Hunt Showdown Update 1.13 for June 28 Brings Tide of Shadows, Patch Notes & New Content Listed

Hunt Showdown Update 1.13

Crytek has released Hunt Showdown update 1.13 for June 28 and this brings the  Tide of Shadows content! Note that due to an unforeseen technical error, the patch is only out on PC, with the console release delayed “for a few days.” Read on for the official Hunt Showdown patch notes for June 28, and the details for Tides of Shadows.

Hunt Showdown Update 1.13 Patch Notes for June 28:

Download Size: 46GB

New Feature – Shooting Range

This update introduces the Shooting Range, a new space for players to test their loadouts. It also provides a safe environment to get accustomed to Hunt’s unique gunplay, alone or with a party of friends.

The Shooting Range takes players to a repurposed version of Fort Carmick, where they can find a collection of weapons, consumables, and traits to try out. The Shooting Range has 5 main areas: short, medium, and long-range shooting galleries, a throwables testing space, and a projectile penetration testing space.

Gameplay Features

The Shooting Range adds a series of new gameplay features to help players better test and understand Hunt’s arsenal:
Target Dummies

  • The range is populated with custom dummies for players to test their loadouts on. These dummies represent actual Hunters: they have 150 Health Points and suffer from status effects just like regular Hunters. When downed, these dummies reset after 3 seconds.
  • These dummies are also visible in Dark Sight, to help players locate targets at further ranges.
  • Floating Damage Indicators
    • Only in the Shooting Range, all damage dealt by players to dummies is represented with a floating damage indicator. These floating numbers spawn at the impact location of a projectile or, in the case of status effect-induced damage, are centered on the target. The indicators are colored to distinguish between standard damage and damage dealt by status effects.
  • Ping Range Indicator
    • Players can gauge distances in the Shooting Range using the ping function. This displays a range indicator from their current position to the ping marker’s position. Teammates’ ping markers also have range indicators.
  • Custom Respawn Options
    • When downed in the Shooting Range, players always have 2 options to revive themselves: either by Reviving in place, with fully restored health, or by Respawning, which will take the player to a safe location nearby with fully restored health and a replenished inventory.
  • Multiplayer Options
    • Players can join the Shooting Range with a group of up to 3 players. They can either join as a team, in which case they deal only partial damage to one another, can see each other’s outlines, and have access to teamplay features, or they can join as solo players, in which case full damage is dealt and players are unable to be revived by others, also becoming lootable.
    • Whatever happens in the Shooting Range stays in the Shooting Range—none of the kills, deaths, or weapons picked up or dropped will be carried over to the rest of Hunt. The Shooting Range is a purpose-built sandbox for players to experiment in and hopefully gain a better understanding of Hunt’s unique gameplay.
Developer’s Note:

We’ve been working hard on getting the Shooting Range to players as part of our effort to improve the onboarding experience of Hunt. Our updated Tutorial helps players learn about the fundamentals of the game, Trials and Exploration Mode are great ways of gaining map knowledge and learning about different AI types, and the Shooting Range now gives everyone the chance to get more familiar with Hunt’s weapon system.
However, we’re aware the Shooting Range still has limitations, and isn’t a perfect sandbox. It doesn’t offer access to Hunt’s complete arsenal, it doesn’t provide detailed damage and weapon information, nor is it a fully-fledged PvP mode. We acknowledge these limitations, but we still believe the Shooting Range is a valuable addition to Hunt as it is. Particularly when played with friends, the Range can offer a lot of insights and a variety of gameplay to players.
We hope you’ll enjoy the Shooting Range and look forward to seeing how the community uses it!

Quickplay: now named Soul Survivor

We are rebranding Hunt’s solo-player only game mode to be named Soul Survivor. We feel this is a more fitting name, and also helps position it better as a separate mode compared to Bounty Hunt.
In Soul Survivor, players spawn with a free Hunter and some basic starting gear and must close Rifts found on the map (similar to Clues in Bounty Hunt). Players can find new weapons and equipment in the world to gear up their Hunter.

The first player to close the fourth Rift will become the Wellspring Carrier, revealing their location to all other players. The longer the Wellspring Carrier stays alive, the higher their guaranteed reward. If another Hunter kills the Carrier, they become the new Carrier.
The person who is Wellspring Carrier when the timer runs out will keep their Hunter with all the gear and XP they earned during the round. These Soul Survivors can be recruited into your roster for free to be used in Bounty Hunt.

Soul Survivor is a great way to earn some Hunt Dollars along the way with the chance to earn a free, well-equipped Hunter, if you win. Waiting for your friends to come online? Maybe do a few rounds of Soul Survivor to warm-up beforehand!

Audio
  • Distant explosions should now better represent the size and severity of the explosion.
  • Reduced the amount of reverb on distant explosions.
  • Improved audio design for Hunter movement in water.
Ammo Supply Rework

For 1.13, we have reworked how resupplying ammunition works. The amount you resupply from ammo sources is now a fixed amount per ammo type carried. The previous resupply ruleset worked by resupplying you with a percentage of the total extra amount you could carry, which was an inconsistent and sometimes confusing system which caused multiple issues.

By moving to a fixed resupply amount, we have decoupled a gun’s extra ammo amount from the amount it gets resupplied. This means there is no increase in the amount of ammo resupplied when equipping two weapons of the same ammo type.

Developer’s Note:

In the new system, you are now encouraged to equip different ammo types for both of your weapons, as each pool will receive some extra ammo. Of course, it is still possible to equip weapons sharing the same ammo type, giving you the flexibility to choose which gun to load the ammunition into. However, as it is just one merged pool, you only receive extra ammo once and not per weapon. We think that this will be a healthy change that encourages more experimentation with interesting loadouts, as well as help reduce some previously used strategies to only pick a sidearm to boost the pool of your main weapon. It will also help make the resupply to be less of a deciding factor while choosing a weapon, like, for example, what the case was while considering the Mosin-Nagant vs. the Lebel bolt-action rifles, where the Lebel was much harder to supply due to its small extra ammo pool.

