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MULTI Hunt: Showdown 1896

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Update 5.0 erschienen!

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Immolator
  • The Immolator has been added to the game as a New special AI!
  • Upon taking piercing damage (piercing his skin) the Immolator will explode and set everything on fire around him.
  • Fast and erratic movement speed.
  • It can open doors if locked out by players.
  • Will ignite explosive barrels, oil pools, players and other AI around him.
  • Can be found in and around compounds as well as in open areas.
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Quick Play on Lawson Delta
  • When playing Quick Play, players will now find themselves spawn randomly on either Lawson Delta or Stillwater Bayou

Bornheim No. 3 Pistol
  • New semi-automatic pistol
  • Fires compact ammunition with a high rate of fire
  • Feeds from 5 round ammo clips that are inserted on the side of the weapon. Ammo can also be topped up one by one.
  • It benefits from the Bulletgrubber Trait, due to its rough loading mechanism and experimental nature (it was still quite revolutionary for its time!)

Shotgun Re-balance
  • Overall reduction of shotgun spread across all weapons for tighter spread patterns
  • Stronger difference in spread between shotguns, while still respecting overall attributes like barrel length
    • The Romero 77 has the best accuracy and range of all shotguns now
    • The Rival 78 can be considered the baseline shotgun with average range and damage
    • The Auto-5 is more difficult to rapid fire with, as the recoil can push the crosshair off the target quite easily now
    • The Specter 1882 trades fire-power for ammo capacity, allowing it to fire slightly faster than before
    • The Handcannons follow a similar breakdown
      • The Romero 77 Handcannon has the best range and accuracy
      • The Rival 78 Handcannon is average, but can fire two shots in rapid succession
      • The Specter 1882 Compact has more ammo, but otherwise is close to the Rival's performance
      • The Romero 77 Hatchet has the power of the Rival 78 Handcannon, but comes with its signature axe melee attack.
  • Slight increase in overall shotgun range
    • Damage now reaches 0 at 40m instead of 30m
    • Handcannon damage now reaches 0 at 25m instead of 20m
  • Enemies now take slightly more shotgun damage to the head
    • It can be better to aim at the upper torso rather than aiming for the head directly depending on the range
    • AI heads will now correctly dismember based on where the damage is concentrated (Lucky Meatheads)

AI

General AI
  • First pass on AI navigation improvements to prevent them from getting stuck and/or not attacking.
  • Added hit-impact audio for Meathead and Butcher.
  • Grunts inside buildings will only aggro to gunshots from outside the buildings if they can see a target.
  • First pass on fixing glitches with AI's look directions.
  • Slightly reduced the blunt melee damage taken by the head of Grunts
Spider
  • Spider movement and balancing changes:
    • Greatly improved the fluidity of its movement across indoor surfaces.
    • Reduced overall movement speed.
    • Decreased the time the Spider will hide in one spot.
    • Decreased the search range for hiding spots.
    • Decreased the period of time between attacks.
Meathead
  • Players can now damage and dismember the limbs of the Meathead. (Not so lucky this time.)
  • Meathead no longer remains standing during it's death animation if burned
  • Increased render distance for leeches, they will not pop up unexpectedly
Hellhounds
  • Hellhound health rebalancing:
    • At close range they can still be killed in one shot with headshots
    • At medium range they require more shots using compact ammo.
    • We kept the long ammo to kill Hellhounds in one shot with headshots at all ranges
  • Improved visual fidelity for Hellhound deaths:
    • Improved reactions when dying from fire.
    • Hellhounds will no longer take flight when killed from an aerodynamic angle

Audio
  • Changed occlusion in underground areas: It does not fully mute the sound anymore instead it only muffles it.
  • Changed occlusion behavior over distance for better accuracy blending with the distance attenuation.
  • Footstep consistency pass: Minor adjustments on wood surface types, reducing the amount of creak.
  • Added Toggle in Audio Options to allow HUNT to output audio while not having the window focused.
  • Fixed issue on fusees to be audible from underground.
  • Explosion Improvements: Added more asset variation and short tinnitus effect when in close proximity.
  • Vegetation Improvements: Added more bushes and grass to make sound when passing through.
  • Reduced the pitch of footsteps on solid wood

