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MULTI Hunt: Showdown 1896

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Update #2.3 erschienen!

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AI
  • Added a new AI - "Water Devil" to the swamps
    • The Water Devil will predominantly infest parts of the Louisiana Bayou swamps and will react to Hunters entering the water nearby
    • Hunters can try to outrun, distract or kill the Water Devils, but don’t get caught up in deep water as this can bring a swift death. Tread carefully.
    • It is possible to defeat individual swarms of Water Devils, but eventually a new swarm will take its place in the area; use the moment wisely.
  • Bosses will now converge on players that attempt to hide inside the arenas (that corner you thought was safe… won’t be safe anymore).
  • We have tuned the behavior of the bosses when players are near the arena. This will mean that their movement will be harder to predict ensuring they are less exposed to high damage opening attacks.
  • The Butcher will now always have his fire throwing ability from the start to better deal with players outside of his reach.
  • Grunts with torches will now inflict some minor physical damage in addition to setting the Hunter on fire.

Audio
  • Audio pass made to the AI cast to improve audio over distances. It should now be easier to determine how far away the AI is from your location
  • Improvements made to the Hellhound audio. Snapping sound radius has been reduced as this was misleading and giving the impression they were closer than they were.
  • Based on community feedback, we have reduced the volume of the audio produced on the accolades screen
  • Further tweaks and adjustments made to audio occlusion to minimize the edge cases where it is possible to hear through the terrain

Gunplay
  • Added new "Waxed Dynamite Stick" consumable that detonates in water with a slightly reduced radius but more power.
  • Added the "Liquid Fire Bomb" consumable that will explode on contact with the water and burn for a few seconds.
  • Initiating the reload process will no longer cause your hunter to stop sprinting.
  • The Poison Bomb’s toxic cloud lifetime has been increased to 120 seconds.
  • The insect swarms from the Hive bomb will now linger for up to 30 seconds before they disperse if they do not find a suitable target.
  • Increased the damage of the weak and exhausted melee attacks with the Sledgehammers to be more in line with the Wood Axe.
  • Weak melee damage has been slightly reduced on all handcannons to be more in line with pistols that have an attached buttstock.
  • Romero 77, Romero 77 Talon, Specter 1882 and the Auto 5 now have a reduced crosshair spread giving them slight more accuracy at range.

Hunters
  • Hunters can now vault through windows that contain breakable glass.
  • Changes to Burning
    • Holding “F” to stop burning will pause the burning process during the duration of the action (releasing the key will cause the effect to continue)
    • Standing in fire while holding “F” will not pause the process and you will continue to lose health chunks from burning
    • The fire effect will only remain visible on a downed hunter while their health chunks are burning away (no fire on a body means the hunter is fully dead and cannot be revived)
    • Downed hunters health chunks will now burn at a slower rate, giving the teammate more time to revive them
    • Hunters now need to walk a few meters in the water before the splashes will put out the fire.
  • Changes to Bleeding
    • Holding “F” to stop bleeding will now pause the bleed-out process during the duration of the action
    • Slightly reduced the distance at which shotguns apply a bleed effect

Meta

Equipment price changes:
  • Dynamite Stick price reduced from $45 to $20.
New equipment:

Consumables:

  • Liquid Fire Bomb - $25 (unlocked at Rank 56).
  • Waxed Dynamite - $30 (unlocked at Rank 89).

Summary Screen:

Accolade changes
  • Added an Accolade for reaching level 50 on a Hunter.
  • Added an Accolade for reaching Bloodline rank 100.
  • Added an Accolade to display the earned Upgrade Points for a Hunter that leveled up.