Ammo Crates

The following numbers are the fixed amounts per ammo type you will receive when resupplying from regular ammo crates.

  • Compact Ammo: 8
  • Medium Ammo: 6
  • Long Ammo: 2
  • Shotgun Ammo: 2
Special Ammo Crates

These are the amounts you will receive when resupplying from special ammo crates.

  • Special Compact Ammo: 8
  • Special Medium Ammo: 6
  • Special Long Ammo: 2
  • Special Shotgun Ammo: 2
  • Arrows: 3
  • Compact Bolts: 3
  • Bolts: 2
  • Nitro Express Ammo: 1
  • Dolch Ammo: 3
  • Bomb Lance Ammo: 2
Ammo Box (Consumable)

These are the amounts of ammo you will receive when resupplying from an Ammo Box. We have increased these amounts quite a bit, so the Ammo Box offers more value when equipping them in your loadout. Rounded-up, Hunters receive about 2.5x the ammo from ammo crates you can find in the world.

  • Compact Ammo: 20
  • Special Compact Ammo: 20
  • Medium Ammo: 15
  • Special Medium Ammo: 15
  • Long Ammo: 5
  • Special Long Ammo: 5
  • Shotgun Ammo: 5
  • Special Shotgun Ammo: 5
  • Arrows: 7
  • Compact Bolts: 7
  • Bolts: 5
  • Nitro Ammo: 2
  • Dolch Ammo: 7
  • Bomb Lance Ammo: 5
Small Ammo Packs:
  • Compact Ammo (Red Packs): 4
  • Medium Ammo (Blue Packs): 3
  • Shotgun Ammo (Green Packs): 1
  • Long Ammo (Yellow Packs): 1
Dual Wield Ammo Reduction

We have reduced the extra amount of ammunition carried by half when dual wielding handguns. This is a complementary change to the Ammo Supply Rework above.
Developer’s Note:
This reduction means that you will get the same amount of extra ammo whether you are dual wielding or not. Previously, dual wield weapons had an excessive amount of extra ammo, inviting players to blast away indiscriminately. We want to ensure that like with other weapons, players are mindful of their bullets and need to consider resupply as part of their strategy. Many players also started using their dual wield extra ammo pool with the exclusive purpose to feed their main weapons. By halving the amount of extra ammo, we intend to reduce the incentive of using dual wield weapons just to boost ammo pools and are instead promoting the use of Ammo Box consumables as a tax for this playstyle.

Gunplay
Bomb Lance

The Bomb Lance can now equip up to two different custom ammo types, which can be switched mid-mission as needed. Ammunition counts and prices per slot have been adjusted accordingly (prices listed separately further below):

  • Explosive Harpoon: 1/3
  • Dragon Breath: 1/3
  • Steel Balls: 1/4
Gunplay Balance Changes
  • Increased base damage for all Shotguns against Hives and Armoreds.
  • Increased base damage for Throwing Knives on Horses to allow a single body hit to kill.
  • Incendiary ammo can now set players on fire with one hit at short range until its base damage starts to drop over distance.
    • Larger ammo types travel further before this starts to happen.
    • The Salveskin Trait will protect Hunters from being set on fire on the first hit.
    Developer’s Note:

    We want to encourage players using powerful weapons like long ammo bolt-action rifles to consider equipping incendiary ammo more often as a valuable alternative. Previously, losing the ability of larger calibers to penetrate walls was too much of a downside to even consider using incendiary ammo on these weapons. We hope the ability to pressure enemies by setting them on fire at close ranges will be seen as a more viable alternative to help create opportunities to break stalemates and push ahead. We are curious to hear your feedback on this change. We’ve also increased the price (listed further below) accordingly.

  • Increased the explosion damage of the Sticky Bomb to be able to severely wound or kill players within a slightly larger radius. This will allow more offensive use and require more care when using it against Boss Targets or Meatheads.
  • Increased damage on the Machete to allow one hit kills to the upper torso on enemy Hunters.
  • Medium Dumdum Rifle Ammo now applies intense bleeding to set it more apart from Compact Ammo.
  • Slightly reduced the reload time of the Romero Handcannon and increased the reload time on the Romero Hatchet. This allows them to fill their own niche, with one reloading faster while the other has a powerful melee attack.
    • Romero Handcannon reload went from 3.5s to 3.2s.
    • Romero Hatchet reload went from 3.5s to 3.7s.
  • Slightly reduced the cycle time on Martini-Henry IC1 Ironside and increased its extra ammo.
    • Cycle time decreased from 1.9s to 1.8s for a faster rate of fire.
    • Extra ammo increased from 10 to 15 for all ammo types.
  • Slightly increased levering speed on the Winfield M1873 Musket Bayonet.
  • Adjusted the recoil on the Nagant M1895 Officer Carbine and Nagant M1895 Officer Carbine Deadeye to be more predictable and feel less erratic between shots.
  • Increased recoil for the Mosin-Nagant M1891 Avtomat to make it less controllable on full-auto and further reduce the chance for successive hits at longer range.
  • Explosive extra ammo increased to base extra ammo levels.
    • Explosive Ammo on Springfield 1866: from 9 to 12.
    • Explosive Ammo on Martini-Henry IC1: from 7 to 10.
    • Explosive Ammo on Nitro Express Rifle: from 2 to 4.
    • Explosive Ammo on Caldwell Conversion Uppercut from 3 to 9.
  • Increased extra ammo on Springfield 92 Krag from 6 to 8 for all ammo types and variants.
  • Reduced the XP unlock requirements within the Martini-Henry IC1 family.
  • Reduced the unlock requirements within the Poison unlock family.
Meta
Equipment Unlocks
  • Added Winfield M1876 Centennial Shorty as the 3rd Centennial family unlock.
  • Added Winfield M1876 Centennial Shorty Silencer as the 6th Centennial family unlock.
  • Added Springfield M1892 Krag Bayonet as the 4th Krag family unlock.
  • Added Springfield M1892 Krag Sniper as the 5th Krag family unlock.
  • Moved Ammo Box consumable unlock from Rank 74 to Rank 1.
Trait Adjustments
  • Resilience will now heal up to full health (150)—previously it was only 100 health.
  • Reduced Assailant cost from 2 to 1.
  • Reduced Bloodless cost from 5 to 3.
  • Reduced Salveskin cost from 5 to 3.
Equipment Pricing
  • Reduced prices for Bomb Lance Custom Ammo:
    • Bomb Lance Dragon Breath reduced to 10 Hunt Dollars.
    • Bomb Lance Steel Ball Ammo reduced to 5 Hunt Dollars.
  • Reduced prices of Martini-Henry IC1 variants:
    • Martini-Henry IC1 Deadeye decreased from 145 to 140 Hunt Dollars.
    • Martini-Henry IC1 Ironside decreased from 184 to 159 Hunt Dollars.
    • Martini-Henry IC1 Marksman decreased from 173 to 157 Hunt Dollars.
    • Martini-Henry IC1 Riposte decreased from 164 to 157 Hunt Dollars.
  • Increased prices for Incendiary ammo:
    • Compact & Medium Incendiary increased from 10 to 40 Hunt Dollars.
    • Long Incendiary increased from 20 to 70 Hunt Dollars.
  • Increased prices for High Velocity ammo:
    • Compact and Medium High Velocity increased from 50 to 60 Hunt Dollars.
Mission Summary Accolades

