almost 5 years ago - Cry_Ic3man2k - Direct link


AI
New AI variations

  • Female grunt variations have now be added to the cast.
  • Thematic grunt variations have now been added to the cast.
  • Context driven skin variations for Grunts will now feature on both maps (e.g prisoners or guards around the prison, muddy grunts in muddy areas etc.).

General AI changes

  • Grunt based AI behavior has been reworked in instances where there target is in an unreachable position.
    • Grunts will now attempt to attack players even if you are standing on unreachable props (such as haystacks).
    • Grunts will now perform a taunt if their target is completely unreachable, generating much more noise.
  • Grunts can be knocked down by charging Immolators or Armoured.
  • Improvements made to the Off-navmesh of grunts making them less likely to become stuck in terrain or objects.
  • Grunts that perform tasks ( those that perform an action before you aggro or interact with them) have had their local rotation improved ensuring they will face the task object.
  • The Waterdevil has been rebalanced meaning it is now much easier to kill.
  • The Waterdevil respawn timer has been reduced to 10 seconds.
  • The Waterdevil will now change positions after a short time, when in its undisturbed state.
  • Reduced the perception range of the Waterdevil slightly.
  • Improved the perception of water disturbances for the Waterdevil.
  • Numerous changes and fixes made to the overall navigation and behavior of the Waterdevils

Developer note:

The role of the Waterdevil is to play a roadblock for the unprepared, in places that change up the avenues of attack or escaping a compound. To help fulfill this role in a far more meaningful and less frustrating way, we have changed its behavior so that you are able to better damage and distract it to open up pathways for you to get through unscathed.Be quick though, any Waterdevil that is killed or distracted will not stay that way for long.


  • The Hive swarm will now clip through objects less in order to reach their targets.
  • The Hive swarm can now be hit with melee attacks (shoo flies, no-one likes you).
  • The Hive swarm can now when damage with fire.

Developer note:

In an effort to help players combat the Hive swarm when their parent Hives are out of sight, we have introduced melee and fire damage counters. A blunt melee or slash attack is more effective than a stab but all methods can be used to swat away that pesky swarm.


  • Complete rework of the Meatheads core behavior:
    • The Meathead now has an extremely limited sight range thanks to the addition of leaches ON his body.
    • The Meathead will spawn 5 leeches.
    • Leeches are now spread out around the Meathead in a defensive position.
    • Increased the movement speed of the leeches to make them much faster than they were previously.
    • The leeches will now alert the meathead to the player’s position – acting as scouts for the Meathead.
    • The Meathead is able to sense any player that has been poisoned within a 15m.
    • The Meathead will react in a rage if a leech is killed.
    • Improved the Meathead’s navigation so that he will take a more believable path to his target.

Developer note:

The rework to the meathead allows us to truly play into the fact that he is blind and cannot hear anything. The leeches will now act as scouts that will broadcast the players’ position to the parent Meathead when they screech. The Meathead, however, will be able to sense players that have been poisoned, making him a very dangerous target when in a poisoned state. Players can also poison other players when they are sneaking past a meathead to aggro the monster.


  • Improvements made to the Armored behavior in instances when their target is in an unreachable position.
    • Armored will break down doors if they see their target run through it.
    • Armored will now attempt to attack players even if they are in an unreachable position.
    • Armored will perform a taunt if their target is on an unreachable prop (such as haystacks).
    • Armored will knock down other AI (Grunts, Hives) while charging.
    • Armored will be knocked back while charging if he runs into a Meathead.
  • Improvements made to the Off-navmesh behavior of Armoured making them less likely to become stuck in terrain or objects.
  • Balancing pass performed on the Immolator making it easier to kill with low tier weapons
    • Immolator will now knock down other AI (Grunts, Hives) while charging.
    • Immolator will be knocked back while charging if he runs into a Meathead.
  • Hellhounds will now chase their targets through gaps in the fences.
  • Hellhounds now have an improved way to deal with unreachable targets.
  • Hellhounds now have an improved search pattern after taking damage from something unknown that is far away.
  • Improvements made to the perception of the Hellhounds awareness (head movements/direction will be clearer when the Hellhound notices something interesting, for example their target)
  • Ongoing improvements being made to prevent AI from spawning too close to, or inside of the boss arenas

General Boss Changes
  • Banishing and bounty interaction prompts will no longer become stuck inside walls or other objects.
  • Body damage to the bosses has been re-balanced.
  • Reduced the amount of damage done to the Spider and Assassin by the Bomb lance.
    • All bosses now require 3 successful hits with the Bomb lance to die.

