V0.37 Changelog
Hunters
- Improved aiming animations for Fenris, Fletcher, Prophet, and Ursus.
- Updated skill tree node costs—the costs of early levels have been lowered while the later levels have been raised.
ℹ️ We've limited the vertical firing angles so that Hunters cannot shoot straight up or straight down. Before, these limits varied per Hunter, particularly for non-humanoid Hunters. This gave some players an unfair advantage when engaging at extreme angles—at the edges of cliffs, for example. It also broke the game graphics and camera angles in many instances. Now, the firing angle has a set minimum and maximum that is the same for all Hunters, making for a consistent and fair experience.
- All weapons are now limited to a maximum angle of 82 degrees when looking up or down.
Prophet
ℹ️ When we made Prophet's new mods, we really wanted to capture the idea that you are an "evil mastermind" controlling the battlefield with highly calculated moves. Whereas everybody is playing checkers, you're playing chess with highly combustible missiles. Although many of Prophet's new Mods will work in a very direct way, we hope to see players unlock new creative strategies. For example, Inferno could be used to just rain fire down on enemies, but it can also be used to deny an area for a few precious seconds.
- Updated animations for dashing on the ground and in the air.
- Updated animations for using consumables.
- Updated ammo refill VFX.
Charge Cannon
ℹ️ Gospel: Rewards players who use the Charge Cannon at its full charge by reducing charging time and letting players keep a steady tempo of relentless fully powered shots.
ℹ️ Plague: Focused on spreading Plague, which will cause damage over time (DoT), especially once players can use its third effect to convert full-charged shots into a Plague-spreading area of effect (AoE).
Introduced Gospel Mod
Compared to default, this Mod will have high damage output (+150 damage compared to Plague Mod), but an equally high charge time (+0.25 seconds compared to Plague Mod). This will reward players who use the Charge Cannon at its full charge by reducing charging time and letting players keep a steady tempo of relentless fully powered shots.
- Introduced Mod Effect 1:
- Successful fully charged shots reduce the weapon's charge time by 10/12/14/16/18% per stack (max 3 stacks) for the next 5 seconds.
- Introduced Mod Effect 2:
- Successfully Quick Reload the Charge Cannon to reduce reload time by 0.5/0.75/1/1.5 seconds.
- Introduced Mod Effect 3:
- Fully charged critical shots will temporarily increase weapon damage by 10/15% for the next 3/5 seconds.
Introduced Plague Mod
When shot, enemy Hunters will receive stacks of a Plague buildup. The number of stacks scales with the weapon's charge level (1 to 3). Each stack lasts 6 seconds. At 4 stacks, the enemy will be affected by Plague for 6 seconds, receiving 200 damage every second. Future shots will simply reapply Plague.
- Introduced Mod Effect 1:
- Focus the spread of weapon fire by 10/15/20/25/30% while at least a single enemy is affected by Plague.
- Introduced Mod Effect 2:
- Deal 100/150/200/250 bonus weapon damage to enemies affected by Plague.
- Introduced Mod Effect 3:
- Fully charged shots on afflicted enemy Hunters will spread Plague to other opposing Hunters within 50/60 meters.
Mainframe
ℹ Salvation: This is meant to be a simple Mod that will help players survive longer in combat.
ℹ Wrath: This Mod will reward players who patiently wait for the right time to use their abilities.
Root
- Mod removed from loadout.
Introduced Salvation Mod
Grants a heal shortly after receiving structure point damage, reduces shield replenishment time, and increases speed when all shields are broken. A passive but useful Mod that helps the player stay alive, as long as they take advantage of the effects to find cover and recover.
- Introduced Mod Effect 1:
- Instantly heal 600/700/800/900/1000 structure points, 6/6/5/5/4 seconds after receiving damage.
- Introduced Mod Effect 2:
- Shield recharge delay is shortened by 4/6/8/10 seconds.
- Introduced Mod Effect 3:
- Gain 10/15% increased speed for the next 3/5 seconds when Prophet's shields are broken.
Introduced Wrath Mod
Prophet accumulates Wrath to increase his ability power and then releases it through his Summon Sentinel or Vengeance Strike.
- Introduced Mod Effect 1:
- Gain a +125/150/175/200/225 ability power bonus stack (Max: 4/4/5/5/6 stacks) of Wrath for every 600 damage received.
