Update 2.0

**Update 2.0** was released 21st of June 2018.

***Version:*** v0.277

***SteambuildID:*** 2876279

***Client patch size:*** ~2gb

## Highlights

* **Dark Sight Boost** – Allows you to see other Hunters within a certain proximity for a limited duration once you have picked up the Bounty
* **New Gear** - Hunters can now equip the new Flare pistol and Hive bomb as well as find and pick up bear traps around the map (watch your step)
* **New traits** – Added the “Tomahawk” and “Beastface traits. Further details under “Hunter” section of these patch notes
* **Death screen** – Does exactly what it says on the tin! Shows the details of your cause of death.
* **“Send Friend Request” button** – Send a friend request to the partner of your most recently played match
* **Looting Hunters** – Interact with dead hunters to loot a small amount of ammo or replenish a single consumable
* **“Rise Up Dead Man”** – Added the original Hunt Humming theme to the main menu (now everyone hum along with us…Hmm Hmm Hmm Hmmmmmm)
* **Mute VOIP on death** – Option to disable the ability to hear other players through VOIP when your hunter has died
* **Hunter poses** – New unique idle animation for Hunters (main menu models)
* **Loading time optimizations** – Our first round of improvements to loading times which will mostly impact clients with lower end hardware and reduce the bottleneck of waiting for other players. We will continue to improve this over time.

### Dark Sight Boost

Dark sight boost is a new mechanic that we are introducing to encourage players to track/kill the boss and extract with the precious Bounty. The Boost temporarily upgrades Dark Sight when carrying the Bounty. This upgrade allows the Bounty carriers to spot nearby enemy hunters within a certain distance regardless of their location (behind walls or buildings, in trees, etc.)

* Enemy hunters are displayed as hazy outlines, and depending on how they move, this outline will give you a rough idea of where your foes are
* The Boost is limited to 15 seconds. This timer will start automatically when you enter Dark Sight and will stop when you leave
* This will give the Bounty carriers a chance to plan their escape route more effectively and tackle ambushes quickly

***Developer note:** We have introduced Dark Sight Boost as an additional incentive for players to complete the mission objective (find/kill the boss and extract with the Bounty). We have observed that players often feel taking down the boss leaves them at a disadvantage, and that if they do, they are then a sitting duck in the boss arena with other hunters camping the exits. Dark Sight boost is our first step at attempting to break this up by giving those that dare to take on the boss a fair chance at getting out alive. With this change, we anticipate that other players will now be more likely to press the attack in an attempt to force their way inside the boss arena before the Bounty is ready for pickup.*

*Dark Sight Boost is a game changer for those that pick up the Bounty. Those outside the boss arena will now be at a disadvantage meaning the Hunter will easily become the hunted!*

### Death Screen

With this update we are also introducing the Death screen. This screen will appear after you have been downed or when you lose your hunter. This screen will display a number of different pieces of information to help you understand your most recent death.

* Event types:
	+ Killed by another Player
	+ Killed by AI
	+ Death from falling
	+ Death by environment
	+ Death by Teamkill or Suicide

* Other details:
	+ Name, rank and prestige level of the hunter that killed you
	+ The weapon used
	+ Distance
	+ Confirmation of a headshot (if applicable)
	+ Details on if you were killed through a wall

***Developer note:** Hunt: Showdown is all about the lack of information and how players have to consider all tells in the world to paint a picture of what is happening around them – from nearby footsteps and barking dogs, to crows being triggered as well as distant gunshots/explosions. Players should never fully know how many players are left in the match. This ensures the high level of tension as well as adds a healthy level of paranoia to the game. However, each round in Hunt is also a competitive match with clear objectives and a limited time to complete them in. As such we need to find a good balance between depriving the player of information while still communicating essential details about what is happening in-game to add meaning to your actions.*

*This Death screen, combined with the recent addition of name banners for those that pick up and extract with the Bounty, are steps we are taking to make the game feel more personal and show that your actions matter more. While the banners were seen as a controversial addition, it has added a lot to this personal feeling we are trying to accomplish. With the death screen specifically, revealing the mystery of how you died will hopefully reduce frustration from unexpected deaths. We are very interested to hear your feedback on these combined features so please head over to the forums or to our feedback site and share your thoughts on these additions.*

### Looting Hunters

This is something we have been asked for a lot and we are now happy to introduce the ability to loot dead hunters. Players can now interact with dead Hunters for a chance to find ammo for their weapons or replenish a single consumable in your inventory.

