeye variants.
* Revolver logic improvements: When a revolver is partially reloaded, the drum has to be spun again to ensure that the first loaded round properly aligns with the barrel.
* Increased the sway of silenced rifles (similar to the bayonet variants).
* Increased the damage of the Sparks LRR silenced to be more in line with the standard Sparks. (Damage fall off over distance remains unchanged).
* Increased the recoil of Talon weapon variants over their parent base weapons due to the back-heavy blade attachment.
* Scoped weapon ADS changes: Crosshair spread will take a brief moment to tighten up fully when scoped reducing the effectiveness of quick scoping.
* Increased the shotgun damage of the LeMat Mark IIto match the spread and damage of the Rival 78 Handcannon, but with a higher vertical recoil kick.
* Slightly increased the rate fire for the Caldwell Pax.
* Increased the extra ammo for the Nagant M1895 and its variants to 35 rounds (previously 21).
* Increased the extra ammo for the Nagant M1895 Officer and its variants to 21 rounds (previously 14).
* Increased the extra ammo for the Caldwell Conversion pistol and its Chain pistol variant to 30 rounds (previously 24 rounds).
* Increased the extra ammo for the Sparks LRR and its variants to 20 rounds (previously 17).
* Reduced the rate of fire for the LeMat Mark II.
* Reduced the reload time of the crossbow when using the Bolt thrower trait.
* Improvements made to the melee hit registration as well as the speed of the hit feedback.
* Improvements made to the projectile hit registrations and validation.
	+ Main improvements here have been made to the server side hit validation for projectiles. This should lower the chances of legitimate shots becoming invalid from the servers’ perspective.
* The Dolch 96 now uses Special ammo instead of Medium ammo.
* Increased the recoil of the Dolch 96 making it harder to control when rapid firing.
* Dolch 96 ammo capacity changed to [10/10] previously [10/5].

### **Developer note**

*The Dolch and its place in the game balance is something that has been troubling us for some time, and as you know we have tried a number of different solutions during Early Access. The dilemma we are facing is that we want to ensure the weapon is portrayed correctly, being the most powerful and advanced weapons of its time, firing bullets at velocities that are unmatched by classic black powder handguns. On the other hand, we have to find compromise between its pros and cons to ensure that is has a balanced place in the arsenal and is not considered too OP.*

With these changes, we want to clearly position the Dolch as an endgame weapon. Being the powerful weapon that it is, it needs to come at a price. Aside from increasing the cost, we are also making it harder to use: we are drastically increasing the recoil even further and changing its ammo type to Special ammo to make it harder to resupply (new ammo type is referred to as a “Modern Smokeless Powder Pistol cartridge” that refills from Special ammo packs only, similar to the crossbow and Nitro Express). No changes have been made to the ballistics of these bullets so it will function as before just with the price and recoil changes.

To compensate for these nerfs, we are reverting to the old ammo capacity of [10/10] instead of the current [10/5]. Originally this ammo reduction was to reduce the effects of equipping additional Medium ammo weapons for the purposes of having extra rounds for the Dolch. These changes, mean that we can safely return it the previous capacity removing the complicated ammo management.

We hope that this combination of changes will finally allow the Dolch to find its place in the arsenal. Make sure to give us your feedback on these changes.

### Tools & Consumables Changes

* Flash bombs full stun effect has been reduced to 5 seconds (previously 8 seconds).
* Flash bombs will now cause an additional ear-ringing effect that will last up to 5 seconds after your vision has returned.
* Increased the damage of the frag bomb to make it more reliable against AI (150 up to 200)
* Explosives priming sounds are now more noticeable and can be heard from further away than before.
* Improved the usability of the Spy glass – It now produces a larger image on the screen as well as increased zoom.
* Removed cracks from the Spy Glass lenses.
* Steady hand trait now works with the Spy Glass.
* Weak vitality shot health increased to 75 (previously 50).
* Increased the ammo count of the Alert trip mines to 4 (previously 3).
* Increased the ammo count of the Concertina trip mines to 2 (previously 1).
* Stamina shot now lasts for 10 minutes.
* Increased the damage radius of the Poison Bomb to 2.4 meters (previously 2m).
* Increased the damage per tick while standing in the Poison bomb cloud.
* Increased the duration of the Poison Bomb cloud to 5 mins.
* Removed the slight delay from the Concertina bomb that would occur between the action and release.

### Projectile Changes

* Max headshot range for long bullets capped at 250m.
	+ Normalized projectile lifetime to 300m.

* Silence variants will keep their damage over a longer distance (they will still incur damage falloff faster than the base weapons).
* Explosives will no longer explode upon contact with fire. The fuse will be significantly shortened instead.
* Increased the damage of the frag bomb to make it more reliable against AI (150 up to 200)
* Fire based weapons will now cause barrels to explode instantly as soon as they make contact.
* Long bullets and shotgun shells will no longer cause barrels to detonate on the first shot.
* Wall penetration has been given a complete rebalancing. These changes are to make cover more relevant again as well as allowing us to adjust the penetration power of weapons based on the projectiles of the era.
	+ Compact bullets can only penetrate 2 layers of thin wooden planks and will incur a large damage falloff. Cannot penetrate trees.
	+ Medium bullets can only penetrate 3 layers of thin wooden planks but will not lose much of the damage. Cannot penetrate trees.
	+ Long bullets can penetrate 4 wooden walls or 1 layer of thick brick/metal sheet and do not lose much damage. Possible to penetrate small trees.
	+ Shotgun shells can penetrate 1 wooden wall but will incur a large damage falloff. Cannot penetrate trees.
	+ Nitro bullets retain most of their penetration power.
	+ Consistency pass made to the penetration to make it easier for players to understand what materials they can shoot through.
	+ Shots that do not penetrate will have a more noticeable ricochet sound compared to the audio of successful penetrations.