Developer note:

In order to ensure that all of the bosses are feasible options to engage, we have balanced them to all be more in line. With this change, our hope is that players will feel that there are no “bad” options when picking a boss and feel more driven to engage.


  • All bosses now have a frenzy mode during the encounter (similar to the recent change to the Butcher in 6.0, more details below)

Spider Boss changes

  • Adjustments made to the attack timing of the Spider to make it far more aggressive.
  • Spider jump attacks can now be interrupted when the Spider is in mid-air.
  • Added a “bump”/knock back effect in instances when the Spider will run into a player
  • Frenzy mode:
    • 15 second duration
    • Damage reduced by half while in a frenzy
    • Cannot be interrupted
    • During a frenzy, the Spider will chase its target and bite them

Assassin Boss changes

  • Increased the damage done by the Assassin’s ranged attack when it directly hits its target.
  • The bug screen effect caused by the Assassin will now affect the player if they are too close to the Assassin when it disappears.
  • Improvements made to the Assassin’s clone movement to prevent it from encountering issues when turning around corners
  • Reduced the damage required to interrupt the Assassin’s attack.
  • The Assassin can no longer be interrupted by fire patches.
    • Initial explosions from lanterns and fire bombs will still interrupt the Assassin as normal
  • The Assassin can no longer be interrupted when attacking a player that is suffering from the bug-screen effect
  • Further improvements made to prevent issues from occurring when the Assassin dies
  • Frenzy mode:
    • Clone phase will now last for ~15 seconds and will continue to spawn new clones during this time.
    • If the Assassin causes damage to a player, the phase will end early
    • Damaged reduced by half while in a frenzy
    • Clones will appear as normal, but may emerge from more obscure positions

Developer note:

As well as making changes to the Spider to make her more engaging and aggressive, we have carried over the frenzy mode feature of the Butcher to the other 2 bosses. This change in behavior that is shown as you progress through the fight should make the engagements far more interesting.


Butcher Boss changes

  • The Butchers health has been adjusted to be more in line with the other bosses.
  • Increased the amount of damage required to trigger the frenzy.
  • The Butcher’s pig-head will now fall off earlier in the fight.
  • Improvements made to the Butchers target selection. The Butcher was switching targets too often, making him more unpredictable than he should be. Locking on to specific targets should be a lot more reliable and readable.

Audio
Developer note:

As we leave Early Access, one requirement for us to be sure that Hunt: Showdown is ready was mixing the game in 7.1 surround. Our focus here is to cater to our three core pillars in terms of audio: readability, realism and consistency. (Some extra info on Hunt’s Binaural audio can be found here[www.huntshowdown.com])

During this process, adjustments were made to all sounds in game as well as adjusting volumes, attenuation, reverb and occlusion. The result is a far clearer, cleaner, and balanced mix. Once you are more familiar with these improvements, you should notice how these improvements will give you a more accurate perception of the game world around you, leading to a more intense and immersive experience than before. We are very happy with this result but as always, we will continue to make further adjustments based on your ongoing feedback.

We want to take this chance to thank you all again for all the input you have provided related to Hunt’s audio during Early Access.


  • 7.1 surround mixing pass
  • Adjustments made to the CrySpatial filter.
  • Added new Female male Hunter “effort” voice sets.
  • Consistency passes on footsteps for Players and AI cast.
  • Additional instrumental music pieces added to the main menu.
  • Audio feedback added when you lose a bullet without having the Bullet Grabber trait on your hunter.
  • Added a priming sound effect to the Flash bomb.
  • Increased the range at which priming explosives can be heard.
  • Collision pass on all equipment, tools and weapons.

Gunplay
New equipment

  • Bornheim No.3 Extended:
    • Variant of the Bornheim with an increased capacity of 8 rounds, but can only be reloaded one bullet at a time.
  • Lebel 1886 Talon:
    • Variant of the Lebel 1886 equipped with a blade on the buttstock for heavy melee attacks.
  • Lebel 1886 Marksman:
    • Variant of the Lebel 1886 equipped with a medium scope for increased range.
  • Weak Stamina Shot:
    • Instantly replenishes stamina and prevents it from depleting for one minute.
  • Weak Antidote Shot:
    • Instantly cures poison and protects the player from poison for six minutes.