Match score readability improvements
  • Bounty, XP and Dollars are now displayed separately for the "Top 5" Accolades and all "Other" Accolades that can only be seen in the details view.
  • The "Other" category includes all additional money found from looted bodies or received as Bloodline rank-up rewards.
  • Total score for Bounty, XP and Dollars from both the Top 5 accolades and from other rewards is displayed in a separate line.
  • Total Dollars earned will be the main indicator of success for completing a contract and are displayed much bigger now.
  • Added a conversion rate legend for Bounty into both XP and Dollars for better transparency of the received score (1 Bounty = 4 XP + 1 $)

Endless Bloodline XP loop after Rank 100
  • Added a new repeating, infinite rank. Players at rank 100 can gain for some additional money.
  • Players will not increase in rank (100 is still the max), but earned XP will still advance their Bloodline progress as normal.
  • For every 4000 XP added to the Bloodline, you will receive a reward of $666.

Displayed equipment stat changes
  • Adjusted a number of stats for weapons and equipment in the Arsenal and Shop menu.
  • None of these stat changes have an effect on gameplay. They are abstract and purely displayed for the purpose of weapon stat comparison.

UI
  • Rank Badges have been added as a reward for progression your Bloodline and ranking up.
    • Players' Rank Badges will update every time they unlock a new Tier on the Bloodline.
    • In addition, Rank Badges upgrade every time the player goes Prestige.
    • The first ten Prestige levels each have a unique design, after that the badge updates every ten Prestige levels up to the max level 50!
  • We added some new artwork to the loading screens. We hope you like the new additions.
  • Added the Dark Sight Boost time display to the spectator mode UI.
  • Updated the news banner.
  • Added a confirmation button for leaving the match when with a partner. This will help to avoid instances where you may accidentally click on the “Leave match” button after being downed.
    • This will only appear if you are in a team (solo play remains unchanged in this regard)

World
  • Ducks added as a new animal attractor:
    • Similar to the crows, but only found in water.
    • Reduced the chances of crows appearing on land to ensure balance between the two attractors.
  • Improvements made to the spawn rules for bear traps to ensure enough defensive tools are available around the banishing site.
  • Reduced the spawn rate of bear traps overall throughout the map.

https://steamcommunity.com/games/594650/announcements/detail/1707314854843032917
 
Update #2.4 erschienen! Performance Patch!

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AI
  • Reduced the Water devil’s detection range for crouched Hunters.
  • Water devils that disable themselves when another is attacking a Hunter will now slightly move towards the attacker before disabling.
  • Water devils can no longer damage Hunters on land.
  • Increased the size and speed of the Water devil slightly.

Audio
  • Improved impact sound of Dynamite.
  • Improved impact and charge up sounds of the Concertina Bomb.
  • Improved impact sound of lanterns.
  • Improved breaking SFX to electric lights.
  • Improved the audio timing of the Mosin Nagant Avtomat reload animations.
  • Increased the priority of explosion sounds to prevent them from accidentally being overpowered/silenced by other sounds.
  • Increased the Hellfire Bomb's audibility radius to make it consistent with similar explosions.

Gunplay
  • Greatly increased the melee damage of dusters and Nagant brawler.
  • Updated Nagant Brawler animations to properly use the attached dusters.

Performance
  • Added sub-groups and additional options for users to configure their graphics quality versus performance in the settings menu.
  • Added resolution scaling: Players can now scale down the rendering resolution independent of the resolution the game is running in. This will have potentially large performance gains for players who have slower GPU's. This setting does not scale the UI.
  • Optimized all particle effects
  • Re-balanced low spec config to improve GPU performance. By default low spec will have a reduced set of features enabled and rendering quality will be slightly lower. Users can choose which features to enable in the graphics options.
  • Allow users to disable some post-process and effects
  • Adjusted HDR Bloom quality settings across specs
  • Added particle quality settings across all specs
  • Added volumetric fog quality settings across specs
  • Added descriptions to all menu settings to explain what they will change when different settings are used
  • Added a VRAM meter in the graphics options menu to show dynamically the current VRAM usage. This feature is only available on Windows 10.
  • Added larger texture-pool configurations up to 8GB
  • Optimized Schematyc update scheduler data structures to reduce CPU cost on main thread. This should provide a base improvement for all users constantly as well as reducing spikes in the framerate when entering new areas of the level.
  • Adjusted particle screen fill settings to improve performance when particles occupy a lot of screen space
  • Optimized ironically expensive display of performance information that could cost too much on the main CPU thread. Heisenberg wept.
  • Adjusted shadow casting min-spec setting on some detail vegetation.
  • Flagged some detail objects as hidden on lower specs.
  • Corrected a number of config settings that were not being set properly.
  • Optimized some level features that updated every frame and on both server and client unnecessarily.
  • Moved performance HUD settings into graphics setting menu (previously HUD settings).
  • Exposed several advanced options for, surface format optimization and 2 pass rendering.
  • Disabled FPS limit option when VSYNC is active.