The requirement to reach a certain grading (bronze, silver, gold) was adjusted for some Accolades.

  • Completing only one contract in a two-contract mission now results in a gold grading.
  • Unlocking any Book mastery now results in a bronze grading.
  • Receiving any Upgrade Points now always results in a grey grading.
  • The number of Investigated Clues now results in a different grading:
    • 1 = grey
    • 2-3 = bronze
    • 4-5 = silver
    • 6 = gold
  • The amount of necessary AI kills for a grading was decreased:
    • 0-19 = grey (from 0-39)
    • 20-39 = bronze (from 40-59)
    • 40-59 = silver (from 60-99)
    • 60+ = gold (from 100+)
  • The amount of necessary player kills for a grading was decreased:
    • 1-2 = bronze (from 2-3)
    • 3-4 = silver (from 4-5)
    • 5+ = gold (from 6+)
  • The amount of extracted money (Hunt Dollars) now results in a different grading:
    • 0-99 = grey
    • 100-499 = bronze
    • 500-999 = silver
    • 1000+ = gold
  • The number of closed Rifts in Soul Survivor now results in a different grading:
    • 1 = grey
    • 2 = bronze
    • 3 = silver

The reward for some Accolades was adjusted:

  • Hunter level 50 now rewards 500 Hunt Dollars.
  • Closing the fourth Wellspring in Soul Survivor now rewards 75 Bounty instead of 25.
Loading Screens

Added over 100 new loading screen tips, each targeted at specific player groups based on their experience level.

Tutorial
  • A hint is now displayed until it is either overwritten by the next triggered hint or its respective book entry is accessed.
  • Separately assigned input keys for vault/jump, sprint/ads, and interact/bandage are now supported and considered accordingly.
  • The Accolade for “Bounty Extraction Time Bonus” was removed due to the non-existent mission countdown in the Tutorials.
Economy Rework
Blood Bonds Store
  • The discount on existing Blood Bond Packs has been removed.
  • Updated prices based on Steam recommendations.
Accolade Cards Blood Bonds Reward
  • All Blood Bonds Rewards have been removed from the Accolade Cards.
First Bounty Extraction Update
  • Consecutive 5 Day Extraction bonus (25BBs for 5 days in a row) has been removed.
  • XP and Hunt Dollar Bonus for the first successful daily extraction for each Hunter remains the same.
Challenges
  • Weekly Blood Bonds reward is increased (25 to 50 BBs maximum).
Dark Tribute Rebalance

Bloodline XP thresholds are lowered:

  • 2000
  • 4000
  • 5500
  • 8000
Free Trait Removal
  • Trait removal is now free (No BBs spending).
  • Player receives 1 less Trait Point for removing a Trait than the Trait that was removed. Example: Player removes Conduit (4-point Trait) for free and receives 3 Trait Points back to use.
Free Add/Remove Health Chunk
  • Add/Remove Health Chunk is now free (No BBs spending).
Cleaning Weapons
  • All weapons are automatically cleaned upon successful extraction, with or without the Bounty.
  • All “dirty weapons” that players have in their inventory at the time of 1.13 release should be cleaned automatically.
  • During the Mission, “dirt” levels remain – e.g. If the player was downed and revived, the weapons get dirty, but will be automatically cleaned once the Hunter returns to the Menu.
Recruit Reshuffling
  • BBs paid reshuffle has been removed from the Roster -> Recruitment.
  • Additional rerolls are available now for Hunt Dollars:
    • 1st roll: 100 Hunt Dollars
    • 2nd roll: 200 Hunt Dollars
    • 3rd roll: 300 Hunt Dollars
    • 4th roll: 400 Hunt Dollars
    • 5th and all next: 500 Hunt Dollars
  • Single free reshuffle remains after playing a Mission.
Black Market Reshuffles Rework
  • Three paid rerolls (BBs) have been replaced by single daily reroll.
  • Free reroll is available once per day.
Bundles Update
  • Hunters can now purchase a Bundle if they already have an item that is included in that Bundle.
Developer’s Note:

We started the conversation last fall about an overhaul of the Blond Bond economy and the ways players can use them in the game. We also pledged a rework of the Hunter Traits and Health Bar respec options, feeling it crossed a line into players buying an unfair advantage. We’re now ready to roll out these changes and more with Update 1.13.