Developer note:

With the introduction of the Iron Repeater trait, the Winfield suffers slightly when tracking targets between shots. This means that in order to utilize the weapons high stability, players will need to invest time into their hunters, in a similar way as with the Iron Sharpshooter traits for bolt-action rifle.

Note: The Aperture variation is also affected by this trait but only through its recovery stats between shots. No change was made to the animation.


  • Cracks in scopes are now tied to the contraband status of the weapons. Standard (Non contraband) weapons will not have cracked scopes.
  • Increased the zoom of the Winfield M1873 Aperture sights. It now also supports the Steady Aim trait.
  • Increased the sway of bayonet weapon variants.
  • Increased the reload time of the Caldwell Conversion Uppercut.
  • Minor optimizations made to the aim down sights transition after reloading a crossbow.
  • Increased the rate or fire of the Nagant M1895 Precision and Deadeye variants.
  • Decreased the recoil of the Nagant M1895 Precision and Deadeye variants.
  • Revolver logic improvements: When a revolver is partially reloaded, the drum has to be spun again to ensure that the first loaded round properly aligns with the barrel.
  • Increased the sway of silenced rifles (similar to the bayonet variants).
  • Increased the damage of the Sparks LRR silenced to be more in line with the standard Sparks. (Damage fall off over distance remains unchanged).
  • Increased the recoil of Talon weapon variants over their parent base weapons due to the back-heavy blade attachment.
  • Scoped weapon ADS changes: Crosshair spread will take a brief moment to tighten up fully when scoped reducing the effectiveness of quick scoping.
  • Increased the shotgun damage of the LeMat Mark IIto match the spread and damage of the Rival 78 Handcannon, but with a higher vertical recoil kick.
  • Slightly increased the rate fire for the Caldwell Oax.
  • Reduced the rate of fire for the LeMat Mark II.
  • Reduced the reload time of the crossbow when using the Bolt thrower trait.
  • Improvements made to the melee hit registration as well as the speed of the hit feedback.
  • Improvements made to the projectile hit registrations and validation.
    • Main improvements here have been made to the server side hit validation for projectiles. This should lower the chances of legitimate shots becoming invalid from the servers perspective.

Tools & consumables Changes

  • Flash bombs full stun effect has been reduced to 5 seconds (previously 8 seconds).
  • Flash bombs will now cause an additional ear-ringing effect that will last up to 5 seconds after your vision has returned.
  • Explosives priming sounds are now more noticeable and can be heard from further away than before.
  • Improved the usability of the Spy glass – It now produces a larger image on the screen as well as increased zoom.
  • Removed cracks from the Spy Glass lenses.
  • Weak vitality shot health increased to 75 (previously 50).
  • Increased the ammo count of the Alert trip mines to 4 (previously 3).
  • Increased the ammo count of the Concertina trip mines to 2 (previously 1).
  • Stamina shot now lasts for 10 minutes.
  • Increased the damage radius of the Poison Bomb to 2.4 meters (previously 2m).
  • Increased the damage per tick while standing in the Poison bomb cloud.
  • Increased the duration of the Poison Bomb cloud to 5 mins.
  • Removed the slight delay from the Concertina bomb that would occur between the action and release.

Projectile changes

  • Max headshot range for long bullets capped at 250m.
    • Normalized projectile lifetime to 300m.
  • Silence variants will keep their damage over a longer distance (they will still incur damage falloff faster than the base weapons).
  • Explosives will no longer explode upon contact with fire. The fuse will be significantly shortened instead.
  • Fire based weapons will now cause barrels to explode instantly as soon as they make contact.
  • Long bullets and shotgun shells will no longer cause barrels to detonate on the first shot.
  • Wall penetration has been given a complete rebalancing. These changes are to make cover more relevant again as well as allowing us to adjust the penetration power of weapons based on the projectiles of the era.
    • Compact bullets can only penetrate 2 layers of thin wooden planks and will incur a large damage falloff. Cannot penetrate trees.
    • Medium bullets can only penetrate 3 layers of thin wooden planks but will not lose much of the damage. Cannot penetrate trees.
    • Long bullets can penetrate 4 wooden walls or 1 layer of thick brick/metal sheet and do not lose much damage. Possible to penetrate small trees.
    • Shotgun shells can penetrate 1 wooden wall but will incur a large damage falloff. Cannot penetrate trees.
    • Nitro bullets retain most of their penetration power.
    • Consistency pass made to the penetration to make it easier for players to understand what materials they can shoot through.
    • Shots that do not penetrate will have a more noticeable ricochet sound compared to the audio of successful penetrations.