Meta

Equipment rank changes:
  • Nagant M1895 – Unlocked at Rank 4 (previously 10)
  • Nagant M1895 Brawler – Unlocked at Rank 40 (previously 17)
  • Nagant M1895 Officer – Unlocked at Rank 10 (previously 40)
  • Fire Bomb – Unlocked at Rank 2 (previously 4)

New equipment:
Pistol:
  • Nagant M1895 Officer Carbine - $86 (unlocked at Rank 17).
Shotgun:
  • Specter 1882 Compact - $65 (unlocked at Rank 91).
Crossbow:
  • Crossbow Shotbolt - $305 (unlocked at rank 85).

UI
Endless Bloodline loop:

  • The progress of the endless loop is now visualized on the Bloodline page.
  • Increased the threshold for the endless bloodline experience loop. XP required is now 8000xp (previously 4000xp).
  • Gaining $666 by retiring a Hunter is now visualized on your bank account.

World
  • Reduced the placement range of bear traps
  • Increased Twig AI Audio stimulus from 15m to 25m
  • Fixed an exploit where interacting with two clues at the same time, would grant two region shrinks even though one of the clues would be inaccessible afterwards.
  • Fixed an issue where AI would not spawn at the Extraction vehicles, even though they should.

Bug Fixes
  • Fixed an issue where bear traps didn't deploy properly, but just got dropped instead.
  • Fixed an issue where the Water Devil produced no audible sound.
  • Fixed a bug that casued the Water devil to deal more damage than intended
  • Fixed an issue where the hunter didn't play audio feedback when jumped at by the Spider.
  • Fixed the link of the tutorial video in the main menu to point to the updated version.
  • Fixed an issue where players were unable to select their spawn location before a match.
  • Fixed a number of issues that would result in the throw helper not being accurate in certain situations or when using specific items(e.g Frag grenade)
  • Fixed an issue where players could get stuck between a roof and a tower at Scupper Lake.
  • Fixed some view distance issues for shutters, doors and windows on low and medium spec.
  • Fixed an issue where the hunter didn't automatically switch back to a weapon after using a syringe.
  • Fixed an issue that resulted in it not being possible to interact with world items in instances when these items were used in quick succession.
  • Fixed an issue where the water devil could randomly disappear after being aggro’d by a player.
  • Fixed the audio that was produced for
  • Fixed an issue that caused the (own) death screen not being displayed correctly after spectating another player that left the session.
  • Fixed the physics of lanterns when thrown on water, making them behave more realistically and bounce less.
  • Fixed an issue where explosives were instantly triggered when hitting concertina wire.
  • Fixed an issue that would result in not receiving credit for Hellhound kills if the pack was already agrro’d by another team.
  • Fixed a bug that caused a delay to occur when healing with the First aid kit.
  • Fixed a bug that resulted in placed Bear traps not reacting if hit with flare pistol or fusee.
  • Fixed an issue with the throwable lanterns and Hammer not dealing the correct damage.

https://steamcommunity.com/games/594650/announcements/detail/1714072792709087675

Solo Missionen gibt es jetzt auch
 
Teaser für die nächste Map: Lawson Delta
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View here the very first teaser trailer of our new upcoming map!

