V0.32 Changelog

Steel Hunters Alpha Test Playtest

[h2] Hunters [/h2] [list] [*] Excluded Fenris, Fletcher, Razor Old Guard and Trenchwalker from the Hunter roster. [/*] [*] Hunters feel heavier when starting/ending movement (feeling of inertia). [/*] [*] Adjusted the field of vision in Jogging and Running states, as well as partially adjusted camera positions. [/*] [*] Introduced more camera transition times to improve the feeling of weight and response. [/*] [*] Implemented a new gunplay system for Razorside, Heartbreaker, and Weaver aimed at improving the feeling of shooting and decreasing no-reg cases. [/*] [*] Hunters' movement will cease when they collide with indestructible obstacles. [/*] [*] Weaver movement and animation rework: [list] [*]Rotating on the spot.[/*] [*]Improved lower body physics.[/*] [*]Updated Consumable activation animations.[/*] [*]Improved animation of sudden 180-degree turns.[/*] [*] Weaver's torso follows the direction of the legs upon hitting the walls. [/*] [/list] [/*] [*] Prophet's abilities won't be canceled when he is in the state of falling. [/*] [*] Added animation and VFX for Ursus' F.A.N.G. Rocket activation. [/*] [*] Added new animations for the Revive state, Repair Kit activation, and Ammo Refill process for all Hunters. [/*] [*] Added new Hunter Unlock animations and effects for all Hunters. [/*] [*] Fixed overlapping geometry for Ursus' Critical Hit zones. [/*] [/list] [h2] Maps [/h2] [list] [*] Improved vegetation on the maps: added new grass and bushes. [/*] [*] Added interaction of foliage and projectiles/bullets/Hunters. [/*] [*] Improved visuals and depth for bullet and footstep decals. [/*] [/list] [h2]Game Mode[/h2] [list] [*] Introduced new design and animation for Battle Tasks and In-game notifications. [/*] [*] [b]First Battle:[/b] [list] [*] Rouge Drone is not spawning in the same spot anymore. [/*] [*]Hunter teams now have the same level.[/*] [/list] [/*] [*] [b]Bounty Hunter:[/b] [list] [*] All Squads will see markers of the Bounty Hunter and their Victim, whereas the victim's squadmate will see only the victim's defending indication. [/*] [*] Non-participating squads will now also receive a "Bounty Hunter" battle task to eliminate the Bounty Hunter or their victim. No nicknames will be disclosed, but the timer will be enabled. [/*] [*] If the victim was eliminated by any squad other than the Bounty Hunter one, their survival battle task will be considered as failed. In this scenario, both the Hunter who landed the final blow and the Bounty Hunter who picked up the contract receive a reward. The reward amount will be smaller than the original one. [/*] [*] If the Bounty Hunter was eliminated by any squad other than the victim's one, their hunting battle task will be considered as failed. In this scenario, both the Hunter who landed the final blow and the victim of the contract receive a reward. The reward amount will be smaller than the original one. [/*] [*] If the victim/Bounty Hunter was eliminated by the environment (Drones, Supply Pods, etc.), their marker will be transferred to the squadmate, and the hunt will continue until the battle task is completed or both members of the victim's/Bounty Hunter's squad are eliminated. In such a case, the reward for the surviving squad will be smaller than the original one. [/*] [/list] [/*] [*] [b]Tag Hunt:[/b] [list] [*] If the player is eliminated, revived, and then picks up the Tag, they can't use it for the next 180 seconds. If the player drops the Tag from their inventory and it is picked up by the squadmate or enemy Hunter, there is no cooldown applied. [/*] [*] Tags can't be picked up by Hunters in a Colossus state. [/*] [*] Added notifications for situations when the player is unable to pick up a Tag. [/*] [*] The