Misc weapon changes

  • Added the weapon dirtiness system that causes weapons to become dirtier every time your hunter is downed. Weapons can be cleaned via the menu after a mission. Dirty weapons do not impact gameplay. Legendary weapons always start out perfectly clean, while other weapons purchased from the store are second-hand and slightly worn.

Hunter
General

  • Weapons of burned players can no longer be looted.
  • Reduced the upgrade point required to replenishing Hunter health chunks:
    • 25hp: 1 upgrade point (previously 3).
    • 50hp: 3 upgrade points (previously 7).
  • Added overhead markers to highlight your partner in the world. These can be disabled in the HUD tab of the options menu.
    • All members of a team will be assigned a unique number for better coordination (represented by one, two or three dots respectively)
  • Hunters will no longer be able to block bullets aimed at their chest with their arms.
  • When carrying world items, these will now be dropped when looting another weapon.
  • Improved the visuals tied to weapon switching when in spectator mode.
  • Vault/jump and interact/bandage can now be bound to separate keys.
  • New HUD indicator added to display when your downed partner is burning.
  • Hunters no longer bleed from weapons that cause piercing damage. (Rending weapons still cause bleeding)
  • Improvements made to bleeding and burning to ensure their interactions are prioritized over any other interaction.
  • Using a First aid kit or health supply station will pause and stop the bleeding/burning process (similar to the normal stop interaction).
  • Healing a teammate with a First Aid kit will also pause and stop bleeding/burning (similar to the normal stop interaction)
  • You can no longer loot ammo from dead hunters. (tools/consumables and money is still available)
  • Looting a dead hunter now has a very low chance of granting $75, $150, and $1000 in addition to the existing amounts that can be looted.
  • A burning hunter can now ignite AI, other hunters, and flammable objects that are in close proximity or by bumping into them.
    • This does not apply when walking over oil spills.
    • Players should be extra careful near barrels as these will detonate instantly from fire damage.
    • Daring players can attempt to use burning to their advantage. Gives the option to set flammable AI on fire before you stop the burning process.

Ping Marker System
  • Introducing the ping marker system (default: middle mouse button) that allows you to temporarily mark locations, objects or enemies in the world for your team.
    • Ping markers are static and will not follow a target. Lasts for 15 seconds.
  • Double-clicking the button creates an alternative, more noticeable ping. This ping will remain for a brief moment to avoid obscuring the target.
  • Ping markers placed by a teammate will show the associated dots (1,2 or 3) of that teammate in to allow for better coordination.
  • Ping markers can be seen with an arrow indicator on the side of the screen to make it easier to notice when looking in the opposite direction.

Developer Note:

The new Ping Marker system offers an additional non verbal communication method to hunt, which we felt would be especially useful for random partners, who previously had to rely on voice-chat alone which can easily give away your position and tactics.


Traits
New Traits

  • Poacher - Place and disarm traps more silently (Rank 59; 3 upgrade points)
  • Dauntless - Defuse live explosives with an interaction (Rank 61; 2 upgrade points)
  • Vigilant - See placed traps within 5 meters through walls in Dark Sight (Rank 87; 2 upgrade points)
  • Iron Repeater - Repeater rifles (Winfield) stay in iron sights between shots (Rank 7; 3 upgrade points)
  • Silent Killer – AI that unaware of your presence and are taken out silently will make less noise (Rank 25; 7 upgrade points)
  • Lightfoot - Less movement sound when dropping down, vaulting and climbing ladders (Rank 27; 3 upgrade points)

Trait changes
  • Bolt seer trait now highlights blots and thrown knives when using Dark Sight.
    • Sticking projectiles now have a white outline that is visible through walls up to 15m
  • Steady hand trait now works with the Spy Glass.
  • Steady Aim trait now works with the Winfield M1873 Aperture Sights

Trait Cost changes

  • Physician increased to 3 upgrade points (previously 2)
  • Vulture increased to 3 upgrade points (previously 2)
  • Frontiersman increased to 3 upgrade points (previously 1)
  • Pitcher increased from 5 to 6 upgrade points (previously 5)
  • Gator Legs increased to 2 upgrade points (previously 1)
  • Determination increased to 5 upgrade points (previously 3)