Details about the new map, called Lawson Delta and set in post-Civil War Louisiana, will be revealed at TwitchCon, happening from October 26-28 in San Jose, California
 
Update #2.5 erschienen!
With this release we are introducing the “Trainee mode” for Hunters up to bloodline rank 15. We believe this will help new players to familiarize themselves with the game, without having the risk of losing Hunters in this process. When your get killed your Hunter will not be gone permanently. After such a scenario, all you need to do is buy the equipment you wish to equip your Hunter with.

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Trainee Mode
  • Safety net added for new players to help them learn the game.
  • In the first 15 ranks (excluding prestige) your hunters won’t be lost when they get killed in a mission. Instead the dead hunters get reset to the pre-mission status including all gear and health.

Gunplay
  • All Compact Bullets
    • Slightly more damage when hitting the arms and legs of a Hunter
    • Reduced ammo per pick-up from supply boxes (same percentage level as medium, long and shells now)
      (Affected weapons: All Winfields, all Nagant revolvers and the Caldwell Conversion revolver, incl. Silencer and Chain Pistol variants)
  • Crown & King Auto-5
    • Extra ammo reduced from 12 to 6 shells
  • Caldwell Conversion Uppercut
    • Extra ammo reduced from 12 to 9 long bullets
  • Mosin Nagant M1891 Avtomat
    • Magazine ammo reduced from 20 to 15 long bullets
    • Extra ammo reduced from 10 to 0 long bullets
  • Dolch 96 and Dolch 96 Precision
    • Extra ammo reduced from 10 to 5 medium bullets
    • Slight increase of recoil and delay between shots
  • Vetterli 71 Karabiner
    • Extra ammo reduced from 19 to 13 medium bullets
    • Reload loop us now 25% faster
  • Specter 1882 and Bayonet version
    • Extra ammo reduced from 12 to 10 shells
    • Slight increase of recoil
  • Specter 1882 Compact
    • Extra ammo reduced from 12 to 8 shells
    • Drastic increase of recoil
  • Romero 77
    • Slight increase of recoil
  • Romero 77 Handcannon and Hatchet variant
    • Extra ammo reduced from 12 to 10 shells
    • Slight increase of recoil
  • Caldwell Rival 78
    • Extra ammo reduced from 12 to 8 shells
    • Slight increase of recoil
  • Caldwell Rival 78 Handcannon
    • Extra ammo reduced from 12 to 6 shells
    • Drastic increase of recoil
  • Explosive Crossbow
    • Direct hit to upper torso or head will now kill enemy hunters.
  • Machete
    • Slight melee damage reduction
    • Changes made to the pose for charged melee attacks, to no longer cover the torso with the arm to absorb damage.

Price changes
  • Hand Crossbow from $210 to $110
  • Hand Crossbow poison from $240 to $115
  • Nagant M1895 Officer Carbine from $86 to $35
  • Crossbow from $280 to $180
  • Crossbow Explosive from $400 to $290
  • Crossbow Shotbolt from $305 to $220
  • Mosin-Nagant M1891 Avtomat reduced from $1800 to $1500
  • Cavalry Saber increased from $22 to $28
  • Crown & King Auto-5 from $266 to $466

https://steamcommunity.com/games/594650/announcements/detail/1707319928418465088
 
Update #3.0 erschienen!
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Hunt: Showdown’s new map—Lawson Delta—has gone into Beta!
You'll be able to choose the map in the mission selection.

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HIGHLIGHTS
  • Skill-based matchmaking – With this update, we are introducing a new, skill-based matchmaking system. The new system is inspired by the Elo system used in chess, and heavily weights player vs player skill in populating matches to create a fairer experience.
  • Movement inertia - We are introducing a new movement system that adds acceleration and deceleration to the core movements of Hunters. This system will stop players from abusing the ADAD buttons to dodge bullets/melee attacks.
  • Anti Teaming - To prevent pre-lobby teaming, we have made various changes to the way that we group players into sessions.
  • Weapon looting from dead Hunters - When getting downed or killed, Hunters now drop their weapon(s) on the ground. Other players can either pick up the dropped weapon(s) or exchange them for their currently equipped ones. Any looted weapons extracted from the mission are marked as contrabands and cannot be sold for money in the store.
  • NVIDIA Highlights - Hunt now supports NVIDIA Highlights, which will automatically capture a short video of your kills and deaths. Now you can show off awesome videos to your friends!