Gunplay
  • The Chaos bomb is no longer destroyed by fire, but it will immediately trigger its effect instead
  • Fixed an issue where after the holding action was completed, holding the left mouse button led to an accidental shot.
  • After using the last charge of the Medkit now, the Hunter's primary weapon gets automatically selected.
  • New weapon variant added: Mosin Nagant M91 Obrez Mace
    • Variant of the Obrez with added metal club that makes it excellent for bashing in heads and killing Immolators without setting them on fire
  • New weapon variant added: Caldwell Pax Claw
    • Variant of the Pax with added blade at the pistol grip that causes Rending damage and can kill Grunts with a heavy melee attack to the head in one strike
  • Increased the rate of fire of the Specter 1882 pump-action shotgun and its variants
  • Shotguns lose slightly more damage at range (around 10% less between 5-15m distance)
  • Slight increase to Winfield 1873 C recoil (incl. variants like the Marksman and Silencer)
  • Slight increase to Winfield 1873 recoil and recoil recovery offset between shots (incl. variants like the Talon, Aperture and Swift)
  • Revolver balance pass
    • Nagant M1895 Officer and its variants now kick slightly more and are harder to keep on target between shots
    • The Nagant M1895 Officer Carbine and Nagant M1895 Precision have a slightly smoother recoil kick now, similar to the Winfield rifles to take the advantage of shoulder stabilization while firing a weak cartridge into account
    • Reduced recoil and increased accuracy for the Nagant M1895 Precision to make it stand out more from other weapons as a meaningful equipment choice
    • Reduced recoil, but also reduced accuracy for the Caldwell Conversion Chain Pistol to give it some drawbacks over the regular Caldwell Conversion revolver
    • Increased base damage of the Nagant M1895 Silencer (it will still drop damage faster over distance than the other Nagant M1895 however!)
    • Improved accuracy for the Caldwell Conversion pistol to help it find its place in the arsenal as a viable choice (last update we already changed it to have less recoil)

Hunters
  • Using First Aid Kit now pauses bleeding damage while in progress
  • We have tentatively fixed an issue where the Vitality Shots/Medkits did not work as intended.
  • The Electric Light tool now causes a blinding effect when aimed at another Hunter, making it harder for them to accurately return fire
    • This is very helpful when assaulting or defending buildings and doorways, giving the player carrying the light a slight advantage
    • This works best at night and in very dark areas. The effect during daytime is very subtle and does not offer any reliable protection
  • Adjusted the unlock Rank of the First Aid Kit, it now unlocks at Rank 1
  • Trait Unlock Pass
    • Moved Conduit to Bloodline Rank 1
    • Moved Greyhound to Bloodline Rank 1
    • Moved Packmule to Bloodline Rank 1
    • Moved Hornskin to Bloodline Rank 2
    • Moved Gator Legs to Bloodline Rank 5
    • Moved Resilience to Bloodline Rank 9

Quick Play
  • Free Hunters earned in Quick Play will now use the earned XP to level up instead of the XP flowing directly into the Bloodline
    • This also means, Quick Play recruits usually have some Upgrade Points on them to use right away when added to your roster.
  • Added anti-camping mechanics for Rifts that makes them glow red when enemies are nearby
  • Starting gear for shotguns has been adjusted. Players will now start with one of the following shotguns:
    • Romero 77
    • Romero 77 Handcannon
    • Caldwell Rival 78 Handcannon

Bounty Hunt
  • Added anti-camping mechanics for Clues that makes them glow red when enemies are nearby
  • Added three additional options for possible exit points to both Stillwater Bayou and Lawson Delta