===Miscellaneous Weapon Changes

* Added the weapon dirtiness system that causes weapons to become dirtier every time your Hunter is downed. Weapons can be cleaned via the menu after a mission. Dirty weapons do not impact gameplay. Legendary weapons always start out perfectly clean, while other weapons purchased from the store are second-hand and slightly worn.

### General

* Weapons of burned players can no longer be looted.
* Reduced the upgrade point required to replenishing Hunter health chunks:
	+ 25hp: 1 upgrade point (previously 3).
	+ 50hp: 3 upgrade points (previously 7).

* Added overhead markers to highlight your partner in the world. These can be disabled in the HUD tab of the options menu.
	+ All members of a team will be assigned a unique number for better coordination (represented by one, two or three dots respectively)

* Hunters will no longer be able to block bullets aimed at their chest with their arms.
* When carrying world items, these will now be dropped when looting another weapon.
* Improved the visuals tied to weapon switching when in spectator mode.Vault/jump and interact/bandage can now be bound to separate keys.
* New HUD indicator added to display when your downed partner is burning.
* Hunters no longer bleed from weapons that cause piercing damage. (Rending weapons still cause bleeding)
* Improvements made to bleeding and burning to ensure their interactions are prioritized over any other interaction.
* Using a First aid kit or health supply station will pause and stop the bleeding/burning process (similar to the normal stop interaction).
* Healing a teammate with a First Aid kit will also pause and stop bleeding/burning (similar to the normal stop interaction)
* You can no longer loot ammo from dead Hunters. (tools/consumables and money is still available)
* Looting a dead Hunter now has a very low chance of granting $75, $150, and $1000 in addition to the existing amounts that can be looted.
* A burning Hunter can now ignite AI, other Hunters, and flammable objects that are in close proximity or by bumping into them.
	+ This does not apply when walking over oil spills.
	+ Players should be extra careful near barrels as these will detonate instantly from fire damage.
	+ Daring player can attempt to use burning to their advantage. Gives the option to set flammable AI on fire before you stop the burning process.

* The XP reward for Hunter kills has now be halved. This change will ensure that the PvP and PvE XP earnings more evenly balanced when it comes to unlocking the weapon variants through the Book of Weapons. (i.e a Hunter kill now grants 250 XP instead of 500XP).

### Ping Marker System

Introducing the ping marker system (default: middle mouse button) that allows you to temporarily mark locations, objects or enemies in the world for your team.

* Ping markers are static and will not follow a target. Lasts for 15 seconds.
* Double-clicking the button creates an alternative, more noticeable ping. This ping will remain for a brief moment to avoid obscuring the target.
* Ping markers placed by a teammate will show the associated dots (1,2 or 3) of that teammate in to allow for better coordination.
* Ping markers can be seen with an arrow indicator on the side of the screen to make it easier to notice when looking in the opposite direction.
* Ping markers placed off-screen by a partner will have a unique peripheral icon.

### **Developer note**

*The new Ping Marker system offers an additional nonverbal communication method to hunt, which we felt would be especially useful for random partners, who previously had to rely on voice-chat alone which can easily give away your position and tactics.*

### New Traits

* Poacher - Place and disarm traps more silently (Rank 59; 3 upgrade points)
* Dauntless - Defuse live explosives with an interaction (Rank 61; 2 upgrade points)
* Vigilant - See placed traps within 5 meters through walls in Dark Sight (Rank 87; 2 upgrade points)
* Silent Killer – AI that unaware of your presence and are taken out silently will make less noise (Rank 25; 7 upgrade points)
* Lightfoot - Less movement sound when dropping down, vaulting and climbing ladders (Rank 27; 3 upgrade points)
* Iron Repeater - Repeater rifles (Winfield) stay in iron sights between shots (Rank 7; 3 upgrade points)

### **Developer note**

*With the introduction of the Iron Repeater trait, the Winfield suffers slightly when tracking targets between shots. This means that in order to utilize the weapons high stability, players will need to invest time into their Hunters, in a similar way as with the Iron Sharpshooter traits for bolt-action rifle.*
Note: The Aperture variation is also affected by this trait but only through its recovery stats between shots. No change was made to the animation.

### Trait Changes

* Bolt seer trait now highlights bolts and thrown knives when using Dark Sight.
	+ Sticking projectiles now have a white outline that is visible through walls up to 15m

* Steady hand trait now works with the Spy Glass.
* Steady Aim trait now works with the Winfield M1873 Aperture Sights.

### Trait Cost Changes

* Physician increased to 3 upgrade points (previously 2)
* Vulture increased to 3 upgrade points (previously 2)
* Frontiersman increased to 3 upgrade points (previously 1)
* Pitcher increased from 5 to 6 upgrade points (previously 5)
* Gator Legs increased to 2 upgrade points (previously 1)
* Determination increased to 5 upgrade points (previously 3)
* Bulwark reduced to 2 upgrade points (previously 6)
* Hornskin reduced to 3 upgrade points (previously 6)
* Adrenaline! reduced to 1 upgrade point (previously 4)
* Kiteskin reduced to 1 upgrade point (previously 3)
* Deadeye Scopesmith reduced to 1 upgrade point (previously 4)
* Marksman Scopesmith reduced to 2 upgrade points (previously 4)
* Sniper Scopesmith reduced to 3 upgrade points (previously 4)
* Steady Hand reduced to 2 upgrade points (previously 5)
* Steady Aim reduced to 4 upgrade points (previously 6)
* Iron Sharpshooter reduced to 3 upgrade points (previously 5)
* Bolt Thrower reduced to 4 upgrade points (previously 5)

