Status update

Howdy Hunters. Status update time! We think it´s about time we give you some more info on the new reserve we´re working on, and which is taking shape quite nicely. As some of you have already guessed this is a swamp/marsh dominated environment mainly inspired by places in the US state of Louisiana. There´s a brand new animal living here as well, but one thing at a time! The new reserve will feature two main “biotopes” based on Water Hickory and Bald Cypress trees. There will also be a lot of shallow water areas. The reserve is currently in it´s final stages where a lot of small things is tweaked and the terrain is polished to suit the intended gameplay. We´ll let the screenshots below speak for themselves. Note that some things are still subject to change though.

swamp_reserve_01

swamp_reserve_03

swamp_reserve_02

swamp_reserve_04

swamp_reserve_05

We would appreciate your help in naming this reserve and would like if you provided us with ideas and inspiration that make this one fit nicely next to the rest of environments! Please add your suggestions in this thread in our forum for us to have everything in one place.

On a different matter; we´ve done some “under the hood” work on the inventory in an attempt to reduce loading times. These tweaks was applied on the live server a short while back and we would appreciate your feedback on whether you think it now works better or not? We´re well aware that the inventory sometimes takes a long time to load, which depend on many things. But we perfectly understand this can be a very annoying immersion breaker when playing and intend to work continuously on it if needed.

Happy hunting until next time!

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Status Update

It’s that time again and as fate, or rather careful planning, has it this status update correlates with the release of a new patch that adds a brand new feature to the game that should put a smile on the face stats loving players everywhere.

Before we delve deeper into the mechanics of this new mathematical wonderland we want to recognize the work of our programming intern Robin that made this new feature possible as an introductory task while learning our tools.

Now lets get into what this new stat is all about!

Harvest Value

Harvest value is a new way to score harvested animals that focus on how the animal was harvested rather than how it looks.

Harvest Value

The aim of harvest value is to reward practices that lead to less animal suffering and that prevent unnecessary trophy damage. This is achieved by balancing two new stats against each other; Wound Time & Trophy Integrity.

It’s important to note that harvest value does not in any way replace the regular trophy score nor CSS (which is derived from the regular score).

Wound Time

Wound time is the time from first wound to death. To gain high harvest values you need to keep this time as low as possible which in turn means less animal suffering. The best wound time results are achieved through proper shot placement using a weapon with enough penetration to damage critical organs such as the heart and lungs. As most of you probably know by now a penetrated heart in theHunter leads to instant death which in this case means the best wound time that can be achieved, 0.

Values range from 0-infinite seconds where 0 is awesome and more than 60 is horrible.

Trophy Integrity

The second variable to make up harvest value is trophy integrity. Trophy integrity simulates how damaged the trophy is. The real life counterparts are things like meat, pelt and antler damage which lowers the monetary value of the harvest. Note that we use a simplified method to calculate this which means that it is not directly translatable to all real life situations.

Trophy integrity is affected by weapon type, distance to target and species. The rule of thumb is that the less damage the target takes the higher the integrity value.

Values range from 0-100% where 100% is awesome and 0% is horrible.

Balance Game

To calculate the final Harvest Value we simply multiply the two. This means that the highest possible harvest values can only be achieved when maxing both of them. This leads to a balancing game where you need to find the optimal caliber with just enough damage to take down the target as quickly as possible.

High caliber weapons are thus not suitable for small game (bad integrity & good wound time) while they excel vs. big game (good integrity & good wound time).

Low caliber weapons on the other hand are not suitable for big game (good integrity & bad wound time) while they excel vs. small game (good integrity & good wound time).

That’s nice but what is the point?

First of all we have a couple of fun new stats attached to each score sheet that you can marvel at. While this is enough for many players we do not stop there, we also plan to include this as a new condition for things like new competitions, missions and achievements.

The Hemmeldal Cull

Happy hunting!

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Status Update

Halloween is over and many a player is scarred for life due to the horrendous Beast Bear(s). Luckily, many managed to work through their trauma and come out as winners. Speaking of, here are the top three contestants:
1. arcwolf
arcwolf

2. M4G1E
m4g1e

3. BEST85
Best85

Congratulations! All prizes and trophies will be distributed as soon as possible. If you are interested in the full final leaderboard: Here you go.