AI
  • AI should no longer spawn on top of geometry where they could not get down (for example: wagons and large boxes).
  • Hellhound
    • Updated the locomotion behavior and animations of Hellhounds. Their movement is now more realistic
    • Hellhounds’ overall damage has been reduced. Bite attacks now cause bleeding damage
    • Hellhounds can now dodge melee attacks by jumping back and forth
    • It is now possible to cancel Hellhounds' melee attacks by hitting them first
    • Re-balanced the damage Hellhounds take as follows:
      • They now die to 1 headshot with long bullets at any range (With the exception of the Uppercut which is close to matching the Vetterli)
      • 1 headshot with medium bullets until long range
      • 1 headshot with compact bullets over short range (Increasing fall off over range)
      • Body shots now deal more damage
  • Melee vulnerability balance pass
    • Some AI are weaker to specific melee types and resistant to others
    • Melee damage has become slightly more powerful against AI overall
  • Armoreds
    • Weak to Stab damage
    • Resistant to Slash damage
    • Blunt damage stays normal
    • The knife and machete have similar effectiveness
  • Grunts and Hives
    • Have neither weaknesses nor resistances
    • Can be killed with 1 heavy attack to the head by dedicated melee weapons
  • Hellhounds
    • Weak to melee damage in general
  • Meatheads
    • Weak to Slash damage
    • Resistant to Blunt damage
    • Slightly resistant to Stab damage
  • Water Devil
    • Resistant to melee damage in general
  • Butcher
    • Weak to Slash damage
    • Resistant to Blunt damage
    • Slightly resistant to Stab damage
  • Spider
    • Weak to Blunt and Slash damage types
    • Stab damage stays normal
  • More details can be found under the Gunplay section

Audio
  • Improved Audio Mix (Zoo cleanup)
  • Added missing audio stingers to UI banners.
  • Added ambient audio to the main menu.
  • Decreased the volume of the audio played after bounty pick-ups.
  • Added "Devil In The Churchyard" Instrumental Version (plays during matchmaking & mission loading).
  • Added "Devil In The Churchyard" Ambient Version to play after Humming Theme in the Main Menu.
  • Increased the audibility of fuse sounds (All Dynamite variants, Frag grenade, and Sticky bomb).
  • Gramophone in the level can play a short version of the "Devil in the Churchyard" track.
  • Fuse sound on explosives do less occlude within close proximity now.
  • Reduced audible range of weapon selection and aiming.

