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How To Unlock Flash Bomb Hunt Showdown

hunt showdown patch update

Seit Februar läuft die Early Admission Version zu Chase Shodwon, nun haben dice Entwickler von Crytek den ersten Content Patch veröffentlicht. Was der Patch mit der Versionsnummer 0.225 beinhaltet erfahrt ihr weiter unten.

Mit diesem Update erhalten alle Spieler 4000$ als Entschädigung auf ihr In-Game Konto, einige Spieler kämpften mit Unterbrechungen der Internetverbindung, Abstürzen und dem Verlust von Jägern. Die Verantwortlichen haben sich dazu öffentlich geäußert und Entschuldigt.

Unten könnt ihr nun die Highlights und Patch Notes Lesen, eine Liste aller Bug Fixes und bekannter Probleme findet ihr gleich hier.

Weitere Neuigkeiten und Tipps zu „Chase Showdown" findet ihr auf unserer Themenseite zum Spiel.

Hunt Showdown – Patch Notes – V0.225

Highlights

  • 5 weapons with sniper scopes for long, medium and short-range
  • two tactical grenades (Wink Bomb, Poison Flop)
  • 12 new Traits
  • 11 new Hunter outfits
  • Improved map readability and changes to level architecture in boss areas
  • Autumn damage
  • Inventory slot refactoring
  • Rebalanced player footstep audio
  • Updated Bloodline screen

Additional rewards for target adjournment
Changes to banishing and PvE rewards should increase the incentive to take on the bosses instead of camping ground while somebody else does the dirty piece of work. A completed banishing will now fully restore your health, and give your Hunter additional wellness chunks (if your Hunter has room on their wellness bar). Additionally, killing, banishing, and extracting with at least one bounty token from a target now provides a post-mission bonus of 25 bounty, called Clean Sweep.

Bloodline screen refactoring
We take improved the Bloodline screen to better come across your overall progress and how much you need to play for the next rank-up, where the Tier gates for unlocking new types of recruits are, recent and upcoming equipment unlocks, and a summary of your last friction match and its highlights. Nosotros have too made it easier to understand when y'all have unspent points or new gear to check out.

Inkling defender
AI volition now spawn randomly and much closer around clue positions to provide an additional challenge when tracking clues.
Developer note: AI may spawn effectually the inkling locations, and the combinations of AI will be randomized. It's also possible for audio traps such as raven flocks to spawn nearby in some cases.

Fall harm
Hunters will now take harm when jumping/falling from high walls, ledges, and rooftops.
Hunters will take fatal impairment when falling as well far (for example, from church towers or high roofs).

Increased bounty rewards for killing the boss & solo squad rewards
Every bit a squad yous will now receive 100 bounty for killing the boss (previously l bounty). Nosotros have also made changes to the solo rewards based on feedback from the community. Solo hunters will at present received 200 bounty for killing the boss. These rewards are guaranteed even if you lose your hunter after taking down the boss.

Inventory system refactoring
Weapons are now categorized as large, medium, or small and have been redistributed across these three categories. By default, Hunters merely accept one large and one small weapon slot. If a Hunter equips a medium weapon in their outset slot, the second slot volition upgrade from small to medium.

Map readability
Compound layouts accept been changed to make boss arenas harder to successfully camp and provide more defensive options for players who take out a target. Some spawn areas accept as well been adjusted to provide cover and reduce your chances of beingness seen at the mission offset.

Developer annotation:Nosotros focused our efforts on several areas including changes to problematic or unbalanced locations with a specific focus on reducing camping and providing more cover and opportunity for players who engage boss targets. We will go on to monitor feedback and make adjustments in the future.

