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Hunt: Showdown Wiki
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Update 6.0
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Update 6.0
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==General Updates== ===AI=== *General AI **Navigation improvements to prevent AI getting stuck while swarming around and/or traversing stairs; this included a re-balancing for smoother movement speeds while turning corners **All AI types react to direct Bomb Lance harpoon hits **AI spawn distance improvements **Made AI more perceptive to Hunter movements **Hellhounds no longer spawn as clue defenders *Butcher **Reworked the boss fight behavior of the Butcher ***Re-balanced target selection when fighting multiple players to reduce oscillations. ***Butcher now takes more damage from shotguns and slightly more damage to the torso from compact ammo ***The Butcher now moves at a slightly slower speed ***Adjusted the frequency and accuracy of his ranged fire attack ***The Butcher no longer drops on the knee after taking a large amount of damage, it now enters a ‘Frenzy mode’ instead **Frenzy Mode ***During Frenzy Mode, the Butcher receives a slight speed boost and charges forward chasing his target (matching the Hunter's sprint speed) ***While charging forward, the Butcher performs continuous melee attacks, setting parts of the environment on fire ***After some time, the Butcher drops out of Frenzy Mode and resumes his normal behaviour '''Developer Note''': We finally found the time to look into the existing bosses. Last update we focused on the Spider's locomotion and with 6.0 we now had a chance to look at the Butcher's core behavior. We wanted to make sure the Butcher feels more like a threat, but also making him easier to read and manage during the fight. For this, we wanted him to constantly switch from being the hunter to being the hunted, instead of giving players the chance to dominate the boss by forcing him on his knees as quickly as possible to deal extra damage. In order to help us make this work, we designed a new Frenzy Mode for the Butcher, replacing parts of his current behavior. This new Frenzy Mode allows the Butcher to remain mobile when taking damage, requiring players to keep moving more. We also tried to reduce frustration from his ranged fire attacks by making them less precise over distance and less frequent. With these changes, the Butcher can now be more effectively fought inside his arena without players constantly running outside, but also require them to move around a lot more inside the arena to avoid him during Frenzy Mode. If those changes work out well, we also plan to look into the Spider's behavior in a future update. Please tell us what you think! ===Audio=== *Added a close proximity sound when near a red clue/rift that can be heard through walls to allow the detection of nearby players *Added an audio ‘whoosh’ to throwing items when in the air *Updated the Generator interaction audio timing to match its visuals *Improved fuse audio to increase readability in combat situations '''Developer Note''':There is now a very obvious tonal ghostly whoosh sound when throwing a fused item (also Firebomb & Hellfire Bomb) which should help you understand when the item is released. We want to make the fuse audio to be as audible as possible, however we may tweak and improve it more in the future. *Increased audibility range of dynamite impact *Adjusted the Flash Bomb's audio timing to match its visuals ===Gunplay=== *General **Small special ammo packs now allow resupplying other special ammo types as well **Slightly increased throw distance difference between regular throws and throws using the Pitcher trait (they are still close however!) **Chaos Bomb is back to its eight second fuse timer before being triggered, to give players a chance to clear the area and time their next move **Romero 77 has been removed from the random starting gear (only Romero 77 Handcannon and Caldwell 78 Rival Handcannon remains) *Shotgun tweaks **Hunters take slightly less damage from shotgun shots to limbs **Shotguns lose damage slightly faster over distance **Shotguns keep a slightly higher min-damage over a longer distance (max distance remains the same!) **Added new Toggle Fire-mode button (Default X) to allow changing between different states on some equipment (LeMat Mark II and Lanterns only for now!) **Lanterns can now be toggled on/off while carried around (dropping them will still always turn them off and picking them up will always turn them on!) *Flash Bomb rework **Full flash radius has been increased from 3 to 8 **Full flash time has been increased **Players now only get a hit indicator for successful full flashes (partially flashing for a brief moment no longer registers as a hit to avoid confusion) **Flash Bombs will produce a very minor flash up to 30 meters when looking at it (this is not strong enough to trigger a full whiteout effect) *Concertina rework **Concertina wire now slows down entangled players, making it harder to run through them **Increased initial area damage of the Concertina Bomb when it first deploys **Slightly increased volume and size of the affected area