Gunplay
  • Increased the width of the Aperture sight to allow Hunters to see and track targets more easily
  • Waterproof Dynamite now has separate aim helpers for ground and water danger ranges
  • Improved fuse audio for explosives: Lighting up the fuse and the sizzle are better audible now
  • Melee weapons balance pass
    • Blunt, Slash, and Stab type of melee attacks now have more separation from each other
    • World melee items like the Wood Axe and Sledge Hammer have been left untouched and will continue to be the most powerful melee weapons
    • Dusters can now kill Grunts with a single heavy attack to the head
    • The Knife still kills Grunts with a single heavy stab attack to the head and chest, but regular attacks require two hits
    • Throwing Knives now do slightly less damage than the Knife. Throwing damage has not changed.
    • Machete can now kill Grunts with a regular hit to the head. It requires three heavy slash attacks to kill an Armored for a total of four heavy attacks per full stamina bar
    • Cavalry Saber now requires two regular hits to kill a Grunt, but can also kill an Armored with just two heavy stab attacks for a total of four heavy attacks per full stamina bar
    • Bayonets now match the Cavalry Saber’s heavy attack damage, but consume more stamina for the attack for up to three heavy attacks per full stamina bar
    • Talon variants now match the Machete heavy attack damage, but consume more stamina for the attack for up to three heavy attacks per full stamina bar
    • The Romero Hatchet now matches the Machete but consumes more stamina for the attack, similar to attacking with rifle buttstocks.
    • Rifle buttstock attack damage is the same against Grunts, but has been reduced slightly against other Hunters, now requiring two hits to the head to kill
    • Rifle buttstock attacks also consume slightly less stamina
    • Pistols with attached buttstock do the same damage as rifle buttstock attacks
    • Pistol whip attack damage has been slightly reduced overall, making it less effective in melee and best used as a deterrent for AI before switching to a dedicated melee weapon
    • Sawn-off weapon attacks deal the same amount of damage as pistol whip attacks
    • The Romero Hatchet is identical to the Machete for both regular and heavy melee attacks, but consumes more stamina
    • Adjusted range of melee attacks based on the weapon's length (longer weapons have further reach than short weapons)
    • Improved hit detection of Wood Axe and Combat Axe melee attacks
    • Improved hit detection of Sledgehammer melee attacks

Hunters
  • Added inertia-based movement to counter ADAD button spamming
    • Hunters will no longer be able to perform super erratic moves to avoid getting hit by bullets
    • This system adds acceleration and deceleration to core movement for a more realistic feeling
  • Added new jumping system
    • Removed melee stamina consumption from jumping
    • Jumping still tires the player - similarly to sprinting - and blocks regeneration of melee stamina
    • The Hunter's movement speed is slightly reduced when chaining together too many jumps in a short amount of time
  • Added a new weapon state when jumping for a better first-person experience of the weapon moving on screen
  • Players can now vault over objects with higher landing points than the Hunter's current position.

Meta
Equipment:

  • The Nagant Brawler Pistol (Single Action) has been exchanged with the Nagant Officer Brawler variant (Double Action).
    • The price has been lowered from $35 to $30.
  • Icon consistency pass on all normal syringe shots to match the vitality shot.
  • A free sample of the newly unlocked item(s) after ranking up is now given to you and can be found in your arsenal

Recruits
  • Free Tier 1 Hunters have been added. The cheapest Tier 1 Hunter now always comes as a free recruit, but his equipment is marked as contraband and cannot be sold at the store.
  • Recruited Hunters are now rotatable and zoomable in the menu.
  • Unwanted Hunters can now be dismissed from the list of recruited Hunters in order to free up a slot. Their equipment is stored in the Arsenal for further usage, but players will not receive any bonus XP like they do when they retire a Hunter above Level 25.

UI
  • Adjustments made to the Mission Selection flow for the upcoming Quick Play game mode.
  • Optimized a handful of expensive game features.
  • Made improvements to occlusion culling handling when multi-threading (should improve main thread slightly on low end hardware).
  • Cleaned up handling of fullscreen/windowed modes.
  • Some minor CPU improvements to post-processing.
  • Improved efficiency of scene rendering order which may benefit GPU.
  • Improved blending of LOD’s.
  • Improved the way we handle flushing GPU commands that can improve performance in CPU limited scenarios.

World
  • New Feature: “Crows on a line”
    • You can now find crows sitting on fences, walls, and some ledges.
    • Reduced the overall amount of crows, ducks, and adjusted possible spawn points
  • New Feature: Cash register
    • Players can now find these randomly hidden away in compounds
    • Players can interact with them and loot them for money (same amount and chances as for looting dead Hunters).
  • Chapel of Madonna Noire now has a second entrance from the graveyard side, increasing the total number of access routes to the Boss lair to three
  • We did a consistency roof accessibility pass (some roofs which could be exploited got properly blocked - as it was always designed - and some roof got opened up for player access)
  • The hunting tower got more cover all around - in the future a new variation is possible as requested by the community
  • Some fences were not working properly when vaulting, they are now fixed all around the map.
  • Decluttering pass in Port Reeker to make it more readable for players
  • Water depth consistency pass across the entire map
    • The further you move into large bodies of water (the deeper the water gets) the slower your Hunter can move
  • Lots of floating objects fixed all around the map
  • Some updates on the art (like new roads textures, the industrial set got a small update, etc)

