Hunt Showdown Patch Notes: The newest patch for Hunt: Showdown, version 1.9, has been published by the developers at Crytek, along with a full changelog of all changes. New content for the tactical PvPvE first-person shooter has been released regularly since its 2019 debut. Update 1.9 brings new content to Hunt: Showdown and the patch notes reveal that Crytek is continually adjusting the game based on user feedback.
Patch 1.9, released for The Hunt: Showdown, is a sizable update that adds new content and features as well as tweaks and solves several bugs. Many adjustments to mobility, as well as a reworked team data page, and a number of performance tweaks, can be found in the Hunt: Showdown version 1.9 patch notes. Down below you’ll find the whole list of changes included in Hunt: Showdown Update 1.9.
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— Hunt: Showdown (@HuntShowdown) September 22, 2022
Hunt Showdown Patch Notes
The Way Players Move Adapts
Desync Problems Were Addressed By Enhancing Local And Distant Player Movement.
Programmer’s Note:
Noted below are the changes we made to player movement in Hunt: Showdown version 1.9 to address Desync problems.
Advances In The Neighborhood
Changes that improve your Hunter’s relationship with the customer. We’ve made changes to in-game error correction that should result in more timely and balanced feedback in cases of desync. The objective is to make teleport less sudden and unforeseen. It is worth noting, however, that some teleporting will occur even if network conditions are poor due to latency or other network interruptions.
Improvements That May Be Made From A Distance
All other hunters in your match are affected by these changes. Due to the current enhancement, the entity location on the server will be more precise. This should level out differences and enhance communication. In cases when a hunter’s corpse is in a different location on the client than the server, this will allow for a successful revival and loot.
We’re aware that this has been a hot-button issue for some time, and we’re praying that these modifications will help. The results of our internal testing indicate progress, but we need your input to confirm that we are really making progress in the correct direction.
The Bounds Of Incoming Pings
- The new maximum allowed ping time has been set at 225ms.
- When you choose an area, you’ll see that it’s one of many hues. Your sessions’ optimal locations will be marked in gold, and the latency information will be shown in blue. You may connect to this area if the text color is orange on a gray backdrop; doing so will keep your ping below the threshold, but it may not deliver the greatest possible experience. If an area exceeds the maximum allowed ping time, it will be shown in red font and be inaccessible for selection.
- At least one server area is available to all players. The goal isn’t to make everyone happy, but rather to make sure that nobody has to miss out on whatever they want to do because of things like a bad internet connection.
- When inviting friends to a game, the person who sends out the invitation gets to choose the map. There will be a warning window shown to the team if any member’s latency to the area is more than 225 milliseconds, indicating that the game may be interrupted. The ensemble, however, will still be allowed to perform.
Coding Note:
We’re aware that debate has arisen around whether or not to implement a region lock or ping restriction. Others have argued that playing with friends or on more populous servers is vital, despite the fact that many have asked for this functionality for a long time. We took all of this criticism into account when designing this feature, and we hope that the final result is satisfactory for everyone.
Note that the 225ms limit is only a recommendation. We will keep an eye on this going forward and depending on the statistics and comments we get, we may decide to raise or drop the value.
Players will be unable to enter high-latency locations on their own, and instead will be placed in groups with similar ping at random. Still, if you choose a zone with high ping, you will be prompted to switch to a region with reduced latency before you enter the random queue. Hearing from you will be invaluable in making sure this system is fair and functional.
Upgrades To The Team Information Display
- A number of new fields have been added to the Team details page. Now, any acts taken by or against your partner(s) will be marked in blue on this screen.
- Icons and colors for both incoming and outgoing actions (‘Downed’ and ‘Killed’) have been unified:
- The inbound activities are those taken by enemy hunters against you, while the outbound actions are those taken by you against them.
- Whenever an incoming event involves a player being “downed” or “killed,” the white skull and bloody skull images pop up, respectively.
- To differentiate themselves from incoming icons, outbound ones have a little bullet hole in the skull (right between the eyes).
- Now, on the left side of the team information page, your colleagues’ names will be highlighted in blue.
- Tooltips now include time stamps to help you better understand when certain events happened during an operation.
- When there are numerous timestamps, a little yellow icon appears in the upper right corner of the icon.
- There are now two distinct images representing a player with one or two Bounty Tokens.
- To help distinguish between players who picked up a bounty at least once during a task and those who extracted it using a bounty token, a new “bounty extracted” indicator has been added.
Programmer’s Note:
The changes made to the team information page should allow for a clearer recap of the most recent game. As a result, you’ll have more information on when and where important events involving your partner(s) took place, as well as the missing context around those occurrences.
With these updates, we expect you to be able to more accurately reconstruct the interactions between you, your team, and the enemy hunters during the previous battle.
Streamlining Bounty Hunt Games
Reduced to 45 minutes, Bounty Hunt matches will now begin and end promptly (previously 60 mins).
Coding Note:
We analyzed the data around match duration extensively and discovered that just 1% of all matches lasted more than 45 minutes. Due to the low frequency with which matches of this length occur, we reasoned that shortening them would have several positive effects.
As a result of this update, the server load and matching times will both improve. We realize not everyone will welcome this shift, but we believe there are more positives than negatives after analyzing the data and doing the necessary study. Nonetheless, we plan to keep a careful eye on this development over the next several months to confirm whether or not this is indeed the case.
The Efficiency Of The Server’s Efficiency
- Resolved issues that were causing frequent crashes on the dedicated server, which should result in fewer player disconnections.
- Enhanced connectivity between the dedicated server and the gateway server.
- To limit the number of possible disconnects, we have increased the dedicated server’s tolerance threshold in the event of a lost backend connection.
Delivering Results For The Client
- We’ve patched a number of bugs that might have resulted in frame rate decreases or lag.
- Enhancements made to the efficiency of electric lighting.
- Modifications were performed in many areas to boost efficiency.
Final Words
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