New arsenal
With this update we are adding three sniper scope attachments across five sniper rifle variants of existing weapons, every bit well as two consumables, and ane tool:

  • Mosin-Nagant M1891 Sniper (rifle with long scope)
  • Nagant M1895 Deadeye (pistol with short telescopic)
  • Sparks LRR Sniper (burglarize with long scope)
  • Vetterli 71 Deadeye (rifle with short scope)
  • Winfield 1873 Marksman (rifle with medium scope)
  • Updated Mosin-Nagant M1891 model
  • Updated Mosin-Nagant M1891 Obrez model
  • Updated Mosin-Nagant M1891 Bayonet model
  • Flash Bomb (blinding flashbang)
  • Poison Bomb (creates a cloud of poison gas which causes damage over time, similar to the spider'due south toxicant attack)
  • Spyglass (tool)

New Traits
With this update, nosotros are also adding 12 Traits:

  • Bulletgrubber (replaces Pump Jockey trait): You can reload mid-clip without losing the chambered bullet on certain weapons
  • Barrier: Reduce the damage from explosions by twenty%.
  • Deadeye Scopesmith: Remain in scope view afterwards firing a shot while using whatsoever weapon with a short scope (Deadeye variants)
  • Fe Sharpshooter: Remain in iron sights later firing a shot while using commodities-activity rifles
  • Iron Devastator: Remain in iron sights betwixt shots using shotguns
  • Kiteskin: Reduce damage from falling by fifty%
  • Marksman Scopesmith: Remain in scope view after firing a shot while using whatever weapon with a medium scope (Marksman variants)
  • Sniper Scopesmith: Remain in scope view subsequently firing a shot while using whatever weapon with a long telescopic (Sniper variants)
  • Resilience: Become revived with i full health chunk
  • Steady Aim: Sway settles over 12 seconds with scoped rifles
  • Steady Hand: Sway settles over 12 seconds with scoped pistols
  • Salveskin: Health Chunks damaged past fire heal faster to their full amount

PvP kill rewards
We are adding a tier-based PvP kill reward system in social club to discourage hunting new players (white shirts) and instead focus on veteran players.

Hunters will at present get:

  • 100 XP for killing a Tier one Hunter
  • 500 XP for killing a Tier 2 Hunter
  • 1000 XP for killing a Tier 3 Hunter

Rewards refactoring
We accept received a number of reports stating that afterwards completing a mission rewards were not granted. With this feedback, we have implemented some refactoring of how rewards are being processed between the game servers and the backend. With these changes we should see some significant improvements with this upshot. The game servers are at present more than frequently synchronizing the current game country and not just at the end of the friction match. With this change, we take also made certain that in instances where the game server does crash, you volition be granted partial awards (all rewards that are currently synchronized before the server crash (customer crashes are handled differently)). Nosotros volition continue to monitor this to ensure that these changes have resolved the bug that were reported.

General Updates

AI

General Changes

  • AI is less likely to autumn off cliffs during melee attacks now
  • All bones AI and bosses (except for the Butcher) tin can at present exist reliably assail fire
  • Improved the reactions for Grunts and Armored when hit. This should outcome in hits being more than reliable and reduce the chance of the AI striking at a player as soon as they are hit
  • Increased draw-distance of AI to support the longer sniper combat distances
  • Increased the size of the Hive'due south defensive swarm
  • Spider is now less likely to leave its lair by accident and die outside

Enemy AI specific changes

Butcher:

  • Added a cooldown on hit reactions to avoid trapping him in a loop with continuous attacks
  • Improved his assail validation to prevent him from striking players through walls
  • Improved chasing and retreat behavior to make him harder to exploit
  • Improved targeting of his called-for oil ranged assault
  • Increased resistance to melee attacks
  • Slightly reduced impairment and range of his final strike when dying

Hellhounds:

  • Head hit points have been increased to make information technology harder to kill with headshots from weak weapons
  • Improved locomotion and hit reaction animations to be more reliable and snappy
  • Improved reactions – Hellhounds can now see and hear players at a greater distance.
    They volition also no longer attack in a directly line making them more of a challenge
  • Improved the group beliefs to avoid them getting stuck when retreating
  • Improved the search beliefs when the histrion is unreachable

Meathead:

  • Decreased the health past 25%
  • Improved his attack validation to prevent him from hitting players through walls
  • Improved the rage behavior when he is aggro'ed without having a visible target
  • Increased the range at which leeches will sense players by 50%

Audio

Developer annotation:We capeesh your very detailed audio feedback and suggestions. While nosotros might not be able have all of it into business relationship, we volition go on working to improve the audio experience of Hunt: Showdown. Keep it upward!

Improved Audio Consistency
Fixed sound events and deportment which sounded likewise different depending on perspective or situation.
This includes a pass on histrion and teammate footsteps and adjusted attenuations for fauna attractors listening from indoor and outdoor.