Meta

Challenges
  • Added additional challenges to the pool
    • Kill X Enemies (any type) with Headshots
    • Collect X Clues of Spider/Butcher/Any Boss
    • Get X Clean Sweeps for Spider/Butcher/Any Boss
    • Loot X Bounty Tokens for Spider/Butcher/Any Boss
    • Locate X Boss Lairs of the Spider/Butcher/Any Boss
    • Extract X Free Hunters from Quick Play
    • Be the first to activate the Wellspring in Quick Play X times
  • Added the Immolator as an option to all other AI-related challenges
  • Lowered the completion threshold for some challenges with low completion rates
  • Adjusted some of the rewards earned from completing challenges
Recruits
  • Players will only be offered one Tier 3 Hunter recruit at a time now.
    • For a Tier 3 Bloodline, the following recruits will be available now:
      • 1x (free) Tier 1 Hunter
      • 2x Tier 2 Hunters
      • 1x Tier 3 Hunter
  • The base cost of recruits have been increased slightly, but they come with more default traits
    • Tier 1 Hunter: 1 Trait
    • Tier 2 Hunter: 2-3 Traits
    • Tier 3 Hunter: 3-4 Traits

Store

New Equipment
  • Added Bornheim No.3 at Bloodline Rank 21 for 63$
  • Added Caldwell Pax Claw at Bloodline Rank 46 for 117$
  • Added the Mosin Nagant Obrez Mace at Bloodline Rank 79 for 295$
Default Gear Changes
  • Moved Winfield M1873C to Bloodline Rank 1
  • Moved Romero 77 Handcannon to Bloodline Rank 1
  • Moved Combat Axe to Bloodline Rank 1
Price Changes
  • Romero 77 cost increased from $4 to $34
  • Romero 77 Talon cost increased from $15 to $48
  • Romero 77 Handcannon cost increased from $4 to $30
  • Romero 77 Hatchet cost increased from $29 to $32
  • Specter 1882 cost increase from $75 to $103
  • Specter 1882 Bayonet cost increase from $105 to $123
  • Specter 1882 Compact cost increase from $65 to $99
  • Winfield M1873 C cost increase from $22 to $46
  • Nagant M1895 Officer Brawler cost increase from $30 to $46
  • Nagant M1895 Officer Carbine cost increase from $36 to $46
Additional Store Changes
  • Comparative weapon stats have been updated to reflect the latest balancing changes

Performance

Performance updates in this patch focused primarily on asset and level fixes as well as optimization to game features. Low spec configuration should also notice a quality improvement.
  • Enabled detail grass on low spec configurations. This should improve quality for users running on low spec without impacting performance.
  • Enabled shadow casting on large grass patches on low spec. This should improve quality for users running on low spec without impacting performance.
  • Optimized drawcall count in Lawson Delta and Stillwater Bayou which can benefit CPU limited hardware
  • Optimized shadow casting objects in both maps as not all objects need to cast shadows in many cases
  • Removed duplicate objects and cleaned up placement of geometry in both maps
  • Found and fixed a number of entities that should be simple geometry
  • Greatly reduced the entity count of spawnable objects to reduce cost on CPU
  • Cleaned up and improved LODs for many objects and added some missing LOD’s
  • Cleaned up and optimized the cost of world lighting in both maps
  • Cleaned up object rendering distance of many objects and vegetation to be more consistent
  • Restructured culling setup of underground areas to be more efficient and less buggy
  • Fixed a number of expensive physics proxies
  • Optimized Port Reeker
  • Optimized Stillwater
  • Fixed an issue with rope simulation that could cause chain traps to be updated even when they were not active
  • Optimized shotgun projectile updates to be more efficient
  • Fixed a number of possible stalls when approaching compounds
  • Reduced cost of clue updates again
  • Reduced the memory we use for the terrain render targets
  • Optimized animation cost of doors and windows that could cost something every frame even when not animating on the client
  • Optimized decal placement in both levels
  • Fixed a number of obsolete materials and orphan textures
  • Optimized placement of cloth in compounds to be more evenly distributed
  • Optimized shadow casting lights to be more efficient
  • Optimized animal attractors (Ravens, Ducks and Horses) to be simpler and less expensive
  • Optimized animated objects to be more efficient server side