- Introduced Mod Effect 2:
- Recover 100/125/150/200 shield points for every stack of Wrath consumed on ability use.
- Introduced Mod Effect 3:
- Lower the cooldown of a used ability by 2/3 seconds per Wrath stack consumed.
Sentinel Drone
ℹ Martyr: This Sentinel Drone isn't meant to last long in the field but will reward Prophet players who spawn the Drone in the middle of heavy firezones to make use of its explosive self-destruct features.
ℹ Harbinger: Harbinger works best when summoned near enemies, where it can be a nuisance to them.
- Sentinel Drone hit points increase with ability power depending on the Mod chosen.
- Drone Rocket Barrage damage increases by 20% of your ability points.
Updated Martyr Mod
This Drone will initiate a self-destruct sequence when it or Prophet are destroyed. Right before self-destructing, it will heal 2250 structure points, allowing players to destroy it before the explosion goes off. The explosion deals 1000(+30% of your ability points) damage to enemies in a 40 meter radius. The countdown takes 5 seconds.
- Introduced Mod Effect 1:
- The radius of the self-destruct explosion increases to 50/60/70/80/90 meters.
- Introduced Mod Effect 2:
- Prophet heals 1000/1500/2000/2500 structure points when the Sentinel Drone self-destructs.
- Introduced Mod Effect 3:
- Summon Sentinel ability cooldown is reduced to 50/40 seconds.
Introduced Harbinger Mod
This Drone creeps around the battlefield, finding its victims and then staying close to them, creating a miasma of malice that will affect all that stand near it. At first, it will lower nearby enemies' weapon power. Then it slowly drains enemies of their durability. Finally, it will slow down enemies that are standing within its sphere of influence, if it manages to hit them. This Drone is designed to be deadly in close quarters, and it will use its effects to make the enemy ineffective while within its sphere of influence while also trying to keep them there.
- Introduced Mod Effect 1:
- Enemies within 50 meters of the Sentinel Drone have reduced weapon damage of 10/15/20/25/30%.
- Introduced Mod Effect 2:
- Enemies near (50 meters) the Sentinel Drone take 100/150/200/250 damage per second.
- Introduced Mod Effect 3:
- Enemies that are close (50 meters) to the Sentinel Drone and shot by it are slowed by 5/12.5% for 2 seconds per stack (max: 2 stacks).
Vengeance Strike
ℹ Trial: This Mod focuses on delivering heavy damage and is focused primarily on being used directly on enemies to get kills.
ℹ Inferno: Can be used directly on enemies but is more ideal when trying to deny areas by coating them with fire. Creative players will know when best to use it.
- Updated Vengeance Strike animations, camera shakes, SFX, and VFX.
- Added hover duration to the HUD during Vengeance Strike.
- Added reduced cooldown for Vengeance Strike when canceling the ability.
- Base number of missiles is 12.
- Number of missiles increases by 1 for every 1000 ability points.
Ordeal
- Mod removed from loadout.
Introduced Trial Mod
A barrage in a circular area consisting of multiple randomly placed missiles. Each missile can apply a slow stack per hit. Furthermore, these stacks can then be consumed for extra damage, if a player follows through after the attack.
- Introduced Mod Effect 1:
- Time between missiles falling is reduced to 0.8/0.75/0.7/0.65/0.6 seconds.
- Introduced Mod Effect 2:
- The radius of the missile strike slowly increases up to 40/50/60/70 meters before casting the ability.
- Introduced Mod Effect 3:
- Missile explosion radius is increased to 20/25 meters.
Introduced Inferno Mod
These missiles are much weaker (–300 damage compared to Trial) but cover a larger radius leaving fire that causes damage over time (DoT).
- Introduced Mod Effect 1:
- Missiles leave behind a burning area for 3/4/5/6/7 seconds that deals 150/175/200/225/250 damage every second.
- Introduced Mod Effect 2:
- Enemies receive 5/10/15/20% additional damage from attacks while standing within the burning area.
- Introduced Mod Effect 3:
- Enemies continue to be burned for 2/3 seconds after leaving the burning area.
Razorside
- Assault Rifle bullets now leave a smoky trail and will glow.
- Updated VFX for each Frag Grenade Mod.
- Updated VFX for each Shield Recharge Mod.