* Looting will replenish a small number of bullets (significantly less than an ammo box)
* Looting will give a 25% chance to replenish a previously used consumable
* If you kill a Bounty carrier, you will only take the bounty on the first interaction. After the Bounty has been taken, another prompt becomes available that will allow you to loot the player. Moving forward we plan to combine the pickup Bounty and looting abilities to a single button press.

***Developer note:** With this addition, we wanted to give players the chance to gain some of their ammo back after an interaction with another Hunter as well as the ability to potentially replenish a used consumable (currently the only way to restock some of your used consumables). It is important to note that we have intentionally set up the looting system to not allow you to loot weapons from dead Hunters, which would result in the remaining survivors running with the best weapons half way through a match. The progression system in Hunt is a solitary one, intentionally kept apart from that the progression of other players to ensure that everyone engages with the system as they rank up and unlock new gear. As a consequence, ammo and consumables restocked from dead players does not actually take away from those players (for example if you were downed and then revived, you will still have all of your ammo and consumables even if someone looted you). Think of this as more of a simulated ammo box sitting on top of a corpse.*

### New gear

* Bear traps – New world item that can be found around the map and placed as a trap
* Hive Bomb – New consumable item that spawns a hive swarm which seeks out nearby players
* Flare pistol – New tool for battlefield illumination (it also sets things on fire…it’s so much fun!)

## General updates

### AI

* Hellhounds are now able to split off from their main group and form a new pack in case the leader becomes unreachable
* Improvements made to how hellhounds look at their targets (as if they weren’t scary enough already)
* Armoured health tweaks:
	+ Decreased vulnerability to Compact bullets
	+ Increased vulnerability to Shotguns

* Hive health tweaks:
	+ Decreased vulnerability to Compact bullets
	+ Increased vulnerability to Shotguns
	+ Increased vulnerability to fire

* AI can now walk through dropped world items, for example dropped lanterns

### Audio

* Added an option in the Audio settings to mute incoming VOIP when dead
* Updated the audio effect when Downed or Dead to simulate reduced hearing
* Added “Rise Up Dead Man” (humming theme) to the main menu
* Added custom footstep sounds when walking on floating logs in the water
* Added custom footstep sounds when walking on sawdust
* Improved the sounds of footsteps in the water to make them more splashy
* Adjusted the audio distance of footsteps while walking in water
* Adjusted the audio of grunt footsteps on grass
* Adjusted the flare gun’s indoor reverb
* Generator sounds are now correctly impacted by occlusion in underground areas
* Reduced the sound of the Derringer due to the audio currently being too loud/overly emphasized
* Added a 2 second delay (give or take a few milliseconds) between the Lightning flash and the thunder to give players a chance to mask loud noises
* Improved weapon attenuation & reflection for better readability in regards to gunfire. Now it should be easier to determine if occurs in the same compound or further away
* Improved the sound of the Hive swarm to make it sound more lethal
* Fixed an occlusion issue that would result in sounds bleeding through the terrain when above or below the boss arena

### Gunplay

* Improved network code for melee hit detection (melee with high latency should feel much smoother)
* Improved the usability of throwing consumables when used in quick succession. There is no longer a delay between the idle and throw actions
* Improved the melee hit detection of the Romero 77 Hatchet to better match the angle suggested by the animation
* Some slight tuning to the Winfield M1873C and M1873 (incl. their variants)to set them more apart from each other
	+ Winfield M1873C is a lighter weapon so the recoil has been increased
	+ Winfield M1873 is overall a bulkier weapon, therefore is harder to keep the sights on target after each shot