number of Tags collected will be displayed next to the Player's nickname. [/*] [*]Updated on-demand Supply Pod rewards:[/*] [/list] [table] [tr] [th][b]Reward Rarity[/b][/th] [th] [b] Variant 1 [/b] [/th] [th] [b] Variant 2 [/b] [/th] [th] [b] Variant 3 [/b] [/th] [th][b]Variant 4[/b][/th] [th][b] Variant 5[/b][/th] [/tr] [tr] [th] [b]Common (1 Tag)[/b] [/th] [td] 2 Repair Kits 1 Ammo Refill [/td] [td] 1 Repair Kit 2 Ammo Refills [/td] [td] 1 Repair Kit 1 Revive Kit 1000 Energy Cells [/td] [td] 1 Repair Kit 1 Ammo Refill 1000 Energy Cells [/td] [td] 2 Repair Kits 1 Revive Kit 1500 Energy Cells [/td] [/tr] [tr] [th] [b]Chance to get %[/b] [/th] [td] 30% [/td] [td] 30% [/td] [td] 15% [/td] [td] 15% [/td] [td] 10% [/td] [/tr] [tr] [td] [/td] [/tr] [tr] [th] [b]Uncommon (2 Tags)[/b] [/th] [td] 2 Repair Kits 1 Ammo Refill [/td] [td] 1 Uncommon Core 2 Repair Kits 1500 Energy Cells [/td] [td] 1 Rare Core 2 Repair Kits 1 Revive Kit [/td] [td] 1 Rare Core 2 Repair Kits 1 Ammo Refill [/td] [td] 1 Uncommon Core 2 Repair Kits 1 Revive Kit 1 Ammo Refill 2000 Energy Cells [/td] [/tr] [tr] [th] [b]Chance to get %[/b] [/th] [td] 30% [/td] [td] 30% [/td] [td] 15% [/td] [td] 15% [/td] [td] 10% [/td] [/tr] [tr] [td] [/td] [/tr] [tr] [th] [b]Rare (3 Tags)[/b] [/th] [td] 2 Rare Cores 2 Repair Kits 1500 Energy Cells [/td] [td] 2 Rare Cores 1 Repair Kit 1 Revive Kit 1500 Energy Cells [/td] [td] 2 Rare Cores 1 Repair Kit 1 Ammo Refill 2000 Energy Cells [/td] [td] 1 Rare Core 1 Epic Core 1 Repair Kit 1 Revive Kit 2000 Energy Cells [/td] [td] 1 Rare Core 1 Epic Core 1 Repair Kit 2000 Energy Cells [/td] [/tr] [tr] [th] [b]Chance to get %[/b] [/th] [td] 30% [/td] [td] 30% [/td] [td] 15% [/td] [td] 15% [/td] [td] 10% [/td] [/tr] [tr] [td] [/td] [/tr] [tr] [th] [b]Epic (4 Tags)[/b] [/th] [td] 1 Rare Core 1 Epic Core 1 Special Kit 1 Revive Kit 1 Ammo Refill 2000 Energy Cells [/td] [td] 2 Epic Cores 1 Special Kit 1 Revive Kit 1 Ammo Refill 2000 Energy Cells [/td] [td] 1 Rare Core 2 Epic Cores 1 Special Kit 2 Repair Kits 1 Revive Kit 2000 Energy Cells [/td] [td] 1 Epic Core 1 Legendary Core 1 Special Kit 1 Repair Kit 1 Revive Kit 2000 Energy Cells [/td] [td] 1 Rare Core 1 Epic Core 1 Legendary Core 1 Repair Kit 1 Revive Kit 2000 Energy Cells [/td] [/tr] [tr] [th] [b]Chance to get %[/b] [/th] [td] 30% [/td] [td] 30% [/td] [td] 15% [/td] [td] 15% [/td] [td] 10% [/td] [/tr] [tr] [td] [/td] [/tr] [tr] [th] [b]Legendary (5 Tags)[/b] [/th] [td] 3 Epic Cores 1 Legendary Core 1 Colossus Kit 1 Revive Kit 2500 Energy Cells [/td] [td] 3 Epic Cores 1 Legendary Core 1 Colossus Kit 2 Repair Kits 2500 Energy Cells [/td] [td] 2 Epic Cores 2 Legendary Cores 1 Colossus Kit 1 Revive Kit 2500 Energy Cells [/td][td] [/td][td] [/td] [/tr] [tr] [th] [b]Chance to get %[/b] [/th] [td] 33% [/td] [td] 33% [/td] [td] 33% [/td] [td] [/td] [td] [/td] [/tr] [/table] [/*] [/list] [h2]Meta[/h2] [list] [*] Introduced Sportsmanship rating to the game: [list] [*] All players start with 100 Rating points. Depending on the actions in the game, this rating can increase, remain at 100, or decrease. [/*] [*] A high Sportsmanship score provides a bonus to the player (see the table below). [/*] [*] A decrease in the rating leads to sanctions depending on the remaining points: [table] [tr] [th][b]Rating[/b][/th] [th] [b] Action [/b] [/th] [/tr] [tr] [td]100[/td] [td] + 10% XP bonus* [/td] [/tr] [tr] [td]99-80[/td] [td] No bonus/penalty provided [/td] [/tr] [tr] [td]79-60[/td] [td] - 10% XP penalty* [/td] [/tr] [tr] [td]69-40[/td] [td] - 15% XP penalty* Mission progress is disabled [/td] [/tr] [tr] [td]39-10[/td] [td] - 25% XP penalty* Mission progress is disabled Post-match trophies are disabled [/td] [/tr] [tr] [td]9-0[/td] [td] - 50% XP penalty* Mission progress is disabled Post-match