===Trait Unlock Changes

* Determination changed from Rank 6 to 5
* Bolt Thrower changed from Rank 84 to 13
* Salveskin changed from Rank 12 to 15
* Fanning changed from Rank 36 to 17
* Ghoul changed from Rank 7 to 19
* Gator Legs changed from Rank 5 to 21
* Deadeye Scopesmith changed from Rank 42 to 23
* Physician changed from Rank 15 to 29
* Steady Aim changed from Rank 78 to 31
* Steady Hand changed from Rank 51 to 33
* Marksman Scopesmith changed from Rank 57 to 35
* Bloodless changed from Rank 93 to 37
* Frontiersman changed from Rank 54 to 39
* Beastface changed from Rank 39 to 41
* Decoy Supply changed from Rank 48 to 43
* Tomahawk changed from Rank 33 to 45
* Iron Sharpshooter changed from Rank 40 to 47
* Bolt Seer changed from Rank 63 to 49
* Quartermaster changed from Rank 45 to 51
* Mithridatist changed from Rank 81 to 53
* Pitcher changed from Rank 46 to 55
* Bulletgruber changed from Rank 69 to 57
* Kiteskin changed from Rank 27 to 63
* Iron Devastator changed from Rank 66 to 65
* Vulture changed from Rank 72 to 71
* Doctor changed from Rank 60 to 73
* Sniper Scopesmith changed from Rank 75 to 77
* Adrenaline! changed from Rank 83 to 85
* Bulwark changed from Rank 87 to 89

### Kill Assists

* Players will now be granted for kill assist on enemies they have helped to take down.
* A kill assist will be granted if a player inflicts damage on an enemy in the 45 seconds leading to their death at the hands of your teammate (does not apply if an enemy team kills the target)
* Kill assists are tracked as their own score in the Stats and Last Match categories in the menu.

===Death Screen Changes

* The death screen will no longer show the rank and prestige of the player that killed you.
	+ A relative skill level will be displayed instead
	+ These ratings range from “Less skilled”, “roughly equal” to “more skilled”
	+ This will give a better indication of the actually experience level of the player instead of simply displaying the length of time they have played which was the case with prestige and Bloodline rank.

* The death screen now includes a new feature: The kill view.
	+ Once all team members are dead, you will be able to view the location from which you were shot.
	+ This should allow you to reconstruct the encounter and learn from any mistakes that were made.
	+ When spectating another player, the death location of your Hunter will be visible on the map.

* You can now activate a damage history log in the death screen that will show the last events leading up to your death.
	+ The button for the damage history will only appear if there are multiple damaging events leading to your death.

* When playing with multiple teammates, the distance displayed will represent the closest teammate
* Option added to the settings to hide the player’s name from the death screen.
* Your team will no longer be kicked after 15 seconds, even if all team members are dead.
	+ You will have to leave the mission manually to return to the main menu
	+ This will allow you time to check out the new kill view and damage history features until you are ready to leave.

### Controller Support

* Improvements made to controller support and camera control adjustment.
* Added new controller settings in options menu
* Added force feedback support to controller for weapons and certain Hunter actions
* Controller support for force feedback on weapon shooting and reload actions
* Removed aim assist on PC even when using a controller
* You can now reassign the two quick access slots by holding D-Pad left and right in the item wheel.

### **Developer note**

*During our Xbox Game preview, we received a lot of feedback regarding the camera controls, and we agreed we CAN do better! The new controller handling is a big improvement over the initial system and gives a much smoother gameplay experience. In addition to overhauling the camera controls, we have also added some controller specific settings to the options menu that will allow you to fine-tune Hunt to your needs.*

### New Currency: Blood Bonds

* Blood Bonds are a new premium currency in Hunt:Showdown
* Blood Bonds can be earned by playing Hunt: Showdown or by buying them in-game via the store.
* Currently, the pricing in the UI might be displayed in your local currency. Once you selected the pack you want, the correct currency value will be displayed in Steam.
* Blood Bonds can be earned in the following way:
	+ Earning bronze, silver and gold Accolade cards in the Mission Summary
	+ Completing Weekly Challenges
	+ Unlock Mastery pages in the Book of Weapons or the Book of Monsters

* Players can spend Blood Bonds for:
	+ Cosmetic unlocks that have no impact on gameplay.
	+ Convenience features that do not affect gameplay.

* Cosmetic unlocks include:
	+ Permanent Legendary Hunter unlocks.
	+ Permanent Legendary Weapon unlocks.
	+ Cleaning your weapon.

* Convenience features:
	+ Permanently unlock up to five additional Hunters slots in your roster
	+ Additional reshuffles for the list of available recruits (the first reshuffle after every mission remains for free!)
	+ Re-spec'ing a Hunter to remove unwanted traits and health chunks (the upgrade points for these will be re-imbursed!)

### Prestige Changes

* The maximum Prestige level has been increased from 50 to 100
* Every time the player reaches Rank 100 and decides to prestige, he can choose one of the following three reward options:
	+ 10% bonus on all experience points (XP) earned during a mission
	+ Extra $2000 starting money upon returning to Rank 1
	+ A (random) legendary unlock

* The legendary unlock reward option is only available at certain Prestige levels:
	+ 1, 2, 3, 4, 6, 7, 8, 9, 20, 30, 40, 60, 70, 80 and 90

* Players can now unlock exclusive legendary weapons as prestige rewards at specific Prestige levels:
	+ 5, 10, 25, 50 and 100
	+ No other reward option is available at these prestige levels.

