What’s New

Hunt: Showdown 1896 — Update 2.8 - Road to Hell Starts Now

Update 2.8 - Road to Hell Starts Now

Added
  • Add new event compound Stronghold with three main areas including trenches, camp, and fortified building
  • Add Caged Boss Target that spawns banish-ready at Stronghold and drops 1 Bounty Token upon banish
  • Add Medical Supply point with Full Health Restoration Kit, Scouting Map, Four Shot Boon, and other loot
  • Add Military Supply point with Sealed Scarce Weapon Box, Scouting Map, and guaranteed un-sealed Catalyst Trait Spur
  • Add Maxim M1895 in-world weapon found only at Stronghold that fires incendiary rounds and can overheat
  • Add additional trenches and smaller checkpoints across maps placed by the military
Changed
  • Change inventory system to assign weapons a Size from 1 to 5 instead of small, medium, and large categories
  • Change default weapon capacity to 5, extendable to 6 with Quartermaster Trait
  • Change Tools and Consumables to be no longer restricted by type and freely equippable to any slot in any combination
  • Change scouting mechanics so Stronghold, Medical Supply, and Military Supply are visible at Mission start instead of Scout Towers
  • Change Scouting Map to no longer reveal location of Wild Targets
Removed
  • Remove Scout Towers for Update 2.8

Update 2.8 - The Road to Hell Starts Now

Road to Hell

_When two military scouts go missing while investigating the Corruption in Louisiana and Colorado, their concerned Commander decides to go after them. But his request for an official mission is declined, and instead he goes rogue and forms The 26th Regiment. With the financial backing of Desolation’s Delegate, the 26th are indignant at the lack of official support, but certain they can find their comrades and clean up the alleged Corruption themselves. They are professionals: well-trained and well-armed.

Their first mistake is their arrogance. Their second is their optimism. The Corruption is like nothing they have encountered before. Beset by monsters on one side and enemy Hunters who don’t want outside involvement on the other, their arrogance is transformed into doubt and then twisted into madness as they all lose themselves to the Hunt._

New Event Compound: Stronghold

The Stronghold is where The 26th Regiment had their last stand. Few survived the experience, and many who didn’t now wander the area, Corrupted and transformed into mindless Grunts. Here you won’t just find Destiny's Dial, Sealed Rewards, and Tarot Cards—but some new and interesting secrets…

The Strongholds are large and have 3 main areas to them: the trenches, the camp, and the fortified building. The camp area has a big mess tent where you will find:

  • Scouting Map

  • Various Sealed Boons

  • Tarot Cards and more...

In the fortified building of the Stronghold, you will find:

  • The Caged Boss Target

  • The Maxim M1895

  • The Sealed Explosives Box

  • Many ways to restock your ammo.

In addition, the military has dug in all across the maps with additional trenches and smaller checkpoints and campsites that can be discovered.

Caged Boss Target

The 26th Regiment tried to know their enemy. Originally, they captured this Boss Target with the intent of sawing it to size and sending it out for future study. But during the siege, the soldiers grew hungry, and Sgt. Riggins had a different idea.

These are banish-ready Boss Targets that can be found at the Stronghold. Upon banish, they drop 1 Bounty Token. Before banishing this Boss Target, Whisper will be active, allowing you to detect nearby players. For the duration of Road to Hell, a Caged Boss Target will be guaranteed in every Mission, so there will be only 1 normal Boss Target in these Missions, with a chance of a Wild Target to be active as well. This means there can now be a maximum of 3 Bounty Token sources in a Mission.

New Supply Point: Medical Supply
  • New themed Supply Point on the map with unique loot

  • Players can find the following at the Medical Supply:

  • Full Health Restoration Kit

  • Scouting Map

  • Four Shot Boon

  • Random assortment of Shots

  • Chance of a Tarot Card

  • Medical Packs and more

  • The Medical Supply will be visible on the map by default

New Supply Point: Military Supply

Teased in the final weeks of Update 2.7, we have the Military Supply that returns in Update 2.8.

  • Players can find the following at the Military Supply:

  • A Sealed Scarce Weapon Box

  • Scouting Map

  • Sealed Full Ammo and Tools Restock Box

  • Guaranteed un-sealed “Catalyst” Trait Spur

  • An assortment of Ammo Crates and Tool Boxes

  • The Military Supply will be visible on the map by default

Hidden Information Changes

With Update 2.8, we want to bring back the scouting mechanics we introduced in 2.7, but with some changes to address the community's feedback.

  • Scout Towers have been removed for Update 2.8. Instead, at the start of the Mission, the Stronghold, Medical Supply, and Military Supply will all be visible at the start of the Mission. Other Supply Points and Extraction Points will be hidden.