trophies are disabled [/td] [/tr] [/table] *(from the total XP in the match excluding Augments) [/*] [*] Punishable actions include going AFK and being substituted by AI, leaving the match before the Squad is eliminated, and being disconnected from the match. [/*] [*] Non-punishable actions include leaving when the match is finished, leaving when the player's team is fully eliminated, and leaving the match after the squadmate left it prior. [/*] [*] When a punishable action is about to be performed (e.g., AFK case), a pop-up warning will appear. [/*] [*] The sportsmanship rating is updated daily and increases by 15 points per day. [/*] [*]Sportsmanship Rating is not publicly visible.[/*] [/list] [/*] [*] Major Hunter progression rework: [list] [*]Max Hunter level - 40.[/*] [*] Linear 'System to Mod' progression was changed to the Skill Tree model, where both the usual Mods with additional effects and the basic Hunter stats can be improved. [/*] [*] Hunters retain their 4 Systems, but each now has its own Skill Tree with integrated Mods and the opportunity to increase or unlock Mod effects at certain nodes. [/*] [*] Each Skill Tree node has 1 or 2 routes. Unlocking the next step is impossible without enabling the previous one. [/*] [*] Each node can be unlocked with 1 Skill Point and a specific amount of Credits depending on the node type: [list] [*]Stats Node - 2000 Credits;[/*] [*]Mod Effect Upgrade Node - 5000 Credits;[/*] [*] New Mod Effect unlock Node - 10000 Credits. [/*] [/list] [/*] [*] Skill Points are granted for leveling a Hunter. [/*] [/list] [/*] [*] Major Gear rework: [list] [*] All Gear is separated into 2 types: Attack Gear and Defense Gear. [/*] [*] Each Hunter has 4 Gear slots - 1 for each Gear type available in 0.32. [/*] [*] Each Gear piece has either Attack or Defense quality, Tier characteristic (I-IV), Rarity (Grade I-IV), and Level (1-10). [/*] [*] Tier determines the amount of special effects in a certain Gear Piece. (E.g.: Tier II Gear has 2 special effects) [/*] [*] Rarity determines the value of the stats provided. Certain special effects are available only for the higher Rarity Gear. [/*] [*] Gear Level also affects numbers in the stats; level can be increased. [/*] [*] Each Gear piece is Hunter-specific and can't be applied to any other Hunter than the specified one. [/*] [*] Gear can be obtained from Mission Rewards and Salvage Crates. [/*] [*] Players can Dismantle unwanted Gear for additional currency. [/*] [/list] [/*] [/list] [h2]Audio[/h2] [list] [*]Significantly improved overall in-game audio mix.[/*] [*] Improved damage dealing and receiving sound effects (SFX) and gunfight audio. [/*] [*] Implemented new sound design for the following Hunters' Weapons: Heartbreaker, Prophet, Ursus, Fenris, Taurus. [/*] [*] Restored previously muted dialogues and voice lines. [/*] [*] Added several new voiceover events during the match. [/*] [*] Disabled the AI commentator phrases at the start of the match and during the Hunter selection process. [/*] [*] Introduced a new system for gunshot distance blending. [/*] [*] Removed the option to enable Hunter Voiceover (work in progress); Hunter's voice is now permanently on. [/*] [*] Added a new Audio Output Device option to separate game sound and built-in voice chat device. [/*] [*] Introduced a new Sound Quality Preset option with 'Default' and 'Low' values to help the game load faster on low-end PCs. [/*] [*] Introduced a new Battle Music Preset option with 'Original' and 'Mixed' presets, allowing players to change the in-game music mechanics. [/*] [*]Redesigned Razorside's gunshots.