### Store and Unlock Changes

* The economy is receiving a major rework in 1.0 with the introduction of player-driven Library unlocks for weapon variants as well as a big overhaul of prices and unlock ranks for equipment.
	+ The prices for nearly all items (weapons, tools consumables) have been adjusted
	+ Changes made to the unlock ranks for most items.
	+ Changes made to the prices and unlock ranks for most traits.
	+ Many weapon variants are now unlocked via the Book of Weapons.

* You can find the full details further below in the Store section of the patch notes.

### **Developer note**

*From this point on, you will only be able to unlock the bas version of each weapon via the Bloodline. All other variants of a weapon will be unlocked via an entry in the Book of Weapons. The player has to use the base item (or any of the variants that are available to them) until a specific goal is achieved which will be specified in the book. Completing this goal will unlock the weapon variant.*

* Reduced the money rewards granted through the Bloodline:
	+ Players will still receive money when they increase their Hunter tier.
	+ Players will be granted a large money reward ($5000) upon reaching Rank 100.
	+ Removed the $200 reward from the rank that does not grant unlockable items.
	+ Ranks that do not unlock an item will no longer appear in the unlock list. Instead the next available unlock/rank will be displayed.

===Book of Weapons

* Unlocks in the Book of Weapons are split into 2 categories
* Entry:
	+ Entries give the player access to a new item and a description of the item.
	+ Entries will be locked again after each prestige.

* Mastery:
	+ Mastery unlocks will grant players Blood bonds and additional lore.
	+ Mastery unlocks will not lock again after you prestige.

* Some consumable and tools are pooled into thematic categories. These categories behave like the weapons groups. The first item in the group is unlocked by reaching a specific rank in game.
* Weapon variations are unlocked through an XP based system.
	+ Total XP gained with specific weapons will unlock the variants.

### **Developer note**

*This update sees an overhaul to the weapon unlock system in the form of the “Book of Weapons”. This brings a different approach to the unlock system that we had during Early Access. Earning XP with a weapon (or its variants) fills a progress bar in the Book of Weapons that goes towards the next unlock. With this system, we want to give more control to the players in terms of picking what equipment they want to focus on and work towards reaching those goals, rather than have everything available automatically through ranking up.*

### Book of Monsters

* Adjustments made to the requirements to progress through the book.
* Significantly reduced the number of melee kills required for some entries, and removed the requirement entirely for the Waterdevil.
* Added Blood Bond rewards to all Mastery pages.
* Mastery unlocks will persist through prestige.
* The monster categories are also referenced in the Book of Weapons and the Store in the unlock conditions.

### Challenges

* Reduced the requirements for completing daily challenges:
* These were updated to be in line with the changes to the Book of Monsters.
* Rewards for weekly challenges have been replaced with by an award of 25 Blood Bonds per completed challenge.
* Daily/weekly challenges can now trigger the completion achievement during missions.

### Accolade Cards

* Adjusted the ratings tied to the summary screen Accolade cards which determine if the card will be bronze, silver or gold.
* “Kill Assist” accolade card added. (damaging an enemy that is then killed by a team mate) “Trio wipe” accolade card added. (killing a full team of 3 players)
* Accolades for killing the different tiered Hunters have been removed and replace with rewards based on the difference in ELO ranking:
	+ Killed player's ranking was much better (500 XP reward)
	+ Killed player's ranking was better (350 XP reward)
	+ Killed player's ranking was about equal (250 XP reward)
	+ Killed player's ranking was worse (100 XP reward)
	+ Killed player's ranking was much worse (50 XP reward)

* Top-5 Accolade cards now give Blood Bonds in addition to the existing rewards:
	+ Bronze frame = 1 Blood Bond.
	+ Silver frame = 2 Blood bonds.
* Gold frame = 3 Blood Bonds.

### New Special Legendary Hunters:

* Added "The Night Acolyte" - 300 Blood Bonds
* Added "Redshirt” -700 Blood Bonds
* Added "Carcass Gunrunner" - 500 Blood Bonds
* Added "The Black Coat" - 500 Blood Bonds
* Added "Sheriff Hardin" - 500 Blood Bonds
* Added "The Reverend" - 700 Blood Bonds
* Added "The Night Seer" - 300 Blood Bonds

### New Legendary Weapons:

* Added Cavalry Saber "Cypress Thorn" - 600 Blood Bonds
* Added Machete "Black Wight" - 300 Blood Bonds
* Added Knife "Reapers Arm" - 500 Blood Bonds
* Added Throwing Knives "First Forge" - 200 Blood Bonds
* Added Throwing Knives "Sideshow Judge" - 200 Blood Bonds
* Added Throwing Knives "The Claw" - 200 Blood Bonds
* Added Caldwell Conversion Pistol "The Pearl" - 500 Blood Bonds
* Added Caldwell Conversion Pistol "Spite" - 400 Blood Bonds
* Added Caldwell Conversion Pistol Uppercut "Rancor" - 700 Blood Bonds
* Added Caldwell Pax "Certain Victory" - 300 Blood Bonds
* Added Dolch C96 Precision "Bedlam Lullaby" - 600 Blood Bonds
* Added Dolch C96 "Bad Blood" - 700 Blood Bonds
* Added LeMat Mark II "Brass Flower" - 700 Blood Bonds
* Added Nagant M1895 Officer "Undertakers Ally" - 500 Blood Bonds
* Added Nagant M1895 Deadeye "Rattlesnake" - 600 Blood Bonds
* Added Lebel 1886 "Altar Boy" - 500 Blood Bonds
* Added Mosin Nagant M1891 "The Eschaton" - 400 Blood Bonds
* Added Mosin Nagant M1891 Sniper "Bunny" - 300 Blood Bonds
* Added Mosin Nagant M1891 "Bone Veve" - 700 Blood Bonds
* Added Mosin Nagant M1891 Bayonet "Empty Cairn" - 600 Blood Bonds
* Added Sparks LLR Sniper "The Sparchie" - 500 Blood Bonds
* Added Vetterli 71 Karabiner "Pioneer's Blood" - 600 Blood Bonds
* Added Winfield M1873C "Augusta" - 300 Blood Bonds
* Added Winfield M1873 Talon "Night Terrors" - 400 Blood Bonds
* Added Caldwell Rival 78 "Black Hand" - 600 Blood Bonds
* Added Caldwell Rival 78 "Alison" - 400 Blood Bonds
* Added Caldwell RIval 78 Handcannon "The Swamp Peach" - 300 Blood Bonds
* Added Crown & King Auto 5 "Brothers Keepers" - 400 Blood Bonds
* Added Crown & King Auto 5 "Black Widow" - 700 Blood Bonds
* Added Romero 77 Talon "Blasted Heath" - 500 Blood Bonds
* Added Specter 1882 "Black Sun" - 700 Blood Bonds
* Added Crossbow "Snake Seer" - 500 Blood Bonds
* Added Crossbow "Jack o' Diamonds" - 400 Blood Bonds