Improved Audio Readability
Stock-still audio events, enemies, and deportment which had missing or underwhelming audio-visual feedback. This includes existence on fire, getting hit, and striking enemies also every bit enhancements on the AI cast condition tells. Adjusted audio events which were too prominent, or that got in the way of gameplay and tuned these downward to exist less intrusive. This includes the extraction timer, depression health heartbeat, and some boss status stingers.

Improved Audio Realism
Some audio events were enhanced to realistically reflect the actual loudness of a sound and the environs where information technology is occurring. This includes the occlusion behavior, so sound beingness muffled behind a wall or less audible when surreptitious, reverb adjustments for barns and boss arenas, as well as gunshot reflection adjustments.

Gunplay

  • Added a new medium sway pattern alongside rifle and pistol sway, which is now used by all rifles with bayonets and all pistols with buttstocks while aiming downwards sights.

Programmer annotation: Rather than just ii, this third type now allows u.s.a. to brand rifles with bayonets more accurate and pistols with buttstocks less authentic rather than having to pick the other extreme.

  • All sniper scopes, iron sights for bolt-action rifles, and iron sights for pump-activeness shotguns zoom out between shots now
  • Nosotros have increased the default health value for all hunters from 100 to 150

Developer note: With this modify, Hunters have become slightly more survivable by default, but they can no longer boost their wellness to become a stronger reward.

  • Damage taken by the hunter has been adjusted to let a very similar gunplay experience

Developer note: Everybody volition benefit from the increased health by default then that one-hit kills will just occur on headshots just the gunplay will effectively stay the same.

  • Hits to the arms and legs take slightly less damage from bullets at present. Aim for the head or chest to maximize damage
  • Compact bullets are now more powerful and bleed less ability over distance:
    • Increased damage of Winfield rifles
    • Increased damage of Caldwell Conversion pistols
    • Increased damage of Nagant M1895 pistols

Developer annotation: This is our attempt to bring 2 different requirements together for weapon balance: Proceed the intended boost for compact bullets to assistance make low rank gear more than competitive, while still making certain these 2 hitting kill options are restricted to short range encounters. Where a Winfield tin kill players in two hits to the chest on short range but, the Vetterli can do then at medium distance, while the Sparks and Mosin Nagant are showing the same functioning at long range. We will continue to look at adjustments similar this going forward.

  • Ammo boxes at present grant slightly less ammunition
  • Bombs and explosives volition no longer detonate and will be consumed when thrown into water.
  • Bullet impacts now create a stronger stimulus. This volition increase the aggro radius and affect AI and animals at a greater altitude
  • Changed the recoil boot blueprint on all unmarried-action revolvers to take re-cocking the hammer after each shot into account.

Developer note:With this alter, Hunters have go slightly more than survivable by default, merely they tin can no longer boost their health to get a stronger advantage.

  • Decreased the zoom for iron sights on all weapons to make room for the new sniper scopes
  • All bolt activity and pump-activity weapons now unzoom between shots by default

Programmer note: Belongings the fire push down later shooting suppresses this mechanic, so you can confirm your kill offset.

  • Decoys are now more reliable in terms of damaging enemies and destroying lanterns
  • Dusters and items that attack using fists now swallow a lot less stamina, making them very economic choices confronting groups of enemies
  • Ammo puddle increased for some weapons:
    • Caldwell Conversion pistol extra ammo increased from eighteen to 24
    • Caldwell Conversion Chainpistol extra ammo increased from 18 to 24
    • Vetterli 71 Karabiner extra ammo increased from 12 to 19
    • Vetterli 71 Karabiner Bayonet extra ammo increased from 12 to xix
    • Winfield M1873C extra ammo increased from 15 to 22
    • Winfield M1873 actress ammo increased from xv to 22
    • Winfield M1873 Swift actress ammo increased from 15 to 22
    • Winfield M1873 Talon extra ammo increased from 15 to 22
  • Fusees tin can at present set enemies on fire when they are hitting past them
  • Increased damage of regular melee attacks for all true melee weapons (e.g Pocketknife, Machete and Cavalry Saber)
  • Minor changes fabricated to the Derringers recoil pattern
  • Nagant M1895 Silencer bleeds damage much faster over distance at present than other weapons using meaty bullets
  • Nitro Express rifle will at present receive ii bullets instead of one from large ammo boxes
  • Tweaked heavy and regular melee assail rules for truthful melee weapons (impairment ratio was 3:one, now is 2:1)
  • The pocketknife and dusters take been rebalanced to offer unlike characteristics