As we stated in our previous videos and posts on monetization, Blood Bonds are and continue to be a vital revenue source for the content development and operation of Hunt: Showdown, but their distribution and uses have been in serious need of a rework for some time now, which is why we have made changes to several systems and how Blood Bonds are used.

The detailed changes above will be explained in an upcoming Developer Insight video with General Manager David Fifield, where he will take us through the reasons for these changes as well as our philosophy around the use of Blood Bonds as we move forward.

New Legendary Content
  • Caldwell 92 New Army – Deputy (900 BB)
  • Caldwell Conversion Chain Pistol – Widower (900 BB)
  • Knuckle Knife – Knotted Spine (700 BB)
  • Martini-Henry IC1 Ironside – Heaven’s Key (700 BB)
  • Scottfield Model 3 – Judge (700 BB)
  • Scottfield Model 3 Swift – Jury (700 BB)
  • Sticky Bomb – Equine Heart (800 BB)
  • Vetterli 71 Karabiner – The Noose (900 BB)
  • Vitality Shot (Weak) – Sanguis Christi (800 BB)
  • Winfield 1893 Slate – Eulogy (700 BB)
Black Market Content Update

Refreshed the contents of all three Black Market Contractors.

Other
Restoration – Additional Banish and Wellspring Feedback

The in-mission effect that fully restores your Hunter is now categorized as ‘Restoration’. You can experience this change in the form of a new UI ticker and audio cue when the effect is triggered.
Restoration triggers include:

  • Boss Target Banish
  • Becoming the Wellspring in Soul Survivor
Developer note:

There are no actual gameplay adjustments to the Banish or Wellspring, the additions above are here to put more emphasis on the special nature of these effects and to establish Restoration as a consistent term.