### New Special Legendary Weapons:

* Added Caldwell Conversion Chain Pistol "The Benefactor" - Exclusive reward for all players who purchased the game during Early Access.
* Added Sparks LLR "Louisiana Lustrum" - Prestige 5 Reward
* Added Bornheim No. 3 "Golden Ticket" - Prestige 10 Reward
* Added Quad Derringer "Silver Quarter" - Prestige 25 Reward
* Added Winfield M1873 "Fifty Laurels" - Prestige 50 Reward
* Added Mosin Nagant M1891 "The Centenary" - Prestige 100 Reward

### Equipment Price Changes

* New weapon added: Bornheim No.3 Extended: $111.
* New weapon added: Lebel 1886 Talon: $422.
* New weapon added: Lebel 1886 Marksman: $437.
* New tool added: Weak Stamina Shot: $10.
* New tool added: Weak Antidote Shot: $5.
* Nagant M1895 price increased from $9 to $24.
* Nagant M1895 Precision price increased from $14 to $29.
* Nagant M1895 Deadeye price increased from $34 to $47.
* Nagant M1895 Officer price increased from $26 to $66.
* Nagant M1895 Officer Brawler price increased from $46 to $80.
* Nagant M1895 Officer Carbine price increased from $46 to $80.
* Winfield M1873C price increased from $46 to $61.
* Winfield M1873C Silencer price reduced from $100 to $74.
* Winfield M1873C Marksman price reduced from $93 to $82.
* Winfield M1873 price increased from $58 to $100.
* Winfield M1873 Aperture price reduced from $63 to $105.
* Winfield M1873 Talon price increased from $118 to $125.
* Winfield M1873 Swift price increased from $98 to $153.
* Crown & King Auto-5 price increased from $466 to $600.
* Romero 77 Handcannon price reduced from $30 to $26.
* Romero 77 Talon price increased from $48 to $59.
* Romero 77 Hatchet price increased from $32 to $62.
* Hand Crossbow price reduced from $110 to $60.
* Hand Crossbow Poison price reduced from $115 to $65.
* Crossbow price reduced from $180 to $92.
* Crossbow Explosive price reduced from $290 to $130.
* Crossbow Shotbolt price reduced from $220 to $150.
* Vetterli 71 Karabiner price increased from $95 to $105.
* Vetterli 71 Deadeye price reduced from $135 to $130.
* Vetterli 71 Bayonet price reduced from $165 to $155.
* Caldwell Pax price increased from $97 to $100.
* Caldwell Pax Claw price increased from $117 to $125.
* Caldwell Rival 78 price increased from $62 to $100.
* Caldwell Rival Handcannon price increased from $62 to $85.
* Caldwell Conversion Pistol price increased from $17 to $26.
* Caldwell Conversion Chain Pistol price increased from $33 to $50.
* Sparks LRR price reduced from $179 to $130.
* Sparks LRR Silencer price reduced from $260 to $150.
* Sparks LRR Sniper price reduced from $330 to $199.
* Bornheim No.3 price increased from $63 to $95.
* Nitro Express Rifle price increased from $785 to $1015.
* LeMat Mk.2 price reduced from $133 to $95.
* Hive Bomb price reduced from $50 to $40.
* Lebel 1886 price increased from $387 to $397.
* Specter 1882 price increased from $103 to $188.
* Specter 1882 Compact price increased from $99 to $164.
* Specter 1882 Bayonet price increased from $123 to $223.
* Cavalry Saber price increased from $28 to $60.
* Dolch 96 price increased from $490 to $750 .
* Dolch 96 Precision increased from $550 to $790.
* Mosin-Nagant M1891 price increased from $450 to $490.
* Mosin-Nagant M1891 Obrez price increased from $240 to $290.
* Mosin-Nagant M1891 Bayonet price increased from $530 to $540.
* Mosin-Nagant M1891 Obrez Mace price increased from $295 to $310.
* Mosin-Nagant M1891 Sniper price changed from $660 to $550.
* Combat Axe price increased from $4 to $5.
* Machete price increased from $13 to $18.
* Bomb Lance price reduced from $333 to $199.
* Quad Derringer price increased from $28 to $30.
* Electric Lamp price reduced from $5 to $4.
* Flare Pistol price increased from $20 to $36.
* Knife price increased from $12 to $25.
* Throwing Knife price increased from $25 to $40.
* Dusters price increased from $8 to $15.
* First Aid Kit price increased from $35 to $65.
* Spy Glass price reduced from $15 to $8.
* Decoys price increased from $4 to $6.
* Alert Trip Mine price increased from $45 to $60.
* Blank Fire Decoy price increased from $10 to $45.
* Ammo Box price reduced from $125 to $65.
* Dynamite Stick price increased from $20 to $27.
* Waxed Dynamite Stick price increased from $30 to $33.
* Sticky Bomb price reduced from $40 to $30.
* Dynamite Bundle price reduced from $80 to $75.
* Frag Bomb price increased from $50 to $70.
* Weak Vitality Shot price increased from $15 to $25.
* Vitality Shot price increased from $75 to $85.
* Stamina Shot price increased from $25 to $40.
* Fire Bomb price increased from $12 to $18.
* Liquid Fire Bomb price reduced from $25 to $23.
* Hellfire Bomb price increased from $50 to $70.

