Game Update

Game Update – 23rd May 2018

(Scroll to the bottom for patch notes)

Hello Hunters,

Today’s patch sees the release of the Extended Render Range (ERR) and Multiplayer Deployables.

As with a lot of new features, some of the questions and magic we will let you guys find out and discover for yourselves. But I have been monitoring the feedback on the forums and I will try and cover a few of the major questions. Before we get into the Q&A, it’s worth pointing out that as always, we will be monitoring the community’s feedback on these new features. Because they are such huge changes, we want to make sure that you guys and gals are happy!


Extended Render Range (ERR)

How will this affect my HunterMate?”

It doesn’t. Even though you can see animals at a greater distance, your HunterMate still functions out to 220m. Animals will not call over 220m and therefore your HunterMate functions exactly the same as it did beforehand.

“How does the ERR affect animals spooking from gunshots?”

Currently, depending on the size of the gun you are using, it will depend on how far the sound travels and this is actually true for both single and multiplayer games. So before you could not see the animals over 220m fleeing, now you probably can… which might be a little bit frustrating as you see a previously unseen trophy animal dart away 😛 But in short, the spook mechanics have not changed either and are working as they always have.

“Do my current Optics still work?”

Yes they sure do, the only thing they are lacking is the magnification at the longer ranges. You will still be able to see the animals through them.

“Will the new spotting scope have the rangefinder ability in them?”

At this stage no. We are going to wait to get some more community feedback after you have actually all tried everything out. The current rangefinding Binos do work out to the new ERR and beyond, but if people feel they are still inadequate, we will have a look at some options.

“Why can I not use the new scope on “X” gun?”

We tried to pick rifles that in real life are more likely to be used at longer ranges. We feel this adds more immersion for players and more feeling that it is long range. It also starts to give the selection of guns a bit more depth and adds a bit more spice when deciding which gun you will select for your hunts.

Here is the list of guns that can fit the new scope:

  • 7mm Magnum Break Action Rifles
  • 7mm Magnum Bullpup Rifles
  • 8×57 IS Anschütz 1780 D FL Bolt Action Rifles
  • 9.3×62 Anschütz 1780 D FL Bolt Action Rifles
  • 9.3x74R O/U Break Action Rifles
  • .30 R O/U Break Action Rifles
  • .45-70 Government Lever Action Rifles
  • .223 Bolt Action Rifles
  • .300 Bolt Action Rifles
  • .340 Weatherby Magnum Bolt Action Rifles
  • 7x64mm Bolt Action Rifle.

“I don’t really use guns, why should I be excited?”

Now you will be able to more effectively spot and stalk. Beforehand you could see that trophy animal at 220m away, now you can see them at a much greater distance, which will ultimately help you plan your hunt and influence where you go!

“What range do my callers work to now?”

Nothing has changed with the calling mechanics and this includes effective distances.

“But TK what about “X” question?”

If you have anymore questions, put them in the discussion page in our forums and I will try my best to answer them for you all.

We have one known issue with the new spotting scope that has slipped into the build, animals over 220m will not highlight or show spotting information. We are already working on getting it fixed and will get it out to you all ASAP! Sorry for the inconvenience.


Multiplayer Deployables

As of today’s update, you can now place deployable equipment as a guest in a hosts multiplayer game.

When you leave the game for any reason, be it disconnected, you leave or are kicked, your items leave the current game and are transferred back to your inventory, ready for your next hunt! This comes with a little warning however, if you are in someone’s equipment and they disconnect, you will be removed from the equipment and it will be returned to the owners inventory. This is done to insure everybody’s equipment is safe and sound. I am sure if you accidentally got disconnected, you would want to know your gear is safe and sound! We are investigating ways to warn a user that the equipment they are using is about to disappear, to hopefully prevent some confusion.

All deployable equipment is placed and functions the same as it would in a single player game.

Again we will be monitoring the community feedback closely on this and like the ERR, if you have any questions please put them in the discussion thread and I will do my best to answer.

These are some very exciting times to be part of here at theHunter: Classic and there are many more to come!

I hope you all enjoy the new features and I am sure these will strengthen our great community even more.

Cheers all,



Patch Notes:


  • Extended render range, tied to scene complexity.
  • Long Range Spotting Scope – 30x65mm Spotting Scope (Gunmetal Black)
  • Long Range Rifle Scope –  5.5-22x56mm Rifle Scope (Eagle Mk I)


  • Players can now place their deployable items in multiplayer games.
  • Improvements to the feral goat animations.

Bug fixes:

  • Fixed missing Cottontail and Snowshoe Hare footprint clues.
  • Fixed incorrect clue icons for Cottontail Rabbit droppings tracks.
  • Bison and Water buffalo are now less fond of cuddling with the player.
  • Fixed immortal Canada Goose issue.

Known Issues:

  • New spotting scope currently not providing spotting info beyond 240m. This fix is schedule to be patched in the next update.



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