Audio
  • Fixed various issues with different weapons playing the wrong movement sound.
  • Adjusted the footstep audio for enemy Hunters when they are above the player to be less audible over distance.
  • The Sledgehammer and Shovel pick-up sounds have been adjusted.
AI
  • Fixed an issue that caused Grunts to be sitting on thin air or glitching through walls.
  • Fixed an issue that allowed Boss Targets to sometimes hit the player through walls with a melee attack.
  • Fixed an issue that allowed Grunts, Immolators, and Armoreds to sometimes consider Hunters behind walls as directly attackable targets.
  • Meatheads will now drop a Trait 100% of the time in the Scripted Tutorials.
Combat Log
  • Fixed damage to different targets being incorrectly grouped into one combat log entry.
  • Fixed the wrong killer being displayed when dealing damage after dying.
  • Fixed Ghoul health regeneration incorrectly showing as unknown source in combat log.
  • Fixed an issue that caused the first entry of the combat log to be incorrectly shortened when coming into the death screen.
  • Both weapons are now shown correctly in combat log when dual wielding.
  • Fixed an issue that caused the scroll position to be saved when dying multiple times.
  • Fixed an issue that caused the log entry to sometimes show white boxes instead of correct entries.
  • Fixed an issue that caused Dual Wielding related entries to sometimes be missing from the logs.
  • Fixed a rare issue where the log would falsely display a friendly fire tag.
  • Fixed an issue that caused the logs to display the wrong damage type icon .
  • The options setting “Show name of your killer” was renamed to “Show player names”. This option affects all player names in combat log, death screen, and team details, and also sets the initial value for the toggles there. The toggles on these screens temporarily show/hide player names on that particular screen only. The global option takes place again at the start of the next game.
  • Fixed an issue that caused a placeholder image to sometimes appear if the player suffered a disconnect, then reconnected to the game.
UI
  • Fixed an issue that caused preset (saved) loadouts to buy new equipment when the preset loadout requested a specific skin, even if instances of that equipment were already in the inventory.
  • Fixed an issue in the Equipment screen that caused the item price to be hidden after switching to any Legendary skins.
  • Fixed an issue that caused the Necromancer self-revive timer to be delayed when opening the Options menu.
  • Fixed an issue that caused incorrect information to be displayed on the death screen after being revived and killed again.
  • Fixed a very rare issue that caused the Mission Summary screen to display a different number of rewards than the player actually received.
  • Fixed an issue in the Equipment screen that caused the weapon list to jump after equipping a consumable.
  • Fixed a visual issue that incorrectly displayed the “missing First Aid Kit” pop-up when equipped with the Scarfskin Satchel First Aid Kit.
  • Fixed several overlapping text issues in the Tutorial.
  • Fixed an issue that caused the Health and Equipment bars to be permanently displayed in the Tutorial, even when deactivated in the Options.
  • Fixed a rare issue that caused the Health and Stamina bars to not be displayed when starting the Tutorial.
  • Fixed an issue that incorrectly displayed the Favorite icon on Charms, in the shop.
  • Fixed a rare issue in the Equipment screen that would cause the “Sell All” button to not work properly.
  • Fixed an issue that allowed an incorrect tooltip to be displayed when hovering over the “Piercing Damage” icon for some weapons.
Weapons
  • Fixed an issue with the Romero 77 Alamo animation to make it more clear when the reload and break action are completed and it is safe to switch weapons.
  • Fixed an issue with Bolt Action rifles performing a double-bolt animation occasionally when equipping the weapon.
  • Fixed an issue that caused the ammo pool UI to display an incorrect amount for a brief moment.
  • Fixed an issue that caused broken inventory slots when swapping both weapons for one on a saddlebag without Quartermaster.
  • Fixed an issue that sometimes caused Poison to deal increased damage to AI enemies.
  • Fixed an issue that caused Throwing Knives/Axes to disappear when thrown on certain surfaces.
  • Fixed an issue that allowed players to receive duplicate world items when looting Hunters.
World
Global
  • Adjusted placements of the Saddle Hitching Posts and made the vault over them more reliable.
  • Fixed invisible collisions in several natural spots.
  • Weapons in the Death Screen can now be rotated again when using a controller.
  • Soul Survivor: Sometimes the timer would not correctly reduce to 7 ticks, even though all other Hunters are dead or disconnected.
  • A specific door type used was playing an incorrect, very fast animation when punched.
  • Fixed some windows that wouldn’t break when damaged.
  • Fixed some floating vegetation across all maps.
Stillwater Bayou
  • Alain & Son’s Fish: fixed some Meathead pathing.
  • Alain & Son’s Fish: fixed several spots where a Hunter could get stuck.
  • Alice Farm: Fixed an Assassin Boss Target dressing that was visually blocking a drop-down entrance into the Boss Target lair.
  • Alice Farm: Blocked access to a pile of hay in one of the Boss Target Lairs that should not be accessible.
  • Blanchett Graves: adjusted the collision on two of the graves north of the church to make vaulting more consistent.
  • Catfish Grove: blocked off some tree groups you could get stuck in on the south side of the compound.
  • Catfish Grove: fixed a log on the south side that, while being walked on, sounded like it was in water even though it was not.
  • Cypress Hut: fixed a floating loot box.
  • Cypress Huts: fixed a wall-piece having no proper collision.
  • Healing-Waters Church: changed some crow placements.
  • Lockbay Docks: fixed a floating clue.
  • Pitching Crematorium: made the left waterside entrance into the underground a bit higher so Hunters do not bump their heads when entering.
  • Port Reeker: fixed a piece of Assassin Boss Target dressing blocking one of the windows in the southeast building.
  • Port Reeker: fixed an unreachable envelope.
  • Scupper Lake: fixed a barrel that was not exploding in an ignited oil puddle.
  • Scupper Lake: fixed some broken collision on some rubble on the ground south of the compound.
  • Slaughterhouse: Fixed some geometry clipping through the roof of the white house.
  • Stillwater Bend: blocked a hiding spot in the underground.
Lawson Delta
  • Fixed a grenade pathing issue at the base of the watchtowers.
  • Blanc Brinery: fixed a vault at the railroad cars that were not working as expected.
  • Blanc Brinery: fixed a Hitching Post where a Hunter could get stuck.
  • Bradley & Craven Brickworks: fixed a non-vaultable extraction boat.
  • Bradley & Craven Brickworks: fixed an AI pathing issue.
  • Fort Carmick: closed a small shutter window that did not lead anywhere.
  • Fort Carmick: fixed some angled terrain.
  • Godard Docks: fixed a spot where a Hunter could get stuck.
  • Goddard Docks: fixed a ladder that allowed the Hunter to teleport to the top of it from the ground.
  • Golden Acres: fixed an Assassin Boss Target dressing blocking off one of the windows.
  • Golden Acres: fixed some vaulting issues at the small cabin on the south side.
  • Hemlock and Hide: fixed a spot under a bridge where a Hunter could get stuck.
  • Iron Works: fixed a rendering issue.
  • Iron Works: adjusted the crouch-hole in the west side-building to be smoother to use.
  • Iron Works: fixed an Assassin Boss Target dressing blocking off one of the small windows.
  • Lawson Station: fixed a stack of wooden planks that were not vaultable.
  • Maw Battery: fixed a vault issue.
  • Nicholls Prison: removed some Loot Box anchors in non-accessible spaces.
  • Nicholls Prison: fixed some debris clipping through a wall.
  • Nicholls Prison: fixed a vault that could get you “soft-stuck” in a corner.
  • Nicholls Prison: made a gap jumpable.
  • Salter’s Pork: moved the metal wheel stuck in the terrain.
  • Wolfshead Arsenal: fixed some AI pathing.
  • Wolfshead Arsenal: fixed a spot where the player could vault through a wall.
DeSalle
  • Ash Creek Lumber: blocked an unfair sightline.
  • Ash Creek Lumber: fixed a spot where a Hunter was able to enter the Boss Target Lair in an unintended way.
  • Darin Shipyard: moved a horse that was spawning under trees.
  • Darin Shipyard: fixed a Loot Box that was spawning under the Boss Target’s dressing.
  • First Testimonial Church: fixed a small gap in a wall.
  • First Testimonial Church: fixed a see-through tree trunk.
  • First Testimonial Church: fixed some floating decorations.
  • Forked River Fishery: fixed a floating loot box.
  • Fort Bolden: added a new ladder on one of the Boss Target Lair balconies.
  • Heritage Pork: fixed some misaligned Assassin Boss Target dressing.
  • Heritage Pork: closed a gap that looked like you could throw things through but could not.
  • Kingsnake Mine: fixed a vault on a railing not working properly.
  • Lower DeSalle: fixed an unfair one-way peek in Boss Target Lair.
  • Lower DeSalle: fixed a hole in a rock.
  • Moses Poultry: adjusted a pile of grain sacks that looked climbable but were not.
  • Moses Poultry: fixed a spot that you could get “soft-stuck” in.
  • Pearl Plantation: fixed the water west of the compound (next to Heritage Pork) that did not behave correctly as water.
  • Pearl Plantation: fixed ducks spawning underwater.
  • Pearl Plantation: fixed a collision issue with a beam.
  • Pearl Plantation: fixed an AI navigation issue.
  • Pelican Island Prison: fixed a spot where throwable weapons could fall in.
  • Pelican Island Prison: fixed some rough terrain edges.
  • Pelican Island Prison: fixed a stuck spot between a rock and a tree on the North side.
  • Stanley Coal Company: closed a climbable spot inside the Boss Target Lair.
  • Stanley Coal Company: closed an unfair peek at the elevator in the Boss Target Lair.
  • Upper DeSalle: fixed a barrel that was not exploding in an oil puddle.
  • Weeping Stone Mill: fixed a spot where a player could get stuck.

Hunt Showdown Tides of Shadows New Content:

Event dates/times:

  • Event Start Time: 11am CEST, 28 June 2023
  • Event End Time: 9am CEST, 23 August 2023
New Wild Target – Rotjaw
“Rotjaw, as we call this female alligator specimen, defies the physiology of any known aquatic reptile, or creature descended from “living” taxonomical orders. Putrefaction has encompassed her skull, leaving it bare and smooth. The jaws instill in one a paleolithic fear, something felt by the first mammals to witness their parents eviscerated by reptiles. They are easily capable of crushing three men.