  • Bulwark reduced to 2 upgrade points (previously 6)
  • Hornskin reduced to 3 upgrade points (previously 6)
  • Adrenaline! reduced to 1 upgrade points (previously 4)
  • Kiteskin reduced to 1 upgrade points (previously 3)
  • Deadeye Scopesmith reduced to 1 upgrade points (previously 4)
  • Marksman Scopesmith reduced to 2 upgrade points (previously 4)
  • Sniper Scopesmith reduced to 3 upgrade points (previously 4)
  • Steady Hand reduced to 2 upgrade points (previously 5)
  • Steady Aim reduced to 4 upgrade points (previously 6)
  • Iron Sharpshooter reduced to 3 upgrade points (previously 5)
  • Bolt Thrower reduced to 4 upgrade points (previously 5)

Trait Unlock Changes

  • Determination Changed from Rank 6 to 5
  • Bolt Thrower Changed from Rank 84 to 13
  • Salveskin Changed from Rank 12 to 15
  • Fanning Changed from Rank 36 to 17
  • Ghoul Changed from Rank 7 to 19
  • Gator Legs Changed from Rank 5 to 21
  • Deadeye Scopesmith Changed from Rank 42 to 23
  • Physician Changed from Rank 15 to 29
  • Steady Aim Changed from Rank 78 to 31
  • Steady Hand Changed from Rank 51 to 33
  • Marksman Scopesmith Changed from Rank 57 to 35
  • Bloodless Changed from Rank 93 to 37
  • Frontiersman Changed from Rank 54 to 39
  • Beastface Changed from Rank 39 to 41
  • Decoy Supply Changed from Rank 48 to 43
  • Tomahawk Changed from Rank 33 to 45
  • Iron Sharpshooter Changed from Rank 40 to 47
  • Bolt Seer Changed from Rank 63 to 49
  • Quartermaster Changed from Rank 45 to 51
  • Mithridatist Changed from Rank 81 to 53
  • Pitcher Changed from Rank 46 to 55
  • Bulletgruber Changed from Rank 69 to 57
  • Kiteskin Changed from Rank 27 to 63
  • Iron Devastator Changed from Rank 66 to 65
  • Vulture Changed from Rank 72 to 71
  • Doctor Changed from Rank 60 to 73
  • Sniper Scopesmith Changed from Rank 75 to 77
  • Adrenaline! Changed from Rank 83 to 85
  • Bulwark Changed from Rank 87 to 89

Kill assists
  • Players will now be granted for kill assist on enemies they have helped to take down.
  • A kill assist will be granted if a player inflicts damage on an enemy in the 45 seconds leading to their death at the hands of your teammate (does not apply if an enemy team kills the target)
  • Kill assists are tracked as their own score in the Stats and Last Match categories in the menu.

Death Screen changes
  • The death screen will no longer show the rank and prestige of the player that killed you.
    • A relative skill level will be displayed instead
    • These ratings range from “Less skilled”, “roughly equal” to “more skilled”
    • This will give a better indication of the actually experience level of the player instead of simply displaying the length of time they have played which was the case with prestige and Bloodline rank.
  • The death screen now includes a new feature, The kill view:
    • Once all team members are dead, you will be able to view the location from which you were shot.
    • This should allow you to reconstruct the encounter and learn from any mistakes that were made.
  • When spectating another player, the death location of your hunter will be visible on the map.
  • You can now activate a damage history log in the death screen that will show the last events leading up to your death.
    • The button for the damage history will only appear if there are multiple damaging events leading to your death.
  • When playing with multiple teammates, the distance displayed will represent the closest teammate
  • Option added to the settings to hide the player’s name from the death screen.
  • Your team will no longer be kicked after 15 seconds, even if all team members are dead.
    • You will have to leave the mission manually to return to the main menu
    • This will allow you time to check out the new kill view and damage history features until you are ready to leave.

Controller Support
  • Improvements made to controller support and camera control adjustment.
    • Added new controller settings in options menu
    • Added force feedback support to controller for weapons and certain Hunter actions
    • Controller support for force feedback on weapon shooting and reload actions
    • Removed aim assist on PC even when using a controller
    • You can now reassign the two quick access slots by holding D-Pad left and right in the item wheel.