Trenchwalker
ℹ Trenchwalker's main strength is his survivability. He may not deal the most damage, but he stays in the fight longer than anyone. He isn't just a medic or soldier—he's both, a combat medic. With recent changes, we wanted to highlight this. We're also experimenting with more active gameplay rewards for Trenchwalker.
Burst Carbine
ℹ Repeater is focused on high damage and accuracy, this didn't fit the combat medic role, so it was removed.
ℹ Quattro's third Mod Effect now allows stacking buffs, but missing shots deletes them. This change encourages more active, skill-based play with higher rewards and consequences.
Marksman
- Mod removed from loadout.
Quattro
- Updated Mod Effect 2:
- Increased extra bullets added on a successful Quick Reload 4/6/8/12 → 4/8/12/16.
- Updated Mod Effect 3:
- Reduced damage increase 7/10% → 5/7.5% for 5 seconds when you hit with all 4 bullets from a burst.
Now stacks 2 times. All stacks are lost when the duration is expired or all shots are missed.
- Reduced damage increase 7/10% → 5/7.5% for 5 seconds when you hit with all 4 bullets from a burst.
Leech Gun
ℹ The Herald Mod was integrated into the Leech Gun's core, allowing Trench to heal allies and himself regardless of the Mod used. This change amplifies Trench's core strength: being a combat medic.
- Leech Gun hits on allies now heal 50% of the shot's damage. Trenchwalker heals allies 25% of the shot damage.
Herald
- Mod removed from loadout.
Count
- Increased base energy 500 → 600.
- Reduced base damage 900 → 800.
- Updated Mod Effect 1:
- Increased ability energy 665/750/835/920/1000 → 680/760/840/920/1000.
Tyrant
- Increased base damage 900 → 1000.
- Updated Mod Effect 3:
- Now, the second level of the Mod effect reduces the number of shots required for bonus damage to 3.
- Increased bonus damage at the second level 500 → 550.
Hybrid Grenade
ℹ Persisting's second Mod Effect now replenishes Leech Gun Energy inside Hybrid Grenade's radius, focusing on survivability while respecting counterplay design.
Creeping
- Increased base radius 20 m → 25 m.
- Updated Mod Effect 1:
- Changed the area of effect (AoE) increase 22/23/24/25/26 m → 26/27/28/29/30 m.
- Updated Mod Effect 2:
- Reduced duration increase 13.5/15/16.5/18 s → 12/14/16/18 s.
- Introduced Mod Effect 3:
- Increases healing per tick by 1.5/2%, up to a maximum of 27/36%. Increases damage per tick by 0.75/1%, up to a maximum of 27/36%.
Persisting
- Reduced base cooldown from 40 s to 35 s.
- Introduced Mod Effect 2:
- Every heal tick also gives 8/10/12/14 Leech Gun Energy.
Mainframe
ℹ The addition of the Resurge Mainframe Mod aligns with the approach outlined above, supporting healing and survivability by providing structure overcharge and resetting Hybrid Grenade cooldown upon revival.
Introduced Bulwark Mod
Recovery-focused Mod that reduces shield recharge delay. When upgraded, it improves Repair Kit effectiveness and grants critical hit resistance.
- Introduced Mod Effect 1:
- Reduces shield recharge delay by -2/-4/-6/-8/-10 sec.
- Introduced Mod Effect 2:
- Improves Repair Kit effectiveness by 5/8/11/15%.
- Introduced Mod Effect 3:
- Grants resistance from critical hits by 15/20% while shield is active.
Introduced Resurge Mod
An offensive Mod that overcharges structures, resets the cooldown of Hybrid Grenade, and boosts damage against enemy summons, which include Fletcher's Tethering Trap, Prophet's Sentinel Drone, Taurus' Power Pylons, and Weaver's Energy Barrier, as well as his barrier's pylon.
- Introduced Mod Effect 1:
- Enables structure overcharge up to 10/15/20/25/30% structure over maximum.
- Introduced Mod Effect 2:
- Ability damage increased by 10/15/20/30% to the enemy summons.
- Introduced Mod Effect 3:
- Resets the cooldown for Hybrid Grenade when
- Lvl 1: Your squadmate revives
- Lvl 2: You revive
- Resets the cooldown for Hybrid Grenade when
Weaver
Triple Cannon
- Triple Cannon bullet trails now last longer and are more visible.
Hellfire
- Reduced base damage 230 → 205.