Moreso, the exposed skull is a tuning fork for energies unknown to man. The inept refer to it as electricity, though necrophagic energy is more appropriate.”

The undead mythical gator lurks in the bayou with rot and the flesh of careless Hunters. A Wild Target, Hunters must use all of their cunning to track this treacherous beast. She awaits beneath the depths with a fury not yet seen in the swamplands. Banish her for a single Bounty Token.

Rotjaw Territory
  • Unlike Boss Targets, Rotjaw cannot be found inside a compound. She lives in the open waters, but does not roam around the map.
  • Rotjaw can only be found on three Times of Day currently: Thundershower, Serpent’s Night, and Night.
Banishing
  • Just like Boss Targets, Rotjaw can be banished after defeating her, which is broadcast to all Hunters on the map.
  • The banishment of Rotjaw will take half the time of a Boss Target banishment.
  • Banishing Rotjaw will yield a single Bounty Token.
Tide of Shadows – Live Event
In 1893, a historically vast hurricane swept through Louisiana, killing thousands and sinking countless ships. Amongst the lost, a non-descript Mississippi paddle steamer, the Delphine, en route from St. Louis to New Orleans. Two years later, the storm winds have returned—and with them, impossibly, debris from the long missing ship. What’s more, a new foe lurks in the waters, a vast alligator that bristles with energy. Hunters forge new Pacts and vie over secrets that have arisen from this Tide of Shadows.
Pacts

Familiar to Hunters who participated in the previous Live Event, Devil’s Moon, Hunters are offered the choice to pledge themselves to one of three Pacts to unlock special new powers by acquiring Pledge Marks through in-game activities:

  • The Grounded Pact
  • The Primal Pact
  • The Smuggler Pact

Each Pact comes with their own set of unique Traits that offer new ways of playing. You can learn more about these mysterious Pacts with new unlockable lore pieces and get your hands on new Legendary content, as well as a variety of other new equipment.

Grounded Pact

The Grounded Pact vow to preserve the balance of the bayou, and value the big picture above all else. The biggest threat to the bayou’s balance is the Corruption of the Sculptor, and everything else is a distraction.

  • Cardinal Rain
  • The Fang Shearer
  • Daughter of Decay
  • Teche Wraith
Primal Pact

The Primal Pact vow to rise to the top of the food chain while also respecting it. Rotjaw represents a new apex predator in the bayou, and this Pact hunts her with a worthy reverence.

  • The Reptilian
  • The Scaled Ward
  • The Skinned
  • Gar
Smugglers Pact

The Smugglers Pact vow to make their fortune in this life and not the next. Their leader, The Captain, has a strange connection to the Delphine and knows that riches lie ready for those who are willing to take them.

  • The Wayward Helmsman
  • The Rat
  • Deckhand
  • Carcass Gunrunner
Pledge Marks

A maximum of 3 Pledge Marks can be gained in one mission, with each Hunter only being able to hold up to 4. They are tied to each Hunter and are brought out when extracting. They are not physically carried by Hunters and therefore cannot be directly taken from others. The current amount can be viewed in mission and in roster.

Sources of Pledge Marks

Each time a Pledge Mark is gained, it is rewarded across the whole team. All 3 sources can only be gained once per mission:

  • Reaching the Event Point (EP) Threshold – Gaining 20 EPs for the first time will reward 1 Pledge Mark.
  • Looting your first Hunter – Only the first Hunter looted will give 1 Pledge Mark, all loots after this will only give Event Points.
  • Banishing your first Target – Only the first Banish will give 1 Pledge Mark, banishing the second boss will only give Event Points.
Event Points
  • Interacting with an Event Clue or Rift – 6 EPs
  • Banishing a Target – 10 EPs
  • Extracting a Bounty Token – 20 EPs
  • Interacting with a Ship Altar – 4 EPs
  • Destroying a Ship Altar – 2 EPs
  • Looting an enemy Hunter – 8 EPs
  • Becoming a “Soul Survivor” – 20 EPs
  • Challenges – EPs vary
  • Dark Tribute – 150 EPs (1st milestone, daily)
Ship Altars

Ship Altars are the event objects spawned in the world for Tide of Shadows. Like previous events, these objects can reward Hunters with Event Points. Active interaction with a Ship Altar will give the most Event Points and is also the quietest method. However, they can also be destroyed, in exchange for less points. This results in an explosion which, after a short fuse time, deals moderate damage to nearby Hunters, causing bleeding.

  • Interaction – 4 EPs and the Ship Alter is used up.
  • Destruction – 2 EPs and the Ship Alter explodes, damaging anything in a small radius.

Ship Altars glow red and produce a sound in the same manner as a Clue when enemy Hunters or Beetles are nearby. The detection range is the same as a Clue.

Pact Traits

Similar to Devil’s Moon, during Tide of Shadows, special Traits can be gained at Pledge Posts in the world. However, Event Traits will not be given directly by the Pledge Boxes. Instead, once your Hunter is pledged to a Pact, special Event Trait Charms will appear at Pledge Posts. The visibility of these Trait Charms is individual, and Hunters can only see the Trait Charms relevant to your current Pact, meaning what you see at Pledge Posts may differ from what your Teammate(s) see.

A Hunter must sacrifice owned Pledge Marks in exchange for an Event Trait, by interacting with the individual Trait Charms. Once the Trait is acquired, the indicated Pledge Marks will be deducted, and the Trait Charm will be removed from the Pledge Post.

All Event Traits are only available during the event—once the event is finished, they will be removed.

Burn Traits

With Tide of Shadows, we are introducing a new category of Traits called Burn Traits, these Traits have special behavior unique to their category. Burn Traits are single use—once their effect has been triggered, they will be removed from your Hunter. Hunters can return to the Pledge Posts at any time to get spent Burn Traits again, as long as they have the Pledge Points to pay for them.