### Equipment Unlock Changes

* New weapon added: Lebel 1886 Talon to the Book of Weapons.
* New weapon added: Lebel 1886 Marksman to the Book of Weapons.
* New weapon added: Bornheim No.3 Extended to the Book of Weapons.
* New tool added: Weak Stamina Shot to the Book of Weapons.
* New tool added: Weak Antidote Shot to the Book of Weapons.
* Fusee is now unlocked to the Book of Weapons.
* Flare Pistol is now unlocked through the Book of Weapons.
* Throwing Knife is now unlocked through the Book of Weapons.
* Nagant M1895 moved from Rank 4 to 1.
* Nagant M1895 Precision is now unlocked through the Book of Weapons.
* Nagant M1895 Deadeye is now unlocked through the Book of Weapons.
* Nagant M1895 Silencer is now unlocked through the Book of Weapons.
* Winfield M1873C Silencer is now unlocked through the Book of Weapons.
* Winfield M1873C Marksman is now unlocked through the Book of Weapons.
* Romero 77 Handcannon is now unlocked through the Book of Weapons.
* Romero 77 Talon is now unlocked through the Book of Weapons.
* Romero 77 Hatchet is now unlocked through the Book of Weapons.
* Weak Stamina Shot is now unlocked through the Book of Weapons.
* Vitality Shot is now unlocked through the Book of Weapons.
* Stamina Shot is now unlocked through the Book of Weapons.
* Fire Bomb moved from Rank 2 to 3.
* Liquid Fire Bomb is now unlocked through the Book of Weapons.
* Hellfire Bomb is now unlocked through the Book of Weapons.
* Hand Crossbow moved from Rank 51 to 4.
* Hand Crossbow Poison is now unlocked through the Book of Weapons.
* Crossbow is now unlocked through the Book of Weapons.
* Crossbow Explosive is now unlocked through the Book of Weapons.
* Crossbow Shotbolt is now unlocked through the Book of Weapons.
* Vetterli 71 Karabiner moved from Rank 35 to 6.
* Vetterli 71 Deadeye is now unlocked through the Book of Weapons.
* Vetterli 71 Bayonet is now unlocked through the Book of Weapons.
* Waxed Dynamite Stick is now unlocked through the Book of Weapons.
* Sticky Bomb is now unlocked through the Book of Weapons.
* Dynamite Bundle is now unlocked through the Book of Weapons.
* Frag Bomb is now unlocked through the Book of Weapons.
* Big Dynamite Bundle is now unlocked through the Book of Weapons.
* Caldwell Pax moved from Rank 19 to 10.
* Caldwell Pax Claw is now unlocked through the Book of Weapons.
* Machete moved from Rank 20 to 12.
* Caldwell Rival 78 moved from Rank 31 to 18.
* Caldwell Rival Handcannon is now unlocked through the Book of Weapons.
* Dusters moved from Rank 7 to 20.
* Caldwell Conversion Pistol moved from Rank 1 to 22.
* Caldwell Conversion Chain Pistol is now unlocked through the Book of Weapons.
* Caldwell Conversion Uppercut is now unlocked through the Book of Weapons.
* Spy Glass moved from Rank 12 to 24.
* Sparks moved from Rank 25 to 26.
* Sparks LRR Silencer is now unlocked through the Book of Weapons.
* Sparks LRR Sniper is now unlocked through the Book of Weapons.
* Bornheim No.3 moved from Rank 21 to 30.
* Bornheim No.3 Extended is now unlocked through the Book of Weapons.
* Decoys moved from Rank 47 to 32.
* Alert Trip Mine is now unlocked through the Book of Weapons.
* Chaos Bomb is now unlocked through the Book of Weapons.
* Blank Fire Decoy is now unlocked through the Book of Weapons.
* Nagant M1895 Officer moved from Rank 10 to 36.
* Nagant Officer Brawler is now unlocked through the Book of Weapons.
* Nagant Officer Carbine is now unlocked through the Book of Weapons.
* Concertina Trip Mine moved from Rank 82 to 40.
* Flash Bomb is now unlocked in the Book of Weapons.
* Concertina Bomb is now unlocked through the Book of Weapons.
* Winfield M1873 moved from Rank 14 to 42.
* Winfield M1873 Aperture is now unlocked through the Book of Weapons.
* Winfield M1873 Talon is now unlocked through the Book of Weapons.
* Winfield M1873 Swift is now unlocked through the Book of Weapons.
* LeMat Mk.2 moved from Rank 80 to 46.
* Poison Bomb moved from Rank 39 to 48.
* Weak Antidote Shot is now unlocked through the Book of Weapons.
* Antidote Shot is now unlocked through the Book of Weapons.
* Hive Bomb is now unlocked through the Book of Weapons.
* Lebel 1886 Talon is now unlocked through the Book of Weapons.
* Lebel 1886 Marksman is now unlocked through the Book of Weapons.
* Specter 1882 moved from Rank 55 to 58.
* Specter 1882 Compact is now unlocked through the Book of Weapons.
* Specter 1882 Bayonet is now unlocked through the Book of Weapons.
* Cavalry Saber moved from Rank 50 to 62.
* Quad Derringer moved from Rank 62 to 66.
* Dolch C-96 moved from Rank 61 to 68.
* Dolch C-96 Precision is now unlocked through the Book of Weapons
* Mosin-Nagant M1891 moved from Rank 67 to 72.
* Mosin-Nagant M1891 Obrez is now unlocked through the Book of Weapons.
* Mosin-Nagant M1891 Bayonet is now unlocked through the Book of Weapons.
* Mosin-Nagant M1891 Obrez Mace is now unlocked through the Book of Weapons.
* Mosin-Nagant M1891 Sniper is now unlocked through the Book of Weapons.
* Mosin-Nagant M1891 Avtomat is now unlocked through the Book of Weapons.
* Bomb Lance moved from Rank 86 to 78.
* Ammo Box moved from Rank 55 to Rank 80.
* Crown & King Auto-5 moved from Rank 92 to 82.
* Nitro Express Rifle moved from Rank 83 to 88.