  • These 3 locations all have Scouting Maps. Interacting with Scouting Maps reveals all the hidden locations.

  • The Scouting Map no longer reveals the location of Wild Targets.

  • Banishing Targets, picking up a Bounty Token, or using “The Chariot” Tarot Card will still reveal all Extraction Points.

Maxim M1895 - New In-World Weapon

The Maxim M1895 is a new in-world weapon which can only be found at the Stronghold, with each Event Compound containing only one due to limited numbers of the prototype weapons. Previously used as a mounted gun, this version has been ripped off the mount and had some makeshift adjustments, allowing it to be shot from the hip. To accommodate the makeshift portability, ammo bags have been affixed to the sides so that a limited amount of ammo can be carried with the gun.

  • As an in-world weapon, it cannot be extracted or carried in a Hunter's inventory. Instead, it acts like current Shovels and Lanterns etc. do.

  • Even if taken to an Extraction Point, it will be left behind.

  • Due to its makeshift usage, it’s quite cumbersome and will slow Hunters down by 25% when equipped.

  • Being fired from the hip means that there is a large spread. Aiming will reduce the spread slightly, but is still not accurate.

  • Due to poor cooling following its prototype nature, it can overheat under extended fire, causing a malfunction which needs to be cleared manually. Best to keep the fire rate low to avoid stoppages!

  • It has 50 Incendiary rounds by default, but cannot be resupplied.

Inventory Slot Rework

With Update 2.8, we are launching an inventory rework that aims to open new possibilities, promote loadout diversity at all skill levels, and give more weapons unique, viable niches.

  • Weapons are assigned a Size from 1 to 5, as opposed to the previous convention of small, medium, and large .

  • The player's default Weapon Capacity is 5, which can be extended to 6 with the “Quartermaster” Trait.

  • Tools and Consumables are no longer restricted by type. Players can freely equip any Tool or Consumable to any slot, in any combination.

  • Consumables are restricted to 4 instances of the same type (Throwables, Deployables, Shots, and Tarot Cards)

Other Changes
  • Tool Boxes no longer resupply Consumables, instead only resupplying used Tools.

  • New filter options have been added to the arsenal menu to help sort for the different weapon sizes, Tools, Consumables as well as category filters for Throwables, Deployables, Shots, and Tarot Cards. These have (for now) replaced some of the previous more granular filters for specific damage types for the sake of a better overview.

  • A lot of secondary balancing went in across the full arsenal to make weapons, Tools, and Consumables fit their new categories. Certain Traits, like Quartermaster, have also been increased in cost.

  • You can find the full list further below.

Dev note: With this rework, weapons that are equipped on already existing Hunters and would no longer fit due to the slot size changes will be unequipped and placed into your arsenal. This also counts for Contraband items—even if the Contraband limit will be exceeded by this, you will not lose your collected weapons.

New Weapon: 1890 Cavalry

Carbine version of the standard military rifle of the US Army until the introduction of the Krag. This lightweight version was mostly used by Cavalry and rear-echelon troops, while still packing the punch of a Long Ammo black powder cartridge. Cheap and readily available, the 1890 model upgrade offers improved sights and handling since it was first introduced in 1873.

  • Added 1890 Cavalry, a Size 3, single-shot Long Ammo rifle. Compatible with the “Fast Fingers” Trait.

  • 1/18 Ammo Reserve

  • 139 damage

  • 380 m/s muzzle velocity

  • CATs: FMJ & High Velocity

  • Dev note: The weapon does not look like much at first glance, but once its role within the wider Inventory Slot Rework is better understood, the advantage of a punchy and cheap single-shot long ammo rifle at Size 3 becomes a lot clearer. The 1890 Cavalry is a great companion weapon for some of the more diverse and affordable loadout choices we want to encourage with this system work. In addition, it is a very good thematic fit for the increased military presence in Road to Hell, where a lot of the service rifles the military brought along would naturally end up in the hands of Hunters.

New Free Story Challenge: Let the Gunshots Ring

With Update 2.8, we are introducing a brand-new and free Story Challenge to the game: Let the Gunshots Ring. Designed with a focus on player onboarding, players follow in the steps of John Victor, a well-seasoned Hunter who is ready to show them the ropes. As they are guided through the story’s Chapters and Challenges, players learn more about and deepen their knowledge of the game’s core gameplay and mechanics all the while earning valuable rewards for free.

“Life is cheap, and sometimes the only way to learn is the hard way.”

