Status Update

Howdy Hunters!

We’re finally back from the Christmas vacations and, man, it feels good. We’re thrilled to tell you that we have grown – again! As many as three new people have joined theHunter team – Alena, who will be taking care of the community, a new Backend developer Adam, and a new intern Jonathan. Check out their stories below and give them a warm welcome in the forum.

We are very aware of the server issues and we’re working on fixing them as fast as we can. Herman and Emil has been doing some serious hardcore digging over Christmas to find the root of the evilness, and we’re now planning to move the game server to a more stable environment within a month or so. As a bonus, while digging, Emil and Herman has found a bunch of stuff, that they’ve fixed, that has had a positive effect on the games performance.

Alena

alena-rybik

Hi there, my name is Alena Rybik and I am your new community manager, as apparently it has been already leaked 😉 I’ve been lurking in the forums for quite a while now and I have to say that I’m very happy and humbled to be working with such an amazing community. My plan (and my hope) is to develop theHunter’s community and the dialogue between the team and the players in an even more constructive and fun way. The community has been such a big part of theHunter’s development and this fact was actually the biggest selling point for me when deciding to take on this job.

A couple of words about myself: I was born and raised in Belarus, lived and studied in Germany before settling down here, in Stockholm. I love online communities, all things web, games and languages. When not hanging out on the Internets I spend time traveling, exploring Sweden, snowboarding (typing this with my left hand due to a broken right 🙂 and chatting to random people about life, the universe and everything.

I’d like to get to know all of you, so please do shoot me a PM if you have any questions, concerns or ideas, I’m the person to talk to and will be happy to do so. I still have to learn all the ins and outs of the game and the community, so please bear with me for the time being. Looking forward to this journey together with you!

Adam

adam-svanbergHi everyone, my name is Adam Svanberg and I’ve just started working on the Backend/Web team at Expansive Worlds. My academic background is in computational linguistics, and I worked a few years for a company called OpenAmplify, building a text analysis API. As I started getting more interested in general web development I moved on to an online marketing company, where we built all kinds of cool stuff using Python/Django. Off the clock, I used to spend most of my time either vacationing in an open world RPG, Skyrim obviously being my latest choice, or hacking away at some side-project. But for the last year and a half, free time is usually spent hanging out with my son Sam, who keeps me sleep deprived but happy.

Jonathan

jonathanGreetings!

My name is Jonathan, I’m joining the awesome team at Expansive Worlds as a creature artist intern.

For all my life I’ve had this strong fascination with nature, growing up we used to spend the summers in the Swedish archipelago, tenting and exploring the forests, this passion combined with my nerdiness for anatomy and artistry is what I hope will be reflected in the animals I’ll be making for the game.

With a background in fine arts and +5 years of art and sculpture studies, one of my main goals have been proficiency in human and animal anatomy, form and color – making the design as appealing and believable as possible. I love creating characters and creatures, this is something I’ve done since primary school, drawing and sculpting.

I’m looking forward to being part of the team bringing you new wildlife for this unique game experience.

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Status update

Happy Holidays

It’s been quite an exciting year for us here at Expansive Worlds. We’ve expanded the team, we released multiplayer, two new reserves, three new species and a bunch of new weapons and equipment. Based on the number of players we see in the game it seems as we’ve been working on the right stuff. We do know that there still are some bugs in the game, but we will continue to find and kill them as fast as we possibly can.

Most of us will now go on a well deserved vacation and come back next year, but a few will keep working over the Holidays. When we’re all back at the office we’ll start planning next years adventures in theHunter.

We’d like to take this opportunity to thank all of you who have played and enjoyed the game we love developing. A special warm thanks goes to our beta testers, our translators and of course our community moderators. We couldn’t do this without you guys and gals! And also all you YouTuber’s, creating fantastic theHunter videos, thanks and keep up the good work. We really appreciate your creations!

Next status update will most likely come in the beginning of January 2014.

Happy hunting holidays!

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Game Update

Bug fixes
* Fix for random crash on startup
* Fix for random crash when exiting trophy shot
* Fix for clues saying fleeing even if the animals was not fleeing
* You can no longer place the player in too deep water in Trophy shot mode
* Orange outline on decoys no longer visible inTrophy Shot Mode
* Message added for being able to rotate decoys with MOUSE2

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Game update

Features
* New Reserve – Rougarou Bayou – Swampy wetlands inspired by the US South
* New Species – Mallard – New species with unique new gameplay (Learn more)
* Mallard Decoys – Used to lure high flying ducks within shooting range
* Mallard Long Range Caller – Used to lure high flying ducks within shooting range
* Mallard Short Range Caller – Used to bring low flying or swimming ducks even closer
* Waterfowl Blind – Hide from ducks with unrestricted field of view
* Player Knockout Ragdoll – Players mauled by animals now have a full body physics ragdoll to be tossed about.
* TrackIR – Is back!
* Spine, Skull, Hipbone & Shoulderbone added to Whitetail Deer, Mule Deer, Blacktail Deer, Coyote & Red Fox
* Turkeys have a couple of new idle animations
* New Clue Type – Water Track – Allows for better tracking in swampy areas such as Rougarou Bayou & Redfeather Falls
* New Clue Type – Trotting track – You can now tell if an animal was trotting in addition to running and walking

Changes
* The confirm kill tacking dome is now visible to all players. Previously it was only visible to the player that took the last shoot before death
* Animals no longer take damage from birdshot at ranges above 75m. The recommended range for effective kills vs. Mallard & Pheasant is still less than 40m.
* The three send modes in the in-game chat are now more visible. Use the prefix “/a” to send to all, “/t” to send to team or “/w playername” to whisper to a player. The Tab-key can be used to quickly switch between send modes.
* Harvest value is now displayed in the chat (“Confirm Kill”-notifications)
* Weapon used when shooting is now displayed in the chat (“Fired At”-notifications)
* You can no longer confirm kills from within a blind

Tweaks
* Coyote & Red Fox now takes less damage from being hit in the tail and legs.
* It is