### Reworked Weapon Stats

The Weapon stats in the menu have been reworked to be clearer and more informative. Not all items have all stats.

* Heavy Melee Damage
	+ True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.

* Melee Damage
	+ True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.

* Damage
	+ True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.

* Handling
	+ An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread.
	+ For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles.
	+ Unit: %

* Effective Range
	+ For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso.
	+ For throwables: The range that this item can be thrown.
	+ Unit: m (meters)

* Reload Speed
	+ The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
	+ Unit: s (seconds)

* Rate of Fire
	+ How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
	+ Units: rpm (rounds per minute)

* Muzzle Velocity
	+ The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
	+ Unit: m/s (meters per second)

* Damage per Tick
* Damage while affected

* Effect Duration
	+ The time the effect lasts in seconds
	+ Units: s (seconds)

* Effect Radius
	+ Effect radius in meters
	+ Units: m (meters)

===3D Weapon Viewer

* Accessible from Store, previews 3D weapon models, tools & consumables
* Weapons can be rotated freely and zoomed in and out at will
* You can also preview gunshots and how they sound at different distances up to 1000m

### **New Tutorial**

* Players can choose one out of four dedicated, predefined tutorial Hunters when they start the game for the first time.
	+ Each Hunter comes with a fixe set of equipment allowing for different play styles.
	+ These recruits are better than the standard recruits to help new players come to grips with the game.

* Players will be offered the chance to play an offline tutorial mission to learn the basics of Bounty Hunt.
* The tutorial mission can be skipped but you will not be able to replay it at a later stage.
	+ The tutorial Hunter will be kept even if you skip the tutorial.
	+ Players can repeat the tutorial mission but this will not earn progression towards the Bloodline until the tutorial has been finished.
	+ The contextual hints that are displayed during the tutorial will still appear in regular Bounty Hunt missions but can be disabled in the options menu.

* Added a reduced tutorial map based on Stillwater Bayou with restricted access to six compounds.
	+ Balanced the encounter difficulty for the on-boarding process.
	+ Option to look weapons from dead Hunters around the boss arena.
	+ Boss target will be the Spider and will already be pre-damaged (by 25%).
	+ Daytime mission.
	+ Banishing time reduced from 200 seconds to 30.
	+ Tweaked the distribution of world items and the availability of supplies.
	+ Book entries and challenges cannot be unlocked during the tutorial.
	+ Trainee mode now lasts for the first 10 Bloodline ranks after the tutorial.

* During this trainee mode, you will not permanently lose your recruit Hunter upon death.

### **Quickplay**

* Quickplay now features an increase of 10 to 12 players max per match Quickplay can now be played in other Time of Day settings (selected at random).
* Day time (golden)
* Day time (neutral)
* Day time (foggy)

* Quickplay now also features custom tutorial hints to help introduce new players to this game mode.
* Wellspring Carrier is no longer highlighted orange in DSB when they have been killed without transferring the energy to another player (i.e. death from AI or falling).

### **Bounty Hunt**

* Bounty Hunt now features an increase of 10 to 12 players max per match.
* Dark Sight Boost duration reduced from 10 to 5 seconds when carrying bounty tokens.
* When the mission time runs out, all players within an extraction zone will be safely extracted regardless of their extraction's progress.
* Once the target is located there is now a highlight in dark sight on the boss until all tokens have been picked up.
* This is for easier finding of the boss when its killed and you look for the interaction.

### General World Changes

* Removed the option to select spawn points for non-randomized Bounty Hunt missions.
* Improved the rule set tied to the distribution of spawn points for players on the map:
	+ Reduced chance of locating the boss target at the first compound
	+ Reduced chance of encountering other players at neighbor spawn positions at the beginning of a match

* AI navigation markup on both maps has been polished and tweaked to prevent them from becoming stuck on slopes or ramps.
* Improvements made to the spawn locations of Clue defenders.
* AI distribution pass on both maps to balance randomization and difficulty.
* Updated 2D mini maps of both levels
* Damage received from environmental barb-wire fences will no longer slow down the player when trying to jump over them
* Added a poison barrel variation. Upon taking a little damage, an insect swarm will appear as well as a poison cloud that will persist for 30 seconds.
* Bear traps can now be disarmed from farther away, making it possible to do it while standing. To compensate disarming is a 1 second hold interaction.
* Static lanterns that are destroyed will now produce a flammable oil puddle (when turned off) or set flammable objects on fire beneath them (when turned on).
* Birds (Louisiana ducks and murders of crows) as well as wounded horses will no longer take multiple Hunters into account when calculating their escalation.
	+ Instead, each Hunter has their own escalation threshold per animal.
	+ This change ensures that multiple Hunters can chose the exact same path walking behind each other to avoid animals, which would often lead to an unreadable escalation in the past.