[/*] [/list] [h2]Other Changes[/h2] [list] [*] Increased the size and brightness of Critical Hit numbers in the match. [/*] [*] After a battle in a Squad, the player will need to confirm that they're ready for the next match. [/*] [*] Switched camera position and field of view when the Hunter starts/finishes sprint or super-sprint. [/*] [*] Drone aggression towards the Hunter will remain even if the Player enters or exits the Colossus state. [/*] [*]Changed font for Critical Shot notifications.[/*] [*] Adjusted the position of a Hunter's structure bar higher above the head. [/*] [*]Disabled shoulder camera swapping.[/*] [*] Guard Drones will be able to attack Hunters in close proximity or when there's a significant height difference between the Drone and the target. [/*] [*] Updated onboarding logic and tips: game functionality is gradually unlocked for new players, and the full game scope will be accessible by reaching Account Level 10. Each step is supported by tips and notifications. [/*] [*] Improved sorting of the text messages in the text chat from newer & unread to older. [/*] [*]Centered the icons in the Inbox window.[/*] [*] Fixed timings for in-game events: Extraction zone announcement, appearance of Rogue Drones, Orbital Drops, etc. [/*] [*] Added new Announcement prompts: [list] [*]When there are 2 or 3 Squads remaining;[/*] [*]When Colossus is activated;[/*] [*] When the Tag Hunt or Bounty Hunter missions start; [/*] [*] Countdown to extraction in 2 min, 1 min, and 30s. [/*] [/list] [/*] [*]Unified in-game terminology.[/*] [/list] [h2] Bugfixes [/h2] [list] [*] Fixed incorrect depiction of the chosen Game Mode for the second Squadmate when the leader makes changes to it. [/*] [*] Fixed incorrect values for Base and Total damage in the Detailed Stats (F1) window in the Loadout menu for Taurus. [/*] [*] Fixed a bug where any widgets in the Trophy Vault section would freeze if the Player switches to the Social tab during the box opening animation. [/*] [*] Fixed a tip with the incorrect Button for Respawn Booster. [/*] [*] Fixed duplicating Player nickname in the post-match statistics window. [/*] [*] Fixed broken scrolling of the post-match rewards on the Post-Match Result screen. [/*] [*] Fixed partially missing blur screen effect in the Social, Inbox, and Trophy Vault screens. [/*] [*] Fixed incorrect tooltip about Matchmaking queue in Tutorial. [/*] [*] Fixed the volume of Taurus' Power Pylon ability activation. [/*] [*] Fixed a bug with music playing at the same time as the Taurus' twitch SFX. [/*] [*] Fixed a bug that placed Bounty Hunter markers out of the map boundaries. [/*] [*] Fixed incorrect notification text when the Player tries to pick up an Energy Cell at max Hunter level. [/*] [*] Fixed incorrect Damage scaling for Razorside's Shredder Mod: now Damage bonus resets properly after the 15s pause. [/*] [*] Fixed a bug where Prophet's Sentinel Drone reacted to pings from other Hunters. [/*] [*] Fixed a bug where upon tree destruction, Hunters behind the trees became invisible. [/*] [*] Fixed disappeared jump zone marks on ledges for all maps. [/*] [*]Fixed missing localization in the Clan section.[/*] [*] Fixed a bug in the Recent player menu that caused the list to overflow the panel, making player search by ID impossible. [/*] [*] Fixed incorrect loading message to "Waiting for server response". [/*] [*]Fixed missing Teleport markers.[/*] [*] Fixed a bug with the context Squad menu in the Hangar not closing. [/*] [*] Fixed incorrect depiction of '% of matches survived' in the Player Statistics window. [/*] [*] Fixed blinking Profile screen when the player switches between tabs. [/*] [*] Fixed a bug where Razorside's Frag Grenade mod Burner debuff didn't apply correctly to enemy Drones. [/*] [*]Fixed duplicating "Activate Rage" hint for Ursus.[/*] [*] Fixed crashes and freezes happening due to the usage of Lootbox Augment for all Players in the match. [/*] [/list]