Primal Pact
  • Instinct (1 PM) – While in Dark Sight, sense when enemy Hunters are nearby. (75m)
  • Relentless (2 PM) – Your Hunter won’t lose a Health Chunk when downed. (Burn Trait)
Smuggler Pact
  • Mariner (1 PM) – Health restoration is greatly increased while in water. Health restoration is marginally increased while exposed to heavy rain.
  • Gunrunner (2 PM) – Removes Contraband status from main weapons on extraction. Receive 2 extra ammo from ammo re-supplies. (Burn Trait)
Grounded Pact
  • Shadow (1 PM) – Monsters can’t see you, but they still can hear you. Boss Targets and Wild Targets are immune to this Trait.
  • Remedy (2 PM) – Using Dark Sight, interact with a Trait to trigger a Restoration effect similar to banishing for your team’s Hunters. (25m) (Burn Trait)
All Pacts
  • Death Cheat (3 PM)- In exchange for all Pledge Marks, you will not lose your Hunter if you fail to extract, but equipment and missing Health Chunks will be lost. (Burn Trait)
Note: Death Cheat can be gained regardless of which Pact your Hunter is pledged to.

Thundershower – new Wildcard Condition
Charged mists whip across the coast with unnatural rain, fog, and thunder. Wind whistles and howls to cover your tracks, or the tracks of a Hunter just behind you. Mud squelches underfoot. Water drips from docks and shacks. The murmurs of something Corrupted are in the air, and now’s the time to exploit it, or perish.

Introducing the Thundershower Wildcard Condition—a game-changer that will challenge your vision and ability to hear. In a semi-random pattern, Heavy Rain will come in to obscure your view and make it harder to hear gunshots or even enemy footsteps. After a couple of minutes, things will revert to being more normal. During the Light Rain phase, Hunters have much more visibility and less noise around them and will find themselves back in classic Hunt situations until the Heavy Rain returns.

Rain Pattern
  • There is a small chance the match starts with Heavy Rain active, but most likely will start with Light Rain.
  • The rain will alternate between Light and Heavy Rain.
Hunter effects
  • Hunters, dead or alive, cannot start burning while exposed to Heavy Rain but will still receive some fire damage while standing in flames.
  • Hunters automatically stop burning when they become exposed to Heavy Rain.
World
  • Crows take off when they become exposed to Heavy Rain.
  • During Heavy Rain animals like ducks, caged dogs, and chicken have reduced perception and behave as if all Hunters have the Beastface Trait.
  • Red and yellow barrels cannot be ignited when exposed to Heavy Rain. They still work indoors and in Light Rain, so be careful to check if they get soaked or remain dry.
  • Alert Trip Mines still trigger but won’t ignite or make a loud noise when exposed to Heavy Rain. Still work indoors and in Light Rain as normal.
Wildcard Contract

During Tide of Shadows, the Wildcard Contract will alternate between active and inactive. Make sure to check social media and Steam to keep up to date with the schedule.

The Wildcard Contract will have three Times of Day available and will feature Rotjaw, the Wild Target.

  • Thundershower
  • Serpent’s Night
  • Night
New Weapons & Consumables
New Weapon: Drilling

Two medium rifle barrels combined with a shotgun underbarrel to create an all-round flexible and powerful weapon. The two rifle barrels offer the potential for double taps and rapid follow-up shots over distance. The Drilling’s long-barreled underslung shotgun provides a backup plan that is almost as powerful as the Romero, but with a longer reload time.

  • Basic – Medium Ammo – 2/20
  • Dumdum – Medium Ammo – 2/20
  • FMJ – Medium Ammo – 2/20
  • Basic – Shotgun Ammo – 1/5
  • Flechette – Shotgun Ammo – 1/5
  • Pennyshot – Shotgun Ammo -1/8
  • Slug – Shotgun Ammo – 1/3
New Weapon: Railroad Hammer

Large mallet designed to hammer railroad spikes into their tracks, repurposed to hammer heads into the dirt.

  • Similar to the Sledgehammer found in the world.
  • Slightly less damage but also consumes less stamina for heavy and light melee attacks.
New Weapon Variant: LeMat Mark II Uppermat

The LeMat Mark II UpperMat is a new Medium Slot, long ammo variant of the LeMat Mark II. Like its base version, it’s capable of holding 9 shots, however due to its increased weight and size it requires two hands to operate, which prevents it from using the Fanning trait. Having a larger bullet means that it has increased stopping power and muzzle velocity allowing for a much further effective range.

  • Basic – Long Ammo – 9/9
  • Poison – Long Ammo – 9/9
  • FMJ – Long Ammo – 9/9
  • Basic – Shotgun Ammo – 1/3
  • Dragon Breath – Shotgun Ammo – 1/3
  • Starshell – Shotgun Ammo -1/3
  • Slug – Shotgun Ammo – 1/2
Developer’s Note:

With the UpperMat, we are introducing our biggest handgun yet. Holding 50% more ammo than the Uppercut and having the backup shotgun makes this a very flexible secondary weapon that packs a punch and complements medium-slot loadouts or those using Quartermaster nicely.

New Weapon Variant: Caldwell Model 92 New Army Swift

Faster reloading Caldwell 92 New Army pistol, thanks to a speed reloader. However, any unspent ammunition is lost in the process of reloading. Can be used for dual wielding.

  • Basic – Compact Ammo – 6/12
  • Dumdum – Compact Ammo – 6/12
  • FMJ – Compact Ammo – 6/12
New Weapon Variant: Winfield 93 Slate Riposte

Exposed hammer, pump-action Winfield Model 93 shotgun with bayonet affixed for mastery of close quarter combat. As a Riposte variant, it replaces both the light and heavy melee attacks by using the blade instead of the stock.