Quicksilver
- Reduced base damage 252 → 225.
- Reduced delay to burst 0.56 s → 0.5 s.
- Reduced delay between shots 0.166 s → 0.15 s.
- Updated Mod Effect 1:
- Increases ammo regeneration speed by 15/20/25/30/35% → 10/20/30/40/50%.
- Updated Mod Effect 2:
- Reduces scatter → reduces scatter & recoil by 10/15/20/25%.
Energy Barrier
- Updated VFX for shield deployment status.
Spiderweb
- Updated VFX for Pylon explosion.
- Increased max charge count 1 → 2.
- Placing a new barrier will now destroy the old one.
Minigun
Overheat
- Increased base energy 600 → 800.
- Updated Mod Effect 1:
- Increases ability energy 840/870/960/1050/1200 → 880/960/1040/1120/1200.
Perseverance
- Introduced Mod Effect 2:
- Every hit has 20% chance to recharge 2/3/4/5 energy.
- Updated Mod Effect 3:
- Hits on the same target increase damage by 1/1.5%. Max 20 stacks. All stacks reset when changing target or on ability deactivation.
Drones
- Scout Drone model updated.
- Scout Drone behavior has been updated when being shot at, running away, or hiding.
UI
- Players can choose an avatar from a list of all Hunters in the game.
- Pressing ` while in a match will open the Teams screen where information about a team, Hunters in each team, and information about your Hunter can be seen.
- Added Wwise and Unreal Engine logos to the Login screen.
General Improvements
- The game now uses Unreal Engine 5.
- Improved shooting over long distances with low-precision weapons.
- AI Hunters can now shoot whilst standing still.
- Improved server stability.
Bug Fixes
- Fixed menu navigation issue where a player could enter their profile without completing the onboarding.
- Fixed incorrect icon shown when interacting with a Salvage Crate.
- Fixed navigation path on Minimap not showing the entire route to the target.
- Fixed infinite shooting after reviving.
- Fixed extraction VFX being too intense.
- Fixed icons in Settings and HUD abilities for the thumb mouse buttons.
- Fixed VFX on the Quarry map. Walking in water previously displayed the VFX for walking in dirt.
- Fixed Heartbreaker's VFX being visible when transitioning to aim down her sights.
- Fixed disconnects when players revive.
- Fixed Hunter's feet sliding during start animations.
- Fixed Ursus reload animation.
- Fixed Glacier Armor animation being interrupted on the Hangar screen.
- Fixed Fenris' camera angle when on an inclined slope.
- Fixed Razorside's feathers and palms moving incorrectly when being looked at by another player.
- Fixed Razorside's Assault Rifle not correctly changing texture when viewed from different distances.
- Fixed Taurus's Heavy Shotgun not correctly changing texture when viewed from different distances.
- Fixed Hunter image refreshing when viewing the Player Profile Overview while squadmate updates their profile picture.
- Fixed field of vision issue for non-16:9 aspect ratio monitors.
- Stopped player abilities from being activated outside of the map.
- Fixed the bonus bullet not being shot and the auto-reload triggering when using Heartbreaker with the Maimer Mod and Prophet with the Fatebringer Mod.
- Fixed missing weapon socket on Prophet skin.
- Fixed a situation when a player could activate abilities during their cancelation process.
- Fixed Prophet's weak points not showing correctly when a Hunter aims at them.
- Fixed Prophet's charge VFX for Charge Cannon.
- Fixed incorrect impacts when shooting Charge Cannon.
- Fixed debuff being applied to a player when using Prophet's Vengeance Strike.
- Fixed Prophet's rotation direction when targeting with Vengeance Strike.
- Fixed Vengeance Strike creating craters when ability collided with an Energy Dome.
- Fixed Vengeance Strike trajectory prediction not disappearing when Prophet was killed or falling.
- Fixed Vengeance Strike being incorrectly cancelled.
- Fixed Prophet's wrist detaching during Sentinel Drone ability animation.
- Fixed situation where a Sentinel Drone could be summoned on top of a Drop Pod.
- Fixed ability cooldown continuing when Drone Sentinel was destroyed.
- Fixed Charge Cannon damage and spread scaling not charging to full at the same rate.
- Fixed Energy Dome VFX looping when this Special Kit ended.
- Fixed expected trajectory indicator for Fletcher's Tethering Trap and Razorside's Frag Grenade.