Hunt: Showdown Patch Notes 0.5 Details New Bounties and Bug Fixes

The latest Hunt: Showdown patch updates the Bloodline, fiddles with rewards, and adds a new server location.

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Hunt: Showdown has received its first major content update in the form of Patch 0.5, and while it’s not the full release as reflected by Crytek’s roadmap, it does offer a host of changes. For those who aren’t yet involved in the horrific world of Hunt: Showdown, it’s a monster-hunting game where you and a friend track a beast down, kill it, and escape, all while four other enemy teams try to do the same thing. The gameplay is demanding, much like its system requirements.

Patch Notes 0.5

There are a lot of interesting changes being implemented in this update, including a new 2-target bounty, optional spawn locations, and a few weapon tweaks. Also included are a bevy of bug squishes, which should hopefully help those who are struggling with running the game and staying connected. For those skilled players among us, what's likely going to be most interesting are the updates to the Bloodline and retiring a high-level hunter.

New server region:

With this update we are adding a new server region. Now, you will be able to select ‘Asia’ as your region on the contracts screen. As we progress through Early Access further regions will be added to accommodate as many players as possible.

2-Target mission selection:

You will now be able to select the option of 2-Target missions on the mission selection page. Here are some things you need to know:

  • Each boss will have its own region on the map. This will be visibly marked with a line through the map designating each are to a specific boss
  • Bosses with a small region are easier to find, but yield less bounty
  • 2-Target missions will yield more bounty, but each individual target is worth less overall than in the single target missions
  • Hunters will now have the chance to ‘Run the Gauntlet’. This is achieved by successfully extracting with both bounty tokens from both targets, as a team (extracting with all 4 bounty tokens, 2 each

Random mission selection:

We are also introducing the random mission selection. Here is what you need to know:

  • Random missions are exactly that, completely random. For these, you will need to be more flexible with your gear/equipment before selecting the missions. All mission parameters are random
  • The details of each mission will only be revealed once matchmaking is complete meaning you will not be able to leave the mission without losing your hunter
  • Random missions will yield a higher bounty reward allowing you to earn +25 per extracted bounty token

Spawn point selection:

This was a feature we tested during the alpha but needed some tweaking before introducing it into Early Access. Extra details:

  • You will be given a choice of two spawn points that will be assigned to your team
  • You and your partner can spawn in different locations (this is really important to remember) but by default you will spawn at the same location
  • This is intended to give you more control over where you start, specifically for 2-Target missions, which will allow teams to spawn closer to the target they want to focus on

General Updates:

Bloodline

  • Added details for the XP received when retiring a hunter
    • Retiring a hunter at level 25 will now grant 2500XP to your bloodline. This scales up to 5000XP when retiring a hunter at level 50
  • XP gates on the bloodline have now been lowered:
    • Hunters will now also give less XP to the bloodline. This is to compensate for the higher XP gains that go directly to the bloodline when retiring a hunter, or continuing to play with a level 50 hunter

Bounty rewards

  • Rebalanced some of the guaranteed bounty rewards
    • Lowered the bounty reward for locating the targets lair from 50 to 25
    • Added a bounty reward for killing the target: 50 bounty

With this change, we want to encourage players to commit more to fighting the boss instead of entering the lair, and then preparing an ambush around the area. This is one of many steps we will be taking to ensure that the engaging the boss is more rewarding than holding back and waiting.

User interface

  • Visual update applied to the main menu background graphics to increase performance and improve framing for individual screens
  • Visual changes made to the extraction timer (positioning, icons, etc.)

Weapons

  • Increased Vetterli damage from 90 to 100
  • Increased the price of the Caldwell Conversion Uppercut to $175
  • Tweaked the damage falloff and distance markers for all bullet types:
    • Compact ammo: Increased damage multiplier for ‘long range’ falloff and increased the ‘short range’ marker before decreasing damage
    • Medium Ammo: Increased damage multiplier for ‘long range’ falloff and increased ‘mid-range’ marker before decreasing damage
    • Long ammo: Increased short and mid-range marker before decreasing damage
  • Rebalanced the dusters, brawlers and fists:
    • Damage for each of these has been slightly reduced but we have optimized the stamina consumption to allow for more successive strikes before running out
    • These weapons are now better when encountering groups of enemies, while the knife with be better when taking out single targets quickly

Bug Fixes:

Audio fixes

  • Fixed a bug that was causing footsteps while crouching to be louder than expected
  • Fixed an issue that was causing a carryover of the Spider audio (the audio between indoors and outdoors should now be noticeably different)

Crash fixes

  • Fixed a bug that could cause the game to crash on start up
  • Fixed a potential crash that could occur when finding a match
  • Fix a crash that could be caused by connecting or disconnecting a game pad
  • Fixed a bug that could result in a server crashing relating to the AI systems in game

Major fixes

  • Fixed an exploit that resulted in the ability to skip the time to bandage of the first aid kit
  • Fixed a bug that would cause your weapon to show the visuals of firing but no damage was being dealt. This would occur if it was used right after throwing an item
  • Fixed a bug that would result in your hunter dying while using an elevator
  • Fixed a bug that would cause your hunter to desync/become displaced from the server when closing certain doors. The client will now correctly register your position in these instances

Minor fixes

  • Fixed an issue with the proxies of the horses at the extraction points that prevented you from shooting other players that appeared to be exposed
  • Fixed a bug that would cause the lobby chat to display the chat from other teams
  • Fixed a bug that was causing the summary screen to continue to visually update even after reaching max level
  • Fixed an issue that would cause the map to display when typing in the text chat. Now, pressing the ‘map’ key will no longer result in the map being displayed
  • Fixed a bug that would cause the “waiting for players” banner to persist for the duration of the match

You can read the Patch Notes over on the Steam Community page, which also includes a brief note from the developers. It will be interesting to see how all these changes affect the game. I’ve personally been really enjoying my time with Hunt: Showdown, it’s a refreshing change of pace from the faster, twitch shooters. Let me know in Chatty if you’ve been joining in on the hunt and what you think of this pit-stop update before the full “Patch 1”.

Head of Guides

Hailing from the land down under, Sam Chandler brings a bit of the southern hemisphere flair to his work. After bouncing round a few universities, securing a bachelor degree, and entering the video game industry, he's found his new family here at Shacknews as Head of Guides. There's nothing he loves more than crafting a guide that will help someone. If you need help with a guide, or notice something not quite right, you can message him on X: @SamuelChandler 

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