  • Basic – Shotgun Ammo – 5+1/6
  • Pennyshot – Shotgun Ammo – 5+1/9
  • Slug – Shotgun Ammo – 5+1/4
New Custom Ammo Type: Hand Crossbow Dragon Bolt

A compact Dragon Breath shell attached to a bolt which explodes in a small fireball on impact. The flames die out quickly and don’t block an area for long, like a Hellfire Bomb. Be careful when using this in close quarters, as it can inflict harm on the user if too close.

  • Dragon Bolt – Special Ammo –1/3
New Custom Ammo Type: Bomb Lance Waxed Frag Charge

Explosive lance with a protective wax coating, ideal for hunting creatures in and around water. Will detonate with a delayed fuse, causing bleed damage, making it great in preparation for a push.

  • Waxed Frag Charge – Special Ammo –1/4
New Consumable: Choke Beetle

Choke Beetles are bred to find and track prey, giving Hunters a view from above. They have also evolved to explode into a cloud of suffocating gas, which they themselves are immune to. A useful mutation that allows players to field them as an alternative to Choke Bombs to extinguish fires and burning team-mates and to use them to scout in choked areas inaccessible to the Stalker Beetle.

New Consumable: Medical Pack

A portable medical kit that heals 100 health. Deployable in active health emergencies. The Medical Pack has two uses like the Medical Stations you can find in the world (one use per Hunter) so your teammate can benefit from it too.

New Consumable: Tool Box

A portable toolkit that refills some dwindling supplies in a tight spot. The Tool Box has two uses so your teammate will benefit from you bringing one too.

Rewards and Battle Pass

A new Battle Pass is available for Tide of Shadows. There is also a free path.

Battle Pass: 1000 BBs

  • Unlocks Premium Progression
  • Unlocks extra Challenge reward for faster progression

Battle Pass Bundle: 3150 BB

  • Unlocks Premium Progression
  • Unlocks extra Challenge reward for faster progression
  • +10 Battle Pass Levels
  • Legendary Hunter – Cardinal Rain

Free Tier Rewards
  • Legendary Knife – Risen Relic
  • Chapter 1 (Story)
  • Consumable Unlock – Tool Box
  • Custom Ammo Unlock – Hand Crossbow – Dragon Bolt
  • Chapter 2 (Story)
  • Consumable Unlock – Medical Pack
  • Chapter 3 (Story)
  • Custom Ammo Unlock – Bomb Lance – Waxed Frag Charge
  • Weapon Unlock – Railroad Hammer
  • Chapter 4 (Story)
  • Consumable Unlock – Choke Beetle
  • Weapon Unlock – Caldwell 92 New Army Swift
  • Chapter 5 (Story)
  • Weapon Unlock – Winfield 93 Slate Riposte
  • Chapter 6 (Story)
  • Weapon Unlock – Drilling
  • Custom Ammo Unlock – Drilling – Dumdum Ammo
  • Chapter 7 (Story)
  • Custom Ammo Unlock – Drilling – Pennyshot Ammo
  • Custom Ammo Unlock – Drilling – Full Metal Jacket Ammo
  • Weapon Unlock – LeMat Mark II UpperMat
  • Custom Ammo Unlock – Drilling – Flechette
  • Chapter 8 (Story)
  • Custom Ammo Unlock – Drilling – Slug
  • Custom Ammo Unlock – LeMat Mark II UpperMat – Poison Ammo
  • Custom Ammo Unlock – LeMat Mark II UpperMat – Full Metal Jacket Ammo
  • Chapter 9 (Story)
  • Chapter 10 (Story)
  • Chapter 11 (Story)
  • Chapter 12 (Story)
  • Chapter 13 (Story)
  • Blood Bonds – 100
  • Chapter 14 (Story)
  • Chapter 15 (Story)
  • Legendary Hunter – Gar
  • Weapon Charm – Ewe’s Horn (Overspill)

Premium Tier Rewards
  • Weapon Charm – Enola’s Ghost
  • Blood Bonds – 200
  • Legendary Nagant M1895 – Steelroot
  • Legendary Winfield M1873C – Cretaceous Cruelty
  • Legendary Sparks LRR Silencer – Corrosive Vessel
  • Legendary Hunter – Wayward Helmsman
  • Legendary Tool Box – Saving Aid
  • Weapon Charm – Gagged Weeper
  • Legendary Medical Pack – Saving Grace
  • Legendary Railroad Hammer – Malformer
  • Legendary Caldwell 92 New Army Swift – Vortex
  • Blood Bonds – 300
  • Legendary Drilling – Corrosion
  • Legendary Winfield 93 Slate Riposte – No Quarter
  • Weapon Charm – Celestial South
  • Legendary LeMat Mark II UpperMat – Crimson Varnish
Event Store

While the Tide’s influence floods the bayou, we are preparing to weather its storm with new gear. Return to the store throughout the event to find a range of new Weapon Charms to purchase as well as separate Levels if the premium battle pass is not purchased. Check the store out and pick out some special extras.

  • +1 Battle Pass Level – 200bb
  • +10 Battle Pass Levels – 2000bb
  • Event Exclusive Item – Legendary Waxed Dynamite Stick – Damned River – 1000bb
  • Legendary Hunter – Cardinal Rain – 1500bb
  • Legendary Hunter – The Fang Shearer – 1200bb
Event Boosters
  • All Pre-Pledged Hunters will have a +10% Event Points Boost.
    • Cardinal Rain (Grounded)
    • The Fang Shearer (Grounded)
    • Daughter of Decay (Grounded)
    • Teche Wraith (Grounded)
    • The Reptilian (Primal)
    • The Scaled Ward (Primal)
    • The Skinned (Primal)
    • Gar (Primal)
    • The Wayward Helmsman (Smugglers)
    • The Rat (Smugglers)
    • Deckhand (Smugglers)
    • Carcass Gunrunner (Smugglers)
  • Event Trait – Signee (6 Upgrade Points) – +10% to EP earned in mission

Once the patch is out for consoles, we’ll let our readers know.

Source: Steam (1, 2)

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