***Developer Note:** The Winfield series of rifles are a solid, competitive weapon for new players and veterans alike, offering a good balance between damage, control, and rate of fire. Weapons in Hunt have a pretty flat balance overall, allowing players with cheap equipment to still be able to compete with more advanced mid to end-game gear. Balance is achieved mostly through damage drop over distance, restricting low caliber weapons to shorter distances. Instead of reducing the damage of the Winfield rifles, we want to make it more of a challenge to hit your target with consecutive shot as well as set each weapon variant apart from the other. We have also increased the cost attached to these rifles (detailed in the “Store” section of these notes). We will continue to monitor the usage of the Winfield and will consider further balance changes for future updates to bring them more in line with the remaining arsenal.*

* Added a damage threshold to the shotguns to prevent hits from always causing a bleed effect even at max range
* Jumping now adds additional spread to weapons when aiming down sights to discourage bunnyhopping
* Throwable items now bounce off of walls instead of dropping straight to the ground
* Throwable items such as the dynamite and fusees now align correctly with the surface they land on
* Increased the damage of the Wood Axe bringing it closer to the damage of the Sledgehammer, but now causes bleeding damage
* The Derringer now fires each shot separately rather than a burst of 4 bullets
	+ The reload animation remains unchanged therefore causing some inconsistencies as it will still reload all four chambers at once. This will be corrected at a later stage
* Increased the damage of the Derringer Bullets
* Burst weapons like the Avtomat are set to always fire at least 2 rounds after the initial burst meaning you cannot fire single shots any longer
* Changes to Damage evolution over distance
	+ Compact bullets lose damage faster over distance on headshots
	+ Medium bullets lose damage faster over distance on headshots (Vetterli)
	+ Medium pistol bullets lose damage faster over distance on headshots (Dolch)
	+ Long pistol bullets lose damage faster over distance on headshots (Uppercut)
	+ Slightly increased damage multiplier on arms and legs for long bullets
	+ Slightly increased damage over distance for medium bullets (Vetterli)
		- This has no effect on the Dolch as it uses medium pistol bullets

***Developer Note:** With these changes, we want to showcase a more obvious difference between the bullet types; the Winfield should be powerful and short-mid range, whereas the Vetterli and Mosin should be the best choice for mid-long range combat. With this update, 2-shot headshots will come into effect in instances where the weapon is no longer at its optimum range (see our weapons blog for further details) (e.g Winfields will require 2 head shots after mid-range of around 70m, Vetterli will require 2 after about 90m, Sparks will always kill with 1 headshot). The Dolch is close to the Winfields, while the Uppercut is close to the Vetterli. This is something we are testing out to try and bring each weapons primary characteristic into play when picking your Hunters loadout.*

*Some examples of how this plays out in-game:*

***Winfield vs. Sparks at 80 meters.** In this scenario, the Sparks has the advantage because it can always pull off a one-hit headshot kill, while the Winfield will require at least two headshots at this distance (or, more likely, a headshot followed by a body hit) for a kill.*

***Winfield vs. Sparks at 20 meters.** Here, the Winfield has the advantage, as it is within one-headshot-kill range, has more ammunition, and has the higher overall rate of fire, making it more likely to score a hit.*

**End-game weapon tweaks**

* Increased recoil of the Mosin Nagant M1891 Avtomat
* Increased reload time for the Mosin Nagant M1891 Avtomat
* Increased recoil of the Nitro Express Rifle
* Increased default cross-hair spread with the Nitro Express Rifle
* Changed big ammo boxes so they do not resupply special ammo (as used by the Nitro Express Rifle)

***Developer Note:*** *With these changes we are experimenting with the more powerful end-game weapons (Avtomat and Nitro Express) in an attempt to balance them against the remaining arsenal at your disposal.*

***The Avtomat***

*Our goal with the Avtomat is to make it a more challenging weapon overall. Its high rate of fire and ease of control have made it a go-to option for a “run & gun” playstyle that we don’t think is a great fit for Hunt. So the changes we made to the Avtomat are meant to shift its tactical use more toward control, precision, and ammo conservation.*

***The Nitro Express***

*We want the Nitro Express to be used to kill tough enemies—like Armored, Meatheads, and the bosses—and this is why we increased the recoil, increased the cross-hair spread, and introduced Nitro-specific changes to the ammo boxes. Special ammo won’t be resupply-able from the large ammo boxes, and you will have to rely on small boxes and looting if you need to restock.*

