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domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init
action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/cxvps542/visegrad24.info/wp-includes/functions.php on line 6114Hunt Showdown Update 1.96 has been released for all platforms and is now available for download on PC. The update brings several bug fixes, improvements, and patch notes. The file size may vary depending on the gaming platform you are using. So if you\u2019re playing Hunt Showdown, make sure to update to version 1.96 to experience the latest enhancements and fixes.<\/p>\n
Developer\u2019s note:<\/p>\n
In light of these changes, the unlock order for most items in the Bloodline has been changed. Our approach has been to make key gameplay items and Traits available earlier in the Bloodline. All gameplay items are now unlocked by Rank 64.<\/p>\n<\/div>\n
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Developer\u2019s note:<\/p>\n
The changes we\u2019ve made to Progression are balanced with the individual player in mind\u2014increasing XP earned, reducing XP requirements, and ensuring easier access to key unlocks. With this in mind, we opted to remove team-shared weapon XP, both to improve the clarity of Progression and because it compromises the new system\u2019s balancing. We\u2019ll be closely monitoring player feedback and Progression data, considering measures to further assist Progression if needed.<\/p>\n<\/div>\n
Developer\u2019s note:<\/p>\n
The XP requirements have been rebalanced according to XP awarded for a player kill, 450 XP. This leads to an overall reduction in XP required to unlock the complete family and ensures no unlock is ever more than two kills away. The XP required to unlock all custom ammo and weapon variants has been reduced by 33% across all families combined. This change should make Weapon Progression easier to understand and more accessible, especially for newer players.<\/p>\n<\/div>\n
The second batch of Weapon Inspect animations is here! This batch includes all rifles and shotguns, as well as their variants and Legendary versions.<\/p>\n
Triggering the action can be done by pressing the \u2018Weapon Inspect\u2019 input. The default bindings for supported platforms are:<\/p>\n
Once triggered, any Inspect animation can be instantly interrupted by most other gameplay actions (aiming, attacking, quick-swap, etc.).<\/p>\n
Input curves describe how the stick input is translated to camera rotation. We have added four new options for players to tweak the responsiveness of their aim input. Check the menu for detailed descriptions.<\/p>\n
The way we increase sensitivity when stick input is maxed out has been reworked, and new settings are now available. \u201cAim Boost\u201d replaces the old \u201cTurning Extra Strength\u201d option, but aims to achieve the same result: to allow for high-turn speeds when needed without compromising carefully tweaked aim behavior.<\/p>\n
It is now possible to set the threshold after which Aim Boost is applied.<\/p>\n
The following settings can be tweaked for each aim stage (Default, Shoulder Aim, Aim Down Sights) separately.<\/p>\n
Inner deadzones can now be adjusted for the left and right stick individually. Adjusting these values can maximize the input value range of a controller and allow for more precise aiming.<\/p>\n
Keep in mind that these are hardware-specific settings which should be adjusted for each individual input device. Excessively low values might lead to unwanted input (stick drift).<\/p>\n
Double-clicking \u201cWeapon Switch\u201d ( Y \/ Triangle) will equip the first melee tool it finds in your inventory (regardless of the slot). If no Knives or Dusters are present, Throwing Knives and Throwing Axes are considered valid options.<\/p>\n
Developer\u2019s Note:<\/p>\n
This is the first step to make equipment more easily accessible for players. This feature should make it more comfortable to switch back and forth between main weapons and melee tools while moving. It also allows players to assign a less frequently used Tool or Consumable to the quick slot (D-pad) which is usually used for the melee option.<\/p>\n<\/div>\n
A setting has been added which prevents a left stick click (L3) from stopping sprinting. In this case, sprinting can only be stopped by reducing movement speed.<\/p>\n
Controller vibration has been improved, and its strength has been reduced to create better contrast between key and secondary actions. Changes include:<\/p>\n
Two previous Event Traits are returning as permanent Burn Traits. They can now be found in the world, either dropped from Meatheads or by chance as a Trait Spur.<\/p>\n
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Developer\u2019s Note:<\/p>\n
The Traits are not tied to any Pact and will remain after the conclusion of Tide of Desolation. These Burn Traits have low drop rates and will remain exceptionally rare in the bayou.<\/p>\n<\/div>\n
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Several Traits with similar functionalities have been merged into new or updated Traits. Any updated or changed Traits currently equipped on Hunters will be automatically switched to their new or updated equivalents, or refunded as Upgrade Points.<\/p>\n
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During the Tide of Desolation Event, the newly added equipment outlined below will be unlocked by progressing through the Event. Once Tide of Desolation has ended, the following equipment will be moved to the regular Bloodline Progression:<\/p>\n
The Rule of Two has been removed from Cash Registers, Envelopes, Purses, Traits, Blueprints, and Gun Oil. Moving forward, these objects will not disappear after two uses; they will remain in the world and can be interacted with once by each Hunter.<\/p>\n
All Generators have been removed from all maps. The entry in the Manual that mentions the Generators has also been removed accordingly. Now the electric lights in each compound will have a percentage chance to be on when a Mission starts, on certain Times of Day. These Times of Day are Night, Serpent Night, and Ash Bloom. When on, the only way to turn off the electric lights is to shoot them.<\/p>\n
Workbenches are new in-world entities that appear in every compound. They have a chance to spawn Gun Oil, a Blueprint, Hunt Dollar or Blood Bond Purses, and specific weapons. Gun Oil and Blueprints now spawn exclusively at workbenches. Any weapons spawned at Workbenches are variants, not base weapons \u2013 IE: Silencer, Bayonet, etc.<\/p>\n
The speed of all elevators has doubled, resulting in increased usefulness in specific situations.<\/p>\n
Added new ladders to side buildings in Arden Parish.<\/p>\n
The Shooting Range now has an area dedicated to showcasing Event weapons and Event Traits. These items are available for all to test for the duration of the Event.<\/p>\n
Additionally, we\u2019ve added the following equipment to the Shooting Range:<\/p>\n
All three stores in the Black Market have been reset.<\/p>\n
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