World

General
  • The search-lights are now adjustable in Lawson Delta
  • Breakable branches have been added to Lawson Delta
  • Anti-camping layout and location changes on both maps
    • Stillwater Bayou church towers and elevated vantage points of Lawson Delta have been adjusted
  • AI propagation consistency pass on Lawson Delta
  • Additional spots where supply stations can be found
  • All Times of Day have been added to both maps now
    • Lawson Delta now also features Fog and Golden daytime
    • Stillwater Bayou now also features Neutral daytime
  • Hunting towers have interactive shutters now for better cover and they now allow players to escape without using the ladder
  • Implemented additional set dressing and level theming in Lawson Delta.
Animal Traps
  • Performance optimizations
  • Reworked how player actions factor into their escalation:
    • Players should be aware of their proximity and speed as ways to escalate: the closer and faster you move around them, the earlier they will escalate
    • Crouching however, is generally considered safe until you get really close.
    • Players can now safely stand up (not moving) to aim over cover and sit back down again without the risk of escalating.
  • Reworked how sounds (predominantly gunshots) are evaluated:
    • The weapon type heavily influences the distance and the number of shots you can safely fire without escalating.
    • For example: A pistol shot at 15 meters might have the same effect as a shotgun shot at 30 meters. With smaller calibers, it can take several shots to eventually escalate them.
  • Horses became tougher:
    • Horses have health now which means only a few weapons can kill them with one shot to the body
    • Shots to the head or neck, however, will still be considered an instant kill (includes throwing knifes).
  • Horses are more calm by default:
    • Horses stay in a silent idle state as long as no escalating factors are present (players that are not crouched, gunshots, etc.) making it easier to sneak past them.
    • This is a compensation for the health changes mentioned above. Neutralizing a horse is no longer the only viable option to avoid escalating it.
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Service
  • Account Linking: Players can now create and link a Crytek account to their Steam accounts to help us communicate directly with our community. There will be a one-time reward of $5000 in in-game currency for players, who wish to do so. The players who already linked their account on the Test Server will have to perform the action on the Live server again as the linking is steam application specific. Account Linking is optional, players can always skip it and do it at a later time from the Options Menu, however, we would really appreciate if you could take a moment and sign up!

https://steamcommunity.com/games/594650/announcements/detail/1809790140237004742
 
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We are delighted to show your our new boss: the Assassin. The Assassin materializes and strikes before melting back into a swirling swarm of insects on the floor, only to reappear in another part of the room and make yet another deadly hit. He is quick, savage, and merciless.
 
Update 6.0 erschienen!
60d219f85f641d133519bd612747ebc764c417d0.jpg

Check out what's new in Update 6.0! We have added a new Boss, new equipment, traits and more!
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https://steamcommunity.com/games/594650/announcements/detail/1786148775485541802



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Take a closer look at the creation process of our new boss, the Assassin. We talked with Artem Shumnik (Lead Concept Artist), Chris Goodswen (Senior Character Artist), Abdenour Bachir (Character Art Director), Robert Green (Junior Technical Designer)
 
Auf der Suche nach einem Releasedatum bin ich auf diese aktuelle Info gestoßen:

The next update that you can expect will include both the content details for the 1.0 release and a preview of what kind of content and features you can expect to see post-1.0.

Wenn ich die Abstände zwischen den Updates so sehe, können wir dann so gegen Juli herum mit einem Releasedatum für 1.0 und somit auch im besten Fall einem Konsolen-Datum rechnen? Das Spiel sieht jedenfalls gut aus.
 
Roadmap für Version 1.0 und danach veröffentlicht!
Here you’ll find our Roadmap Update for Hunt’s full release! We’ve also included some of the things that will come to Hunt post-1.0.

We will be adding more features to the Roadmap, both for 1.0 and beyond, as we investigate their viability. For example, there are still some community requests we would like to get in the game, but we won’t add them to the Roadmap until we are 100% certain that we can deliver.
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https://www.huntshowdown.com/roadmap
 

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