*You can still use the Nitro against other players with great effect, but it won’t be the most economic choice, and access to extra ammo will not be a certainty. It is a devastating weapon, but you have to make every shot count. In a future update, we will follow up with further changes to the Nitro’s damage, which will make it more powerful against the Butcher and Spider. The damage changes were delayed in order to resolve some technical issues during balancing before introducing it to the game.*

### Hunters

* Added audio when your hunter jumps
* Stamina regeneration cooldown is now properly reset after each jump
* Added the “Tomahawk” trait which allows you to throw world items such as the Wood Axe and Sledgehammer (Just aim and fire!)
* Added the “Beastface” trait which allows you to get closer to animals without setting them off (let’s get sneaky)

### Meta

* Hunters now feature new unique idle animations for the equipment and recruitment screens
	+ Each weapon comes with its own unique pose making it easier to distinguish between the different types of weapon
	+ Animations vary between the different tiers, with higher tier Hunters looking more confident and season in comparison to the lower tiers
	+ TL;DR – they look even more badass now
* Added additional hints to the loading screen (for example explaining the new Dark Sight Boost feature)
* Minor alterations made to the displayed equipment stats to reflect the latest balancing changes

### Store

#### New equipment:

* Flare gun (Tool) – $20 (unlocked at Rank 36)
* Hive Bomb (Consumable)- $50 (unlocked at Rank 73)

#### Equipment rank changes:

Concertina bomb – Unlocked at Rank 30 (previously Rank 97)

#### New traits:

* Beastface - 5 upgrade points (unlocked at Rank 39)
* Tomahawk -2 upgrade points (Unlocked at Rank 33)

#### Trait changes:

* Packmule changed from 1 upgrade point to 3 upgrade points
* Determination changed from 2 upgrade points to 3 upgrade points
* Greyhound changed from 3 upgrade points to 4 upgrade points
* Fanning changed from 4 upgrade points to 7 upgrade points
* Iron Devastator changed from 4 upgrade points to 2 upgrade points

#### Price changes

* Winfield M1873C price increased from 15$ to 22$
* Winfield M1873C Marksman price increased from 69$ to 93$
* Winfield M1873 price increased from 29$ to 78$
* Winfield M1873 Talon price increased from 39$ to 118$
* Winfield M1873 Swift price increased from 49$ to 98$

### UI

* Improved background art for in-game banners
* Further improvements made to hunter loadouts
	+ You can now browse existing traits even if you do not have enough upgrade points or space left in the traits panel
	+ Stacking multiple items – you can now double click an owned item to stack it on top of another of the same type in your hunters loadout
* Minor changes to button alignment in the main menu
* Additional banners added to help new players understand what to do in the game
* Additional banners added to highlight the new functionality of the Dark Sight Boost when the Bounty has been picked up
* Advanced players can disable the additional banners through the game options menu
* Updated the compass art on the HUD to make it easier to read
* Added a link to the Dark Sight Boost mechanics blog post to the in-game news banner
* Removed the Communication audio slider in the options as it was without functionality. (Functionality to control VOIP volume will be added in a future patch.)
* Added an option in the Audio settings to mute incoming VOIP when dead - this is set to 'On' by default

### World

* Boss health will no longer be displayed in the corner of the screen if you leave the Boss arena
* Anti-camping pass on Stillwater
	+ The cave/basement has new options to get in and out of the boss arena making it much harder to camp the stairs
	+ Elevator has been moved and in turn should be much more useful
* Oil barrels will now cause additional damage upon detonation
* Lanterns that do not shatter or explode in water can be picked up again
* Interacting with clues now requires a ‘hold’ action with limited camera movement, allowing players to abort the action if under attack
* Added a new sound trap with visual effects – Breaking twigs (again, watch your step)
* Extraction timer no longer resets when your partner enters the extraction area (countdown will continue without resetting back to 20 seconds

### Other

* Removed Red shell

***Developer note:** Due to concerns and requests from our community, we are removing Red Shell, a marketing tool we were testing to measure the effectiveness of our advertising, from Hunt:Showdown. After a few trials, we decided this tool was not for us and have no longer been using this since April, though the code for this tool remained. Its purpose was to determine the origin points of our players so we can better place advertisements and other web content.*