The store is getting a new addition this week: A new, awesome looking, heavily customized .44 Handgun. It has a more modern look than our previous .44 revolver but packs the same hefty punch.
handgun_44_01

Also, we have been working extensively on providing more payment possibilities. This work is finally done which opens up our store to pretty much every country in the world. One can almost hear the collective sigh of relief from the Mule Deer population at Logger’s Point.

Lastly, anyone interested in the new reserve? Of course you are! Here is a sneak peak:

New Reserve

As you can see, work on the new reserve is coming along nicely and we are sure you guys are going to love it once it’s released.

Happy Hunting!

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Status Update

So it’s Halloween week and we’ve kicked off a week-long event. We’re really excited about this and we hope that you are enjoying it.

Exciting news, Pim managed to pass his Swedish hunting exam this Sunday, so he’s now free to hunt and purchase weapons for hunting (as soon as he’s gotten his licences approved by the police, something that usually takes 16 weeks when you live in Stockholm).

We’re wondering if we have any, preferably Swedish, hunters in our community that would like to donate any antlers or head mounts to us. We’d love to decorate the office walls with new friends for Hoggy and Roenny. We feel that we’re lacking a proper hunting feel in the office. Please PM a member of the dev team if you’d like to donate something.

Work on the new species and reserve are going as planned. We still have a long way to go before anything gets released. Andres and Daniel are working on the new AI, José is animating like a mad man. Peter and Tomas are creating new vegetation. Peter’s said that if you all behave he might show you some screenshots from the coming reserve next week.

Herman and Emil are looking into ways to speed up loading of the inventory. Something we hope will happen very soon, but we can’t promise anything just yet. And we’re also about to add more payment options, since we know that many of our players can’t purchase things in the game today due to our payment options not being available in your countries.

Happy hunting and beware of the beast bear!

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Status Update

Today we released a new game update for all of you!

The main feature added today is the possibility to share your trophy shots on Facebook directly from the game client. All you need to do is check the check box you’ll see right before accepting the trophy picture. At the same time as adding this feature we have change the way you accept trophy shots a bit, instead of right or left clicking your mouse, now you’ll have to click on one of the two buttons on the screen, accept or discard.

You can connect your theHunter account with your Facebook account here. 

We’ve also added a new clothing line called “Casual”, featuring two t-shirts, two trucker caps and a pair of jeans. Hope you like them!

 

Also, our beloved hog (Hoggy) has a new friend here at the office, we present you Roenny!
More exciting news, we’ve started work on a new reserve. Those who have been around for a while knows how much work this is, so it’ll take while before it gets released. All we can say right now is that it’ll be hosting the upcoming new species. We’ll give you some clues on the location further down the road.
Happy hunting!
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Game Update

Features
* Added possibility to share Trophy shot direct from the game if you’ve connected your theHunter account to your Facebook Account. Just click on the check box before accepting the Trophy shot
* Added Casual clothing line

Changes
* We’ve changed a bit how you accept or discard Trophy shot pictures. Instead of using your mouse buttons (right and left click), now you’ll need to click on either the accept or discard button on the screen

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Game update

Bug fixes
* When aiming with bow the weapon played the animation two times (and the zoom was a bit off)
* After shooting with a revolver with auto-reload off the character did not cock the weapon
* Not possible to aim with crossbow without reloading it first, the weapon behave weird when trying to do so

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Game Update

Features
* New weapon, 6.5×55 Blaser R8 Bolt Action Rifle

Changes
* .308 “Rival” Handgun is now 8% less powerful than the .308 Anschütz Bolt-Action Rifle. Previously they both performed exactly the same but as some members of the community correctly pointed out this is unrealistic due to the difference in barrel length. This should also benefit game balance since the handgun now makes the rifle less obsolete.
* Removed extra damage multipliers from head & neck shots on Whitetail, Blacktail, Mule Deer & Coyote. Hitting the brain or neck bones still lead to instant death. This tweak should make casual headshots less attractive because you now need to hit the brain, not just any part of the head, for effective kills.

Bug fixes
* Random crash that had to do with tree stands
* Fix for being able to enter world items after they had been removed

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