Developer note: As tools these should non outmatch the dedicated melee weapons such as the machete, they as well should stand apart from each other to allow option in their use. The knife is for stealth at the price of stamina whereas the dusters are for getting into/out of mob situations at the cost of firsthand damage.

Hunters

  • Bloodless: No longer provides amnesty to bleeding but halves the bleeding damage received over time
  • Starting time Aid Kit no longer stops the Hunter from called-for
  • Footstep sounds accept been fully retuned to encourage players be more active when close to enemy Hunters (overall audio range reduction)
  • Jumping now costs 20 Stamina and once out of stamina you'll only be able to perform smaller jumps (reduce bunny-hopping).

Programmer note: Nosotros have made a number of changes to how jumping and the stamina organization currently work. We will keep to monitor how these changes are perceived and volition make further adjustments if needed.

  • Weapons are now less accurate when shooting while jumping
  • Massive refactor of player stats system to kill a number of health-related bugs
  • Poison damage now results in a much stronger on screen outcome and reduces peripheral vision
  • Quartermaster: At present upgrades the 2d weapon slot from pocket-size to medium, allowing you to equip one large and one medium weapon instead of two big weapons
  • Vitality Shot no longer removes called-for effect
  • Water stride visual result size is now linked to depth of the water and speed of the Hunter
  • You are now allowed to use night sight while waiting for other Hunters
  • You are now allowed to use in-game voice communication while waiting for other Hunters

We have drastically increased the corporeality of possible Hunter names making it less likely for players to get hunter recruits with the same names over and over over again.

  • The number of possible American, English, French and High german recruit names increased
  • Nosotros take added 3 new nationalities with like number of names. Now our Hunters can have Irish, Scottish or Scandinavian names.

Meta

Hunters

  • Additional names added to the pool for new hunter recruits
  • All recruited hunters now showtime with 150 health regardless of tier

Developer notation: With this change, we want to normalize the gameplay advantage higher Tier Hunters had. Players no longer need to grind for health before they have a fair run a risk in PVP encounters. Nosotros promise this makes players become more active and engage more with the mission rather than farming points simply. In essence, buying health is now just to furnish your health rather than a heave mechanic.

  • Increased the reward for ranking up the bloodline from 100$ to 1000$. These rewards are only granted for ranks that do not unlock a weapon or trait
  • Increased the base cost for Tier 2 and Tier 3 Hunter recruits:
    • Tier ane: $ 0
    • Tier 2: $ +l
    • Tier iii: $ +100
  • Improvements made to the equipment for new recruits. This should decrease the chances of nonsensical loadouts such as multiple melee weapons
  • Reduced overall chance to receive expensive high end equipment to lower average recruit costs
  • Tier iii recruits now receive a min. of one trait and a max. of two traits (was min. 0 / max. 3 earlier)
  • Tier 0 recruits now come up with ii vitality shots instead of on

Menu

  • Added tooltips with additional details most armament and harm types in the Armory and Store when hovering over the icons
  • Added boosted hints to the loading screen
  • Weapon damage bars in the Arsenal and Store now besides display numbers. When irresolute weapon loadouts, players will now only see a list of compatible weapons for that slot

Store

New equipment added:

  • Mosin-Nagant M1891 Sniper for 1340$ (Rank Unlock 95)
  • Nagant M1895 Deadeye for 34$ (Rank Unlock 34)
  • Sparks LRR Sniper for 330$ (Rank Unlock 53)
  • Vetterli 71 Karabiner Deadeye for 135$ (Rank Unlock 65)
  • Winfield 1873C Marksman for 69$ (Rank Unlock 38)
  • Flash Bomb for 15$ (Rank Unlock 23)
  • Poison Flop for 25$ (Rank Unlock 39)
  • Spyglass for 15$ (Rank Unlock 12)

