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 ๐ฅ
- 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.