when deploying a Concertina Bomb **Concertina Bombs have a slight delay before they explode after touching down **Concertina Bomb now properly attributes kills and displays "killed by" information on death screen '''Developer Note''': We have reworked the way concertina wire is spawned into the world to make it more useful as a physical blocker, covering a larger area and making it harder to simply run through it. These changes also gave us more flexibility to introduce other concertina-based items, like the new Concertina Trip Mine tool that affects a much smaller area than the Concertina Bomb. *Talon, Mace and Brawler weapon variants now have slightly less control and/or more recoil than their respective base weapons (use the weapon stats in the menu to compare them!) *Normalized and increased melee range across all weapons **All heavy ranges except Bomb Lance, Cavalry Saber, and Bayonet variants are now matched **All light ranges except Bomb Lance are now matched '''Developer Note''': To prevent the annoying and unreadable nature of the changes previously introduced, the focus has shifted from melee range to melee hit detection types. Instead of worrying how close you are to an enemy, you should worry about how to aim your weapon so that it can hit something that looks close enough (sledgehammer is a slim top-to-bottom swing, machete is a wide left-to-right swing etc.). ===Hunters=== *Players react to direct Bomb Lance harpoon hits (triggering a delayed detonation that downs/kills the player instantly without causing damage in their proximity) *Doubled the amount of ammo received from looting players *Added additional Hunter outfit variations to the recruits **2 new Tier 1 outfits **4 new Tier 2 outfits **2 new Tier 3 outfits *Adjusted several player interactions **Using Health stations in the world now is a hold interaction that lasts 2 seconds **Looting players now is a hold interaction that lasts 4 seconds (same as revive!) **Picking up world items (Sledgehammer, Lantern, etc) now is a hold interaction that lasts 0.3 seconds (same as looting other weapons) **All hold interactions allow the player to rotate around freely while in progress with the exception of clues and rifts. *Burning or burned-out Hunters cannot be looted '''Developer Note''': This change is an attempt to introduce more choice into existing player actions. Now players will have to consider whether it makes sense to burn a downed player. If they burn them, they lose the chance to loot the body. If they don't, that player's partner might have a chance to go for a revive. Burning should no longer be the given default choice. This also goes together nicely with the above mentioned changes to player looting, which now takes just as long as a revive. Looting is just as risky as reviving, preventing players from looting a downed hunter quickly and then setting the body on fire anyways. *Poison Damage Rework **Hunters cannot heal while poisoned **Poison duration reduced from 20 to 10 seconds **Mithrandatist trait poison duration reduced from 10 to 5 seconds **Antidote shot now lasts the duration of a full match (around 60 minutes) ***Spider deals 100% damage, but without poison effect after using an Antidote shot ***Swarms do a fraction of their original damage and have no poison effect after using an Antidote shot ***Poison clouds don't affect players at all after using an Antidote shot '''Developer Note''': Poison preventing to top-up health was something we had in mind for a long time, but couldn't really move forward with it due to some technical issues. Now that these issues are resolved, we were finally able to introduce the poison feature like it was always planned to work. The idea is that being poisoned is a shorter, but much more dangerous state, where players will have to be very careful as they do not regenerate any health and cannot use First Aid Kits, Vitality Shots or health stations in the world while affected by poison. On the flipside, the Antidote Shot becomes a valuable counter to poison damage in general. Reduced throwing distance for Decoys and Blankfire Decoys to match throwing distance of regular explosives Reduced throwing range bonus from Pitcher trait '''Developer Note''': The Pitcher trait has always been a controversial addition, with many players seeing this as a must-have and giving a massive advantage to throw grenades. While it still gives an advantage, the range bonus when using Pitcher has been reduced significantly now, giving a bonus of 25-30% more range depending on what you throw. ===Meta=== *Loading screen added for the Assassin *Custom Accolades for the Assassin have been added *New Challenges added for the Assassin *Loading screen added to explain anti-camping clue mechanic *Loading screen added for new fire-mode toggle button (for Lantern and LeMat only for now!) ===Traits=== *Ghoul trait added for 4 Upgrade Points (Unlocks at Rank 7) *Vulture trait added for 2 Upgrade Points (Unlocks at Rank 72) *Adrenaline trait added for 4 Upgrade Points (Unlocks at Rank 83) *Pitcher trait cost reduced from 7 to 5 Upgrade Points ===Onboarding=== *Added Meta tutorial hints: Now a pop up will appear on newly visited screens of our menu with