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Update 1.14:
- New in world ammo boxes to let you swap ammo types in game
- Weapon inspects are not just client side, you can see other players doing them
- New baseball bat item, small slot
- Derringer is getting a pennyshot variant (2 shot)
- Bornheim Silencer (all Bornheim are getting a bit more extra ammo capacity)
- Uppercut Precision Deadeye is being added
- Springfield 1866 getting a bayonet version
- Berthier marksman being added
- Vetterli “Cyclone” - First simi-auto rifle
- 3 + 1 capacity weapon.
- Takes longer to reload if you fire the last shot.
- Lots of recoil.
- Scottfield is getting dumdum and high-velocity
- Springfield 66 is getting high-velocity
- Winfield centennial is getting dumdum
- Nagant & Nagant Officer are getting dumdum
- Yet another new beetle; the FIRE BEETLE 🔥
- Flash bomb is being redone.
- It will take longer to prepare with a new more unique sound.
- The intensity will be reduced to not blind people IRL (more of a grey out).
- Bulwark decreases flash duration, and no hitmarker is shown to the thrower if the target has bulwark.
- Can only be purchased between missions, you can no longer find them randomly.
- Derringer and flare pistol are now resupplied by ammo boxes instead of tool boxes.
- Regeneration shot no longer slows down your health regeneration speed and the price has been increased by $20.
- Melee attachments and weapons have been rebalanced to do 1 more attack (i.e., reduced stamina consumption).
- Shadow is now being added as a permanent addition.
- It can now be found in the world (as a roll from trait drops/traits spawned in the world).
- You can keep 3 copies on a single hunter (so if you go down and get revived, only 1 copy is removed).
- Conduit now gives less time, but all players on the team that have conduit get the buff when the clue is picked up.
- Beetles are now faster (stalker and choke), the new fire beetle is slower moving.
- Rotjaw is getting adjustments (see patch notes).
- Max hunter slots increased to 75.
- Razer Chroma integration.
Event:
- Event works basically like the old one did
Death Pact:
- Dark Sight: shows dead hunters, beetles, and monsters (75m). Health restoration is marginally increased when enemies are close.
- Relentless: your hunter won’t lose health chunk when downed, burn trait, stackable 3 times.
- Vulture: restores 1 health chunk (as a black bar) for 1 pledge mark.
Demented Pat Traits:
- Acolyte: Acquire a random trait and some hunt dollars when you or a team member picks up a clue.
- Remedy: Using dark sight, interact with a trait to trigger a restoration effect similar to a boss banish (burn trait, can be stacked up to 3 times).
- Ghoul: Damaging a boss target or wild target restores a small amount of health (so you get health back while fighting the boss)
Infernal Pact:
- Blazeborne: Health restoration is greatly increased while in flames and you can’t catch on fire
- Rampage: Killing an enemy hunter while at least one health chunk is empty triggers a restoration effect for your hunter. Mid combat, you can get full health back from killing a hunter (burn trait, can be stacked up to 3 times).
- Bloodless: Bleeding is stopped automatically.
Dark Inferno (Wild Card):
- Occurs at night.
- Increased brightness/visibility around fires.
- Quieter audio than before but still suppresses footsteps.
So with inferno you are basically immune to fire and bleeding?
That’s what it seems like! (At least if you have the bloodless trait equipped and Blazeborn)
I have a feeling inferno is going to be a really potent option 😈😬😅(? So many mixed feelings 😂)