Equipment unlock rank changes:

  • Mosin-Nagant M1891 Obrez (Rank Unlock moved from 77 to 49)
  • Vetterli 71 Karabiner (Rank Unlock moved from 46 to 35)
  • Winfield M1873 (Rank Unlock moved from 35 to 26)

New traits added:

  • Bulletgrubber for 6 Upgrade Points (Rank Unlock 69)
  • Bulwark for half-dozen Upgrade Points (Rank Unlock 87)
  • Deadeye Scopesmith for 4 Upgrade Points (Rank Unlock 42)
  • Iron Sharpshooter for v Upgrade Points (Rank Unlock 96)
  • Atomic number 26 Devastator for four Upgrade Points (Rank Unlock 66)
  • Kiteskin for 3 Upgrade Points (Rank Unlock 27)
  • Marksman Scopesmith for 4 Upgrade Points (Rank Unlock 57)
  • Resilience for 4 Upgrade Points (Rank Unlock 21)
  • Sniper Scopesmith for 4 Upgrade Points (Rank Unlock 75)
  • Salveskin for 2 Upgrade Points (Rank Unlock 12)
  • Steady Aim for 6 Upgrade Points (Rank Unlock 78)
  • Steady Hand for 5 Upgrade Points (Rank Unlock 51)

Trait unlocks rank changes:

  • Fanning (Rank Unlock moved from 87 to 36)
  • Greyhound (Rank Unlock moved from 34 to eighteen)
  • Packmule (Rank Unlock moved from 48 to thirty)
  • Quartermaster (Rank Unlock moved from 24 to 45)

Price changes:

  • Caldwell Conversion Uppercut cost increased from 175$ to 275$
  • Crown + Male monarch Auto-v toll increased from 166$ to 266$
  • Concertina Bomb price reduction from 35$ to fifteen$
  • Dolch 96 cost increased from 190$ to 490$
  • Dolch 96 Precision cost increased from 280$ to 620$
  • Mosin-Nagant M1891 Avtomat price increased from 999$ to 1800$
  • Mosin-Nagant M1891 toll increased from 478$ to 780$
  • Mosin-Nagant M1891 Bayonet price increased from 488$ to 860$
  • Mosin-Nagant M1891 Obrez price increased from 378$ to 390$
  • Sparks LRR price reduced from 249$ to 179$
  • Vetterli 71 Karabiner Bayonet toll increase from 105$ to 165$
  • Antitoxin Shot price increase from 11$ to 25$
  • Stamina Shot price increase from 5$ to 25$
  • Vitality Shot price increase from twenty$ to 25$

Performance profile tool which can exist enabled in the HUD options menu

  • The tool will brandish a basic set of data on the top correct of the HUD with FPS, frame fourth dimension, master thread, and render thread time also equally current ping.
  • This will allows usa to get together some specific data from Hunters who feel performance issues, and provides Hunters with the option to check their performance individually.

Service changes

Softening of the loss of hunters due to technical difficulties
We accept added a characteristic which volition prevent players from losing Hunters due to irregular disconnects. This system will return a hunter to its pre-friction match land if certain conditions (maintenance, server crashes, invalid anti-crook kicks, client crash mid-mission and during loading, etc.) use.

UI changes

  • Added mission countdown timer to in-game map
  • Added stance indicator on HUD when the player is crouched
  • Added out-of-breath indicator on the HUD when player is out of stamina for either sprinting or melee attacks
  • Ammo pickups no longer showing percentage and now displays actual number of bullets collected
  • Inverse the extraction icons on the in-game map
  • Polished and improved the readability of the in game map
  • Improved the readability of the role player / team-mate icon
  • Pop upward added to encourage following the game through the Steam Hub to stay up to date with the latest news and announcements

World

Adjusted the distances of objects rendering and distance at which LODs change
We worked on reducing popping, and adjusted view distance for objects and LOD swaps (more to come in the time to come).

Elevator mechanics have been reversed to allow them to exist used past a single thespian at a time.
Information technology is now be possible for solo Hunter or Hunter pairs to use crank operated elevators more easily. The elevator position is now raised by default and when cranked, it will automatically heighten to the top of the shaft after a Hunter has entered the cabin.

Improved leading for players on some spawn areas
Additional leading away from spawn points to the nearest compounds have been added in some locations.

Lockbay Docks should now be correctly referenced in the level (non Lockport Docks)
Developer note: We noticed some confusion due to this, and nosotros are sorry about that.

Made the hunting towers more useful and added more than cover

Developer note: Let us know if you find these useful or not, and nosotros will evaluate this, and volition consider adjusting them depending on our customs'south feedback.

Players will now always exist able to run into 2 to 3 inkling locations when using nighttime vision
Nosotros felt having a single clue visible does not provide plenty options for Hunters when deciding which inkling to head towards. To resolve this, Hunters will now always run into two to three clues instead of only seeing one clue.

Quality of life fixes throughout the level (bugs, clipping issues, falling out of level, getting stuck, narrow paths, etc.)

We stock-still a lot of bugs that have been reported by the customs and internally to make the map more than stable, bug free and with fewer places for Hunters and AI to go stuck. We have also stock-still many floating objects, several terrain holes in the level, and stock-still several groups of vegetation that would disappear too early.

Nosotros applied some compound changes as follows:

Alain & Son's Fish Farm

  • Added more cover and protection to the building exits
  • Improved approaches with more than encompass
  • Removed access to northern vegetation islands (oftentimes camped)
  • Simplified a number of approaches to the compound from the North
  • Simplified underside of primary edifice to be less of a maze

Alice Farm

  • Added doors to the lower role of the butcher fight building to make entry and escape easier
  • Closed off upper barn on westward side that allowed players to hands shoot at Hunters engaging the target

Blanchett Graves

  • Added window admission into the Butcher space (previously only a single point of easily defendable admission)
  • Cleaned upwardly art effectually chemical compound and added some additional cover
  • Moved window access to corner to be less visible from perimeter wall
  • Reduced amount vegetation around the circular grave area that Hunters could hide in

Catfish Grove

  • Added a new protected ramp entrance
  • Added view blockers and cover to boss building entrances to reduce direct line of sight into the building
  • Added more cover to perimeter
  • Adapted some paths to reduce corporeality of water wading
  • Reduced clutter in interior

Cypress Huts

  • Added cover to make south side in h2o less exposed
  • Added a building to provide cover on the northern area of the compound
  • Provided more impenetrable cover on the upper expanse of the boss structure

Darrow Livestock

  • Added more impenetrable embrace effectually the chemical compound
  • Added more than cover on western side of the chemical compound
  • Added ladder to roof pigsty
  • Adjusted archway positions on the western side of the compound
  • Increased size of butcher fight surface area slightly and reduced corporeality of clutter
  • Removed underused cranked door on northern side of barn

Port Reeker

  • Added more bullet-proof cover around the compound
  • Added roof access to several buildings
  • Added access to perimeter hut roof (easier to see in at the cost of more visible to others)
  • Added more comprehend on some of the surrounding roads
  • Increased perimeter wall height to reduce line of sight straight into the compound
  • Removed a number of buildings to reduce overall complexity
  • Removed or converted some buildings that were non accessible
  • Removed buildings now provide amend defensive positions at the southern border of the compound
  • Removed cranked gate from lower portion of the compound
  • Thinned out clustered vegetation on the southern approach The Chapel of Madonna Noire Added a number of access points effectually the perimeter
  • Western underground go out reworked to be safer for players emerging from hush-hush

Scupper Lake

  • Added line of sight blockers and comprehend to boss building entrances
  • Added more than perimeter cover for approaching players
  • Increased the size of the woods area on the northern side (spawn side) of the chemical compound
  • Major layout changes made due to its well deserved reputation for being a great place to get your hunter killed
  • Provided different terrain options and paths to make it and out of the compound
  • Reduced amount of h2o overall
  • Reduced vegetation density of western area that was popular for campers
  • Re-worked northern archway (elevator)
  • Windows in the boss building are now closed by default but can still be opened past players

Other changes
Executable is at present "HuntGame.exe" instead of "GameLauncher.exe". This likewise resolves the issue with the game not being detected correctly by the NVIDIA Experience.

Quelle: Steam

Source: https://www.wooco.de/hunt-showdown-content-patch-1-veroeffentlicht-changelog-verfuegbar/

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