an explanation. *Addeed In-game tutorial hints: New, non intrusive hints will appear on the top corner of the screen to help new players in understanding the game flow and game mechanics. *Added Option to disable onboarding hints in the options menu *Added Option to disable hints in options menu *Disabled new players being able to search for a random partner until they reach Rank 3 *Disabled new players being able to play Quick Play until they reach Rank 3 ===Store=== *New Equipment **Lebel Rifle – Rank 52 - $387 **Lemat Revolver – Rank 80 - $133 **Bomb Lance – Rank 86 - $333 **Ammo Box – Rank 55 - $125 **Alert Trip Mine – Rank 30 - $45 **Concertina Trip Mine – Rank 82 - $90 *Price Changes **Hellfire Bomb increased from $25 to $50 **Concertina Bomb increased from $15 to $48 ===Performance=== *Simplified collision meshes to improve server performance *Improved view distances for world objects for better performance *Improved shadow casting of world objects for better performance *Concertina wire deployment checks are much cheaper and slightly faster now *Ongoing server side performance improvements *Fixed some minor memory resource leak ===UI=== *Split the default mouse sensitivity into two parts: movement and Shoulder Aiming *Improved loading screen texts to increase readability ===World=== **Created new boss space level dressing **Improved collision meshes of world assets **Some color corrections on world objects **Improved level dressing and theme in some areas of both maps **Improved lighting of some interior spaces for better readability **Updated some of the signs **Fixed some bullet penetration issues **Fixed some floating assets in the level **Fixed wrong footstep sounds on object surfaces **Level dressing tweaks for Quickplay game mode **General improvements and polish on some world objects. **Animal Traps can now be better de-escalated again when the player walks away from them **Fixed issues of player colliding with invisible Butcher dressing objects **Ammo markup pass in and around some compounds to improve their ammo propagation *Elevator mechanic/interaction has been streamlined '''Developer Note''': In order to make the elevator more useful, it can now be used from within the cage. The elevator will then simply move to its destination. From there you can repeat the action to return to its start position. The cranks are used to call the elevator to your position. If you plan your exit strategy for leaving a boss pit e.g. you might want to position the elevator the way you can use it later on. *Resupply station changes on both maps to improve its randomization **NEW spots on Stillwater Bayou (4): Northeast & Northwest of Port Reeker, Northwest of Pitching Crematorium, North of Catfish Grove **NEW spots on Lawson Delta (7): North & South of Fort Carmick, Southwest of Wolfshead Arsenal, Northwest of Iron Works, Northwest & Northeast of Maw Battery, Northwest of Golden Acres, Between Nicholls Prison & Windy Run *Generator feature and markup changes **Only one generator per area is available now at the same time which means randomized position in some compounds **NEW placements in Stillwater Bayou: Blanchett Graves, Healing Waters, Chapel of Madonna **NEW placements in Lawson Delta: Arden Parish, Iron Works *Stillwater Bayou **Alain & Son's Fish - Layout changes to improve approaches / satellite **Alice Farm - Added additional ways of getting in and out of the Butcher barn **Lockbay Docks - Anti-Camping pass: Deadend issue of the Boathouse / Attached side building has been tweaked **Catfish Groove - Additional timber logs to flank **Scupper Lake - Reduced density of high grass in the eastern area **Port Reeker - Tweaked entrances of 'Fish factory' boss building by replacing the sliding gates with crank operated gates **Port Reeker - Easter egg/Hidden room is inaccessible now to block it from being a camping spot **Blanchett Graves - Eastern entrance of the basement has been reworked to provide more options / both clue have been re-positioned / new stairs to get up onto the church level **Blanchett Graves - Layout changes to make the basement easier to read and navigate for the player / basement floor has been lowered by 0.5m to improve gameplay space for bosses **Blanchett Graves - Northern wall of the church has been raised **Healing-Waters Church - Added an interactive bell to the church tower **Healing-Waters Church - Fixed invisible ravens around the northern part of the church **Blanchett Graves - Removed Butcher from being spawned inside of the tree pit *Lawson Delta **Fort Carmick - Added trenches to the surroundings of Fort, to provide better traversal options and more cover **Lawson Station - New elevator at the tower to have shortcut bypassing stairs **Bradley & Craven Brickworks - Anti camping: Additional way of getting into the boss pit **C&A Lumber - Little pond south of the compounds has been tweaked in terms of cover and readability **Windy Run - Anti camping: Sight blocker and terrain change have been added to the open fields ===Quickplay=== *Improved region shrink in Quickplay to decrease the chance of having the wellspring in one of the center compounds
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