* Looting cash registers now has a very low chance of granting $75, $150, and $1000 in addition to the existing amounts that can be looted.
* Improvements made to the level streaming to avoid issues with certain compounds not loading correctly, which resulted in invisible buildings and objects.
* Improvements and optimizations made to the physics proxies tied to a number of buildings and objects. This should allow for a more readable ruleset being applied when attempting to throw projectiles through small gaps.
* Generators and Gramophones now attract AI more consistently.

### Lawson Delta Changes

* North of Arden: New bush line along the road / line of sight blocker
* Building of Arsenal: Reworked interior / improved options for getting in/out
* Brickworks: Flat workshop and Barn like building next to train tracks: Improved options for getting in/out.
* East of SaltersPork: New fence line / line of sight blocker.
* Salter’s Pork: Boss/Target shapes adjusted (Enter/Leave target arena).
* Tannery: open Porch at the inner yard has been changed.
* Train station tower: improved interior and improved options for getting in/out.
* Woodworks side building: improved options for getting in/out.
* Nicholls Prison: Navigation around the barbed fences on-top of the prison walls has been improved.
	+ Less likely you will jump into the damage volumes by accident.

* Dead end pass on the entire map to avoid getting trapped.
	+ Old Civil War era bunkers will always have more than one entrance/exit now.
	+ Multiple cabins/barns across the map have been tweaked by adding further traversal options.

* Bigger vegetation update at the south-west side of Lawson Delta
* Interior pass on empty cabins located in the remote areas between compounds.

===Stillwater Bayou Changes

* Catfish: Tweaked surroundings and approaches, moved a cabin.
* Cyprus: Vegetation updated, small island added.
* Davant: Improved options for getting in/out.
* Lumber: Tweaked options of getting in/out of the Butcher pit, adjusted window positions.
* Slaughterhouse: Tweaked options for getting in/out.
* Stillwater: Tweaked/reworked interior of the cabin, options of getting in/out.
* Stillwater: Tweaked options of getting in/out of the barn.
* Port Reeker: Western entrance of the market building has been reworked.
* Port Reeker Market: Boss arena shapes adjusted (for enter/leave target arena notifications).
* Madonna Noire: Tweaked wall navigation markup for targets: Assassin and Spider.
* Madonna Noire: Boss arena shapes adjusted (for enter/leave target arena notifications).

### **Performance**

* Content layer switch between compounds has been improved
* The loading of areas is way quicker and smoother which should result in less stalls during gameplay
* Various performance improvements to the AI systems
* Optimized Texture Resolutions on various Weapon Projectiles to save some Video Memory
* Changes made to server-side performance to reduce server CPU spikes.
* Rubberbanding and Hit validation tracking improvements:
	+ We have introduced some changes that will help us to identify possible causes for the reported rubberbanding and hit validations issues.

### **Options**

* Controls sensitivity can be adjusted in more granular steps (0.01 instead of 0.1).
* Added a control scheme selection prior to playing the tutorial.
* Added an alternate control scheme “Gunslinger” to the options menu.

### **Developer note**

*Hunt has always featured a unique set of controls tailored to the gameplay formula, focusing on melee and discouraging a ‘run and gun’ style of play. Managing your noise levels is an important mechanic in the game which if done ineffectively can work against you very quickly.*
However, we have to recognise that there are those that would love to try Hunt but are discouraged from doing so due to the significant differences in our control system compared to other games. “Gunslinger is our way of trying to find a good compromise, giving those potential players, we simply cannot get behind Hunt’s unique controls, a chance to still enjoy the game with a more streamline, classic control system
Players can now choose between these two controls options:

• “Hunter” is the current control scheme that you are all familiar with and it remains unchanged. By default you will melee attack with any currently equipped weapon and to shoot you have to actively enter the aim state. The focus is on stealth and a careful playstyle, using melee and silent actions until the moment you are ready to take your shot.

• “Gunslinger” on the other hand features an alternative control scheme that is inspired by classic FPS shooters. By default, Hunters will always be aiming, introducing the possibility to hipfire without having to press a button. In this control scheme Hunters will lower their weapons when sprinting. Entering ADS requires only one button now. Triggering any melee attack will be done with a separate melee attack button that players can bind in the controls options. The usage of tools and consumables is also a bit more accessible, basically aiming with them all the time.
Neither of these options will have a gameplay advantage over the other, as all core movements and player actions remain the same. These only provide you with a choice regarding your playstyle. Both options are available for controller as well as Keyboard & mouse.

## Known Issues

### Stability / Performance

* In some cases you may experience crashes during Gameplay. Please be sure to report any instances that you encounter.
* Clicking on the N/A entries on the Leaderboard screen can cause the game to crash.
* Double clicking on sell/equip/unequip items will cause the game to crash.
* 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

* Players may encounter some desyncs/rubberbanding. These issues are still under investigation.
* Killing a player that is in the process of looting will result in being unable to take their weapon.
* Spectator mode. If you are revived while on the black transition screen (switching between players or returning to your body) the screen can remain black.
* In some rare cases, some missions will begin before all players have loaded which may result in the death of your hunter.
* Heavy Melee on the Pax claw causes bleeding damage
* Tactical ping marker placed on water will disappear when aiming at it, or moving closer towards it.
* 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.

### UI

* When poisoned, the map can be slightly visible on screen (shimmer effect)
* Default sensitivity cannot be changed when Gunslinger is active. Change to default prior to switching to Gunslinger.
* Low value Blood Bond expenses do not have a confirmation prompt
* 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.