  • John Victor
Structure Overview
  • Chapters: 4

  • Chapter Rewards: 4

  • Chapter 1 - Vanguard (Pax Legendary Skin)

  • Chapter 2 - Hedera Mortiferum (Conversion Chain Pistol Legendary Skin)

  • Chapter 3 - Bear’s Tooth (Mosin-Nagant Legendary Skin)

  • Chapter 4 - Initiate (Player Title)

Gunplay
Weapons
  • Updated the following Long Ammo rifles to now use Special Long Ammo instead:

  • Mosin-Nagant and Mosin Obrez variants

  • Krag

  • Lebel 1886

  • Berthier 1892

  • Special Long Ammo weapons share ammunition with one another, but cannot resupply or benefit from standard Long Ammo reserve ammo pools

  • Special Long Ammo can only be resupplied from Special Ammo Crates, Ammo Boxes, or Full Restock boxes.

  • Updated the icon for standard Long Ammo to help differentiate between the new ammo type.

_**Dev note: **Alongside the Inventory Slot Rework, we are taking the opportunity to make significant balance changes to existing weapons to redefine their role and performance in the new weapon economy. Special Long Ammo weapons will continue to be among the best items in the arsenal, but with new constraints requiring adaptation and extra precision. _

  • The following ammo types have been made scarce:

  • All Dumdum Ammo

  • All Explosive Ammo (includes Frag Arrows, Explosive Bolts, and Waxed Frag charges)

  • All Spitzer Ammo

  • All but 3 instances of the above ammo types have been removed from players’ inventories, and their purchase price refunded.

  • Dolch FMJ ammo, previously scarce, has now been retired. All instances in players’ inventories have been refunded.

Dev note: With Update 2.8 we are approaching scarcity differently, targeting high-value ammo types by category. As part of this effort, Dolch FMJ stood out as an exception that we wanted to resolve for consistency. We also want the new scarcity to mean more across the board, therefore we decided a reset of the current inventory for all players allows for a clean slate.

  • Extra ammo pools for a number of weapons have been updated based on inventory slot rework changes:

  • Weapons being updated to Size 3 losing extra ammo in exchange for increased flexibility:

  • Berthier 1892: reduced extra ammo from 3/18 to 3/12

  • Vetterli 71: reduced extra ammo from 6+1/20 to 6+1/16

  • Frontier 73C: reduced extra ammo from 7+1/28 to 7+1/21

  • Smaller variants & weapon families lose extra ammo capacity:

  • Mosin Obrez: Reduced extra ammo from 5/10 to 5/7

  • Springfield 1866 compact variants: reduced extra ammo from 1/24 to 1/20

  • Drilling compact variants: reduced extra ammo from 2/20 to 2/16

  • Centennial Shorty: reduced extra ammo from 9+1/12 to 9+1/9

  • Vandal 73C: reduced extra ammo from 6+1/28 to 6+1/18

  • Weapons gaining extra ammo capacity alongside a size change, or now competing with different weapons:

  • Uppercut: increased extra ammo from 6/9 to 6/12 and to 6/18 on Precision variants

  • Nitro Express: increased extra ammo from 2/4 to 2/6

  • Auto-4: Increased spread to from 57 to 65, reduced reserve ammo from 5 to 4

  • Officer Carbine: Slightly increased horizontal recoil

  • Hand Crossbow:

  • Increased standard Bolt’s damage from 195 to 205; in practice, results in 120 damage to the arm at close range instead of 112, and greater damage retention over distance.

  • Reduced Dragon Bolt’s impact damage from 17 to 11. Results in less initial charcoaling and more time to prevent Burning.

  • Reduced Dragon Bolt’s reserve ammo from 3 to 2

  • Reduced Mako 1895’s muzzle velocity from 540 to a more accurate 440 for using black powder cartridges

  • Increased price of all Berthier 1892 variants by 50 Hunt Dollars

Tools & Consumables
  • Reduced Alert Trip Mine and Bear Trap reserves to 2 each

  • Increase Bear Trap (Tool) damage from 58 to 62

  • Reduced Flare Pistol reserve from 2 to 1

  • Increased Decoy Fuses reserve from 3 to 5

  • Increased Quad Derringer reserve ammo from 12 to 16

  • Derringer Pennyshot

  • Reduced effectiveness of all Penny Shot Ammo vs doors by 50%, requiring more shots to breach doors.

  • Reduced Penny Shot damage vs Brutes and Meatheads.

  • Ammo Box

  • Reduced ammo resupply from Ammo Boxes from 2.5 X standard resupply to 2 X. In practice:

  • Reduced Compact Ammo resupply from Ammo Boxes from 20 to 16

  • Reduced Medium Ammo resupply from Ammo Boxes from 15 to 12

  • Reduced Long Ammo resupply from Ammo Boxes from 5 to 4

  • Reduced Special Ammo resupply from Ammo Boxes from 7 to 6

  • Etc.

Gameplay
  • Updated Dark Sight Boost map icons to fade over time. After a Hunter gains a Dark Sight Boost, the icon will gradually fade over a period of 5 minutes.