*For any further questions, please do not hesitate to reach out to us via privacy@crytek.com*

## Bug fixes

* Fixed a bug which was resulting in a significant freeze/ stall and potentially could cause the client to crash when throwing lantern or fire bombs in certain areas
* Fixed a bug that was causing the hunter to not scream when dying
* Fixed a bug that would cause the Boss fight to trigger from outside the arena
* Fixed a bug that would prevent you from banishing a boss if they died on top of an ammo box
* Fixed a bug that would result pulling aggro from other AI around the map when killing the Meathead’s leeches
* Fixed a bug that would cause AI to not react when walking towards them
* Fixed a bug that would result in gunshots not being heard for all clients in some circumstances
* Fixed a bug that would result in a downed player continuing to be burned after being revived (reviving should now stop the burning process as intended)
* Fixed a bug that would cause the elevator in Port Reeker to break when using the crank while standing in the Elevator
* Fixed a bug that would cause certain particles (such as smoke) rendering as transparent when viewed through scopes
* Fixed a bug that would cause the dynamite charges to be inaudible at times
* Fixed a bug that would result in a flickering effect on certain objects when observed by the player
* Fixed a bug that would cause the wind chimes and chains to block bullets
* Fixed an issue that would cause Hellhound death animations to not play correctly
* Fixed a bug that would allow a player to avoid fall damage by interacting with the bottom of a ladder when falling
* Fixed a bug that would result in receiving fire damage from a detonated Oil barrel without the visual feedback
* Fixed a bug that could (in rare cases) result in AI attacking you when on the “waiting for other players” screen
* Fixed a bug that would prevent stamina regeneration by pressing shift while stationary
* Fixed a bug that would cause the sprinting audio to play by pressing shift while stationary
* Fixed a bug that would cause the Fusee (and Flare) to not be destroyed when reaching the end of their lifetime (Fusee lifetime is 10 mins, Flare is 30 seconds)
* Fixed a bug that would cause your hunter to regenerate a missing health chunk in instances where a single health chunk was removed by damage
* Fixed a bug that would cause the incorrect death audio to be heard after their partner has disconnected
* Fixed a bug that could result in throwables becoming out of sync between server and client
* Fixed a bug that would cause an item to become visible again after it had already been used (e.g Stamina shot)
* Fixed a bug that was resulting in bleeding damage incorrectly being applied when using the heavy melee attack of the Mosin Nagant M1891 Obrez
* Fixed a bug that would cause your weapon to fire during a weapon switch while simultaneously holding the LMB and RMB (now it won’t fire accidentally)
* Fixed a bug which result in the wrong (too low) amount of damage being applied to the Butcher and Spider when shooting certain body parts
* Fixed a bug that was causing the lanterns and firebombs to not deal the correct damage
* Fixed a bug that was resulting in AI not correctly reacting (being knocked back/down) from lanterns, oil barrels and fire bombs.
* Fixed a bug that would result in the contract screen showing a placeholder map
* Fixed a number of localization issues

## Known Issues

* Releasing dark vision with boost while it hits 0 can result in the boost icon staying on screen showing 0 seconds remaining
* The “Kill Boss” banner and sound effects trigger each time you enter the Boss arena
* AI will sometimes not perceive footsteps and may not react/attack the player
* Some UI elements are not aligned correctly with the mouse cursor when the resolution is set to 1920x1200
* Bear traps have a slight delay between the melee animation and the hit marker
* Hunter heads may snap back and forth if too close to other entities or pieces of geometry
* Touch bending for certain grass types does not function correctly
* Throwable lanterns that show a flame do not emit light
* Hive swarms are able to attack players through solid walls and small lattices
* Oil pools are invisible
* Vegetation and other similar geometry may disappear and reappear depending on their distance from the player.
* Some text is not correctly localized (showing as @\_)

***Developer note:** Freezing/stalls – Don’t worry, we have not forgotten about this. We are still investigating the causes of the freezing/stalling that has been occurring for some of you. Please make sure to fill out our latest survey to help us with this investigation. The survey link can be found on our Official Discord server discord.gg/huntshowdown*