Hunt: Showdown – Patch 1.4 auf den Testservern

Hunt: Showdown
Hunt: Showdown © Crytek

Hunt: Showdown wird in hohem Tempo weiter entwickelt. Entwickler Crytek hat mit Patch 1.4 einen weiteren, recht umfangreichen Patch auf den Testservern veröffentlicht. Damit legt Crytek, zu Zeiten der Corona-Krise, ein echt beeindruckendes Tempo vor. Erst kürzlich haben wir über Patch 1.3.1 berichtet.

Crytek
Hunt: Showdown © Crytek

Die vollständigen Patchnotes (Englisch), gibt es hier zu finden:

Hunt: Showdown 1.4 Patchnotes


Different Intensities for Damage Effects


Fire Damage

  • Fire damage can now cause different effects related to burning.
  • Light Fire Damage
    • Scorches health chunks lightly.
    • Does not cause burning on hunters automatically.
    • Can cause or increase burning on hunters when dealt repeatedly over a short amount of time.
  • Medium Fire Damage
    • Scorches health chunks.
    • Causes Medium Burning on Hunters.
      • Deals fire damage over time.
      • Takes 4 seconds to stop.
      • Will escalate into Intense Burning when not stopped in time.
      • Indicated by a small flame on the health bar.
  • Intense Fire Damage
    • Scorches health chunks severely.
    • Can destroy a small health chunk instantly.
      • Causes Intense Burning on Hunters.
      • Deals severe fire damage over time.
      • Takes 6 seconds to stop.
      • Indicated by a large flame on the health bar.
  • Scorched health chunks now regenerate twice as fast than before.
  • Scorching over time from burning stacks with scorching from received fire damage attacks.
  • AI does not feature different intensities when burning.
  • Dead hunters are in the Medium Burning state which burns as fast as before this update.

Developer Note: By introducing different intensities of fire damage we now have new options for balancing game mechanics and equipment. The most noticeable balance change is that hunters don’t automatically start burning anymore when they come in contact with fire but on the flip side can also burn faster than before. On one hand, this will reduce frustration for new players that are still learning the mechanics and also give careful players the opportunity to resolve certain situations more effectively. On the other hand fire now also has the potential to damage players even more severely when not taken seriously. The Hellfire Bomb explosion for example does no longer deal physical damage but will scorch a small chunk worth of health instantly and at the same time cause hunters to burn intensively.
This new mechanic will also help us to introduce and balance custom ammunition like incendiary bullets in the future.


Rending Damage


  • Rending damage can now cause three different intensities of bleeding on hunters
  • Light Bleeding
    • Caused by light rending damage directly.
    • Deals minor damage over time.
    • Takes 2 seconds to stop.
    • Indicated by one blood drop on the health bar .
  • Medium Bleeding
    • Caused by medium rending damage directly.
    • Can escalate from light bleeding by consecutive rending attacks.
    • Deals moderate damage over time.
    • Takes 4 seconds to stop.
    • Indicated by two blood drops on the health bar.
  • Intense Bleeding
    • Caused by intense rending damage directly.
    • Can escalate from medium bleeding by consecutive rending attacks.
    • Deals severe damage over time.
    • Takes 6 seconds to stop.
    • Indicated by three blood drops on the health bar.
  • Bleeding intensity will not increase on its own .
  • Bleeding will last until stopped by the player.

[b][i]Developer Note:[/b] Since quite a few of the AI enemies and equipment in Hunt can cause a hunter to bleed it makes sense to introduce intensities and with that a certain scalability to the effect. This will allow players to slip up once in a while but punish them even more than before when they let a situation get out of hand.

This new mechanic will also help us to introduce and balance custom ammunition in the future.


Poison Damage


  • The poison effect no longer has a fixed duration.
  • Instead it can range from 0 to 20 seconds, depending on …
    • …how long the hunter had been exposed to a poison cloud.
    • …the poison intensity of the damage received.
  • Poison intensity will decrease over time when no poison damage is received.
  • The screen and audio effects that obstruct the player’s vision and hearing now have three intensities, that indicate the duration of the remaining effect.
    • Light – when remaining effect duration is between 0 and 5 seconds.
    • Medium – when remaining effect duration is between 5 and 15 seconds.
    • Intense – when remaining effect duration is between 15 and 20 seconds.

Developer Note:The duration of the poison effect on hunters was fixed in the past and therefore did not necessarily match with the cause of the poisoning. With introducing an intensity that can scale up and down it’s now a valid option for careful players to sit out short exposures and not having to rely on traits or equipment like the antidote shot.

This new mechanic will also help us to introduce and balance custom ammunition like poison bullets in the future.

Hunt: Showdown
Hunt: Showdown © Crytek

New Equipment


New Tool Added: Poison Trip Mine

  • Comes in packs of 2.
  • The Poison Trip Mine is part of the „Poison“ unlock tree and has been added as the last item in that category.

New Trait Added: Serpent

  • Available for 4 Upgrade points.
  • Available at Bloodline Rank 28.
  • „Using Dark Sight, interact with nearby Clues, Rifts, and abandoned Bounty from a safe distance.“
  • Allows players to look at Clues, Rifts and Bounty in Dark Sight to start an interaction over distance.
  • The interaction range is 25 meters.
  • The duration is 10 seconds.