  • Trait Spurs found in Watch Towers, Hunting Towers, and other Points of Interest now have a chance of spawning a sealed variant of the Trait.

  • Supply Points now only have a chance of spawning one Tarot Card; the previous 2 guaranteed Tarot Cards have been removed. The pool of possible Tarot Cards that can spawn are loosely themed to the specific Supply Point.

  • Re-introduced the Sealed Explosives Box with some slight tweaks. It costs 1 Pledge Mark to open and spawns 3 different explosives when opened.

Traits
  • Increased the “Quartermaster” Trait price from 6 UPs to 8 UPs

  • Increased the “Frontiersman” Trait price from 5 UPs to 6 UPs

  • Increased the “Hundred Hands” Trait price from 2 UPs to 3 UPs

AI
  • Added a new military visual variant for Grunts.

  • Slightly reduced the chance for a Hellborn to drop the “Death Cheat” Trait.

Audio
  • Resolved an issue where the Mosin-Nagant M1891 Avtomat fire rate could sound inconsistent.

_**Dev Note: **Midi feature introduced for rapid fire guns Using Midi allows for a more accurate and stable fire rate with rapid fire guns. This mitigates known issues with the Mosin-Nagant M1891 Avtomat ensuring more consistent gunshot audio when the Avtomat or Maxim M1895 is being shot. _

  • Added heavy foley for player movement when carrying the Maxim M1895. Jumping and running sounds heavier and more mechanical.

  • Added UI sounds for the Story Challenges in the main menu

  • Slightly increased volume of deployed Dark Dynamite Satchel

  • Fixed a bug where the position of a contextual ping sound was incorrect for a split second

  • Fixed an issue with ambience transitions in Kingsnake Mine

  • Fixed audio missing for certain Legendary Skins on the “Assassin’s Handfold” Equipment Animation for the Heavy Knife

  • Removed lever charge sound from Vandal 73C on the "Double Spin" Equipment Animation for gameplay clarity

  • Slightly reduced the reverberation in large forest areas for improved clarity

Player Profile Content
  • Added new unlockable and purchasable Player Profile Titles

  • Added Player Profile Stats for Tool and Consumable kills

  • Added new 1890 Cavalry Badge set

Shooting Range and Tutorial Updates
  • Updated Shooting Range with latest Event content
New Player Onboarding
  • Hunter Bots now avoid concertina wire and big fire hazards.

  • Hunter Bots' lethality has been adjusted to provide more balanced encounters for players.

Localization
  • Added full Ukrainian localization to the game.

  • Added a layer of polishing for the Polish localization.

World
Pitching Crematorium

has received several updates:

  • The main entrance (south) has been widened, allowing two players to use the stairs at the same time.

  • The crouch-only entrance (west) to the Boss Target Lair has been replaced with a sliding gate, accessible from both the ramp and the staircase.

  • The small peek windows (north) have been expanded, but they cannot be vaulted through and still overlook the water entrance behind the back rooms.

  • The open doorway / crouch entrance (north) from the back rooms to the Boss Target Lair has been replaced with standard doors.

  • Several cloth coverings inside the Boss Target Lair have been removed, improving visibility and lines of sight within the room.

  • The door frame leading into the Boss Target Lair from the elevator room has been widened.

  • The open doorway from the main entrance (south) into the Boss Target Lair now has a proper door.

  • A small crouch hole was added to prevent the staircase from the main entrance (south) from becoming a one-way entry point.

Terminus Railyard:
  • Fixed an issue that allowed players to climb onto a cart and shoot through non-breakable glass.

  • Closed off the Boss Target Lair windows to prevent unfair kills from inside.

Gravestone Pit:
  • Replaced the large sliding gate leading into Boss Target Lair with a half-size version to improve the gates defensibility.
Healing-Waters Church:
  • Some minor changes to the interior of the church for cleaner gameplay space.
Preston Oil:
  • Closed some small gaps to prevent unfair angles.

  • Added a ladder onto an oil tank at the east side of the main building.

UI
  • Inventory Slot Rework:

  • All screens that showed the players' loadout (Pause Menu / Hunters Screen / Gear Screen etc.) have been modified to show the weapon capacity and the combined Tools and Consumables.

  • Loadouts Screen:

  • Custom loadouts will now show Weapon Capacity.

  • Tools and Consumables have been combined into a single entity which can be enabled or disabled.

  • Gear Screen:

  • Weapons:

  • All weapons show their Weapon Capacity from 1-5 in the form of white squares.

  • You can now filter by different Slot Sizes

  • Tools and Consumables:

  • Will now be shown in a single grid instead of separately.

  • Added filters to show all, just Tools, or just Consumables

  • Added filter for Tarot Cards.

View original