Developer note:

During our Xbox Game preview, we received a lot of feedback regarding the camera controls, and we agreed we CAN do better! The new controller handling is a big improvement over the initial system and gives a much smoother gameplay experience. In addition to overhauling the camera controls, we have also added some controller specific settings to the options menu that will allow you to fine-tune Hunt to your needs.



Meta
New Currency: Blood Bonds
  • Blood Bonds are a new premium currency in Hunt:Showdown
  • Blood Bonds can be earned by playing Hunt: Showdown or by buying them in-game.
  • Blood Bonds can be earned in the following way:
    • Earning bronze, silver and gold Accolade cards in the Mission Summary
    • Completing Weekly Challenges
    • Unlock Mastery pages in the Book of Weapons or the Book of Monsters
  • Players can spend Blood Bonds for:
    • Cosmetic unlocks that have no impact on gameplay.
    • Convenience features that do not affect gameplay.
  • Cosmetic unlocks include:
    • Permanent Legendary Hunter unlocks.
    • Permanent Legendary Weapon unlocks.
    • Cleaning your weapon.
  • Convenience features:
    • Permanently unlock up to five additional Hunters slots in your roster
    • Additional reshuffles for the list of available recruits (the first reshuffle after every mission remains for free!)
    • Re-spec'ing a Hunter to remove unwanted traits and health chunks (the upgrade points for these will be re-imbursed!)
  • In addition, Blood Bonds can also be purchased in packs for actual money outside of the game
    • For testing purposes, all players will receive a fixed amount of Blood Bonds to experiment with the new currency

Prestige Changes

  • The maximum Prestige level has been increased from 50 to 100
  • Every time the player reaches Rank 100 and decides to prestige, he can choose one of the following three reward options:
    • 10% bonus on all experience points (XP) earned during a mission
    • Extra $2000 starting money upon returning to Rank 1
    • A (random) legendary unlock
  • The legendary unlock reward option is only available at certain Prestige levels:
    • 1, 2, 3, 4, 6, 7, 8, 9, 20, 30, 40, 60, 70, 80 and 90
  • Players can now unlock exclusive legendary weapons as prestige rewards at specific Prestige levels:
    • 5, 10, 25, 50 and 100
    • No other reward option is available at these prestige levels.

Store and Unlock Changes

  • The economy is receiving a major rework in 1.0 with the introduction of player-driven Library unlocks for weapon variants as well as a big overhaul of prices and unlock ranks for equipment
    • The prices for nearly all items (weapons, tools consumables) have been adjusted
    • Changes made to the unlock ranks for most items
    • Changes made to the prices and unlock ranks for most traits.
    • Many weapon variants are now unlocked via the Book of Weapons.
  • You can find the full details further below in the Store section of the patch notes.

Developer note:

From this point on, you will only be able to unlock the base version of each weapon via the Bloodline. All other variants of a weapon will be unlocked via an entry in the Book of Weapons. The player has to use the base item (or any of the variants that are available to them) until a specific goal is achieved which will be specified in the book. Completing this goal will unlock the weapon variant.


  • Reduced the money rewards granted through the Bloodline:
    • Players will still receive money when they increase their hunter tier.
    • Players will be granted a large money reward ($5000) upon reaching Rank 100.
    • Removed the $200 reward from the rank that does not grant unlockable items.
    • Ranks that do not unlock an item will no longer appear in the unlock list. Instead the next available unlock/rank will be displayed.

Book of weapons

The new Book of Weapons gives players a further opportunity to unlock pieces of lore from the Hunt-verse. In addition, and more importantly, the Book of Weapons will replace a part of the unlock system that was previously tied to ranking up.

  • Unlocks in the Book of Weapons are split into 2 categories
  • Entry:
    • Entries give the player access to a new item and a description of the item.
    • Entries will be locked again after each prestige.
  • Mastery:
    • Mastery unlocks will grant players Blood bonds and additional lore.
    • Mastery unlocks will not lock again after you prestige.
  • Some consumable and tools are pooled into thematic categories. These categories behave like the weapons groups. The first item in the group is unlocked by reaching a specific rank in game.

Book of Monsters

  • Adjustments made to the requirements to progress through the book.
  • Significantly reduced the number of melee required for some, and removed the requirement entirely for the Waterdevil.
  • Added Blood Bond rewards to all Mastery pages.
  • Mastery unlocks will persist through prestige.
  • The monster categories are also referenced in the Book of Weapons and the Store in the unlock conditions.

Part 3 of the update notes can be found here.


~Happy Hunting.