Bugfixes
  • Fixed a bug that could lead to multiple hunter kills being registered in a short amount of time while a player was affected by multiple damage sources at the same time.
  • Fixed some issues that could cause the client performance to stutter occasionally.
  • Fixed a problem where players could hear voice chat from other game sessions.
  • Fixed an issue that caused oil pools not being visible on the ground.
  • Fixed some navigational issues for bosses in Alain & Sons Fish.
  • Fixed a bug that made night missions appear too dark sometimes.
  • Fixed an issue related to stamina consumption when chaining heavy melee attacks with some weapons.
  • Fixed an issue where waterdevils reacted to players from too far away already.
  • Fixed an issue that prevented players from jumping/vaulting while they were inside a waterdevil.
  • Fixed a problem with steam invite problem that happened when two players invited each other at the same time.
  • Fixed an issue where cloth on hunters and AI was switching between simulated and static cloth too often.
  • Fixed a rendering issue that made edges around objects appear to be blurry.
  • Fixed an issue were the butchers downed state got interrupted unintentionally.
  • Fixed an issue that caused grunts to move towards the maps origin sometimes.
  • Fixed an issue that caused grunts to spawn without finding a waypoint and therefore didn't move properly.
  • Fixed an issue where inactive / fake grunts didn't have proper collision for throwable items.
  • Fixed an issue that lead to objects not being rendered sometimes.
  • Fixed an issue that caused top-up stations to heal too much if the player's current chunk was not fully regenerated
  • Fixed an issue that let stamina regenerate while holding a heavy melee attack
  • Fixed an issue that caused consumable collisions to occasionally not register (known as the “silent dynamite impact”).
  • Fixed an issue where the sticky bomb fuse's audio would end seconds before the detonation audio starts

https://steamcommunity.com/games/594650/announcements/detail/1712952601879844117
 
Update #4.0 erschienen!
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HIGHLIGHTS
  • Quickplay – With this update, we are introducing our first new game-mode, Quickplay. This is an alternate way to play Hunt designed for solo players only with a chance to earn free Hunters. Close the rifts and absorb the Wellspring’s energy in a race against time and other Hunters. It’s your only chance for salvation.

  • Challenges - This update introduces a variety of daily/weekly challenges, complete the challenges and receive in-game rewards. The challenges are available via the Bloodline Screen.

  • Gunplay changes - With this update, we are introducing our first set of Quality of Life improvements to gunplay, this includes faster and normalized animation timings across the arsenal for weapon cycling, grenade throwing and aiming down sight after selecting a weapon.
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https://steamcommunity.com/games/594650/announcements/detail/2797196840736434247
 
Zuletzt bearbeitet:
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The Immolator seems to be the most tormented of them all. The smallest movement sends him into a rage, attacking chaotically, and when shot burning even hotter and charging like an angry bull. He is, of course, extinguished in water (and can be fatally consumed by his own internal flames), but otherwise, represents the most intelligent example I have seen. The beast can actually open doors!
 
Hunt: Showdown feiert 1-jähriges Jubiläum!
Exactly one year ago today, Crytek released their multi player bounty hunting game Hunt: Showdown on Steam Early Access. In that time, the Hunt team has released 16 updates and patches, adding a new map, two new times of day, additional AI, a quick play game mode, challenges, and over a dozen weapons to the game throughout the year. Today the team is celebrating by looking back at everything they have accomplished and kicking off a 30% discount on Steam, running from now until March 4th at 7pm CEST.

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https://www.huntshowdown.com/news/hunt-showdown-celebrates-one-year-anniversary
 

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