Hunt: Showdown 1896 is a new era of the addictively unforgiving extraction shooter. In corrupted backwaters lost to history, fight back alone – or with friends – against timeless evil. Twisted monsters and other ruthless Hunters stand between you and your Bounty. Risk everything as Hunt consumes you
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This is the third part of the update patch notes for Hunt: Showdown 1896. Part 1 can be located [url=https://steamcommunity.com/games/594650/partnerevents/preview/4326355263804047482]here[/url], Part 2–[url=https://steamcommunity.com/games/594650/partnerevents/preview/4326355263805137162]here[/url], and the Scorched Earth event description–[url=https://steamcommunity.com/games/594650/partnerevents/preview/4326355263804864599]here[/url].
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[h2]Controller Improvements [/h2]
Many improvements and additions have been made to the controller experience, with a large focus on enhancing camera control.
[h3]Axial Deadzones [/h3]
Diagonal inputs, which are less than the axial deadzone value, will now be returned to flat. This allows for minor vertical inputs to not interfere with each other, which is especially useful when trying to make a horizontal turn without changing your vertical aim.
[h3]Vertical Aim boost limit [/h3]
When vertical inputs reach a certain angle, Aim Boost strength will gradually reduce to 0.
[h3]Improved curves [/h3]
With the new engine and performance changes, the Exponential and Steady curves have been tweaked to get the best results.
[h3]Deadzones [/h3]
With the new engine, we identified some issues resulting in deadzone values being incorrect. This has been corrected, and the minimum deadzones for stick inputs have been reduced to allow for much more precise input values at the very low end.
[i][b]Developer note: [/b]
Be careful when adjusting these settings, as very low values can be affected by stick drift due to hardware quality or degradation. [/i]
[h3]New defaults [/h3]
The default input settings have been revised and now represent a much higher quality gameplay experience than before.
[i][b]Developer note: [/b]
Due to these changes, some settings will have been reset upon logging into the game. We recommend resetting all input settings to default before playing to ensure the best experience. [/i]
[h2]UI[/h2]
[h3]Console [/h3]
[list]
[*] Simplified and minimalist UX/UI to accommodate console constraints.
[*] Proven and tested UX/UI patterns that work across platforms.
[*] Streamlined navigation and information architecture.
[*] Contextual Actions Menu Tray for console players to access shortcuts and actions easily.
[*] Enhanced visual impact to showcase Hunters, weapons, gear, and stats.
[*] Intuitive mapping of the UX/UI to the d-pad and controller ergonomics.
[*] Improved visual updated the Weapon Wheel.
[/list]
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[h2]Gunplay[/h2][list]
[*] Fixed an issue where picking up Throwing Spears was not always possible while moving.
[*] Selected Charms will now also be properly displayed in Soul Survivor.
[*] Fixed an issue where Spitzer Ammo would only penetrate a single body.
[*] Fixed an issue where players were unable to loot decoys from ammo boxes if they had full ammo already.
[*] Bullets will no longer be stuck in their animations for the Scottfield Swift when performing a vault while a reload animation was already playing.
[*] Fixed an issue where sometimes, the swapping of ammo would mismatch with the displayed amount compared to what the player actually got.
[*] Players can no longer shoot the Dolch pistol while sprinting.
[*] Fixed small rendering jitters on weapons, especially while looking through scopes.
[*] Fixed an issue where the ammo count on the HUD would not immediately update when chaining a single fire action with a rapid-fire action, such as while Fanning.
[*] Fixed an issue where sticky items such as Throwing Knives were sometimes duplicated when they hit their target, enabling the player to retrieve two such items instead of one.
[/list]
[h2]Gameplay[/h2]
[list]
[*] Fixed an issue where it was not always possible to interact with metal door wheels.
[*] Fixed an animation issue where windows would show as closed for a single frame while playing the open animation.
[/list]
[h2]Traits[/h2]
[list]
[*] Fixed an issue where the Adrenaline Trait would not always instantly recover Stamina when on low health.
[/list]
[h2]Meta[/h2]
[list]
[*] Fixed an issue where placed items were sometimes de-synced between client and server, making it impossible to interact with them.
[*] Fixed an issue where weapon sway was incorrect when aiming down sights right after landing from a fall.
[*] Fixed some graphical issues where outlines were not always visible enough.
[*] Fixed an issue in Soul Survivor where the player could pick up multiple Bear Traps without restrictions.
[*] Fixed various issues where players were able to vault onto/into locations where they should not have been able to.
[*] Any player movement will immediately stop when becoming disconnected, to prevent desyncs.
[*] Fixed an issue where the first spectated player was not always the one who initially killed you.
[*] Fixed an issue where unlocking a Blueprint would sometimes show multiple notification messages.
[*] Players are no longer revived with very low HP after bleeding out from a Bear Trap.
[/list]
[h2]AI[/h2]
[h3]General [/h3]
[list]
[*] Made some minor improvements to avoid AI blocking each other.
[*] Fixed various navigation issues with AI that could get them stuck.
[/list]
[h3]Grunts [/h3]
[list]
[*] Made some improvements to reduce the chance of Lantern Grunts dropping their Lanterns in unreachable places.
[/list]
[h3]Meathead [/h3]
[list]
[*] Fixed some minor animation glitches that would sometimes happen when killed while being staggered.
[*] Fixed an issue where players jumping on Meatheads would sometimes launch the player high up in the air.
[/list]
[h3]Hive [/h3]
[list]
[*] Hives will not spawn Hive Swarms if they are inside a choke cloud.
[/list]
[h3]Spider [/h3]
[list]
[*] Fixed an issue where the Spider’s bite attacks would not land while it was on walls or ceilings.
[*] Spider will no longer stop its frenzy when all players leave the arena, bringing it in-line with the behavior of all the other Boss Targets.
[*] Small adjustments to Spider’s behavior have been made to make it more consistent in its attacks and be less exploitable.
[*] The Spider now has the chance to do a bite attack when not in a frenzy.
[*] Fixed an audio issue where players could hear a 'land' sound effect when the Spider was not actually landing yet.
[/list]
[h3]Assassin [/h3]
[list]
[*] Fixed an issue where the Assassin would sometimes be invulnerable to the effects of a Poison Bomb.
[*] Fixed an issue where the Assassin would sometimes create clones on walls which could get stuck.
[/list]
[h3]Animation [/h3]
[list]
[*] Various fixes implemented for small animation issues.
[/list]
[h2]Other[/h2]
[list]
[*] Fixed an issue where using the Shadow Leap Trait against a Doctor Grunt would cause the dropped First Aid Kit to be damaged by the explosion.
[*] Fixed render distance inconsistencies for lanterns above chicken coops and dog cages.
[*] Fixed an issue where a Hunter could activate traps and sound traps (such as cans and glass) from below through thin floors.
[*] Fixed an issue where a Hunter’s corpse could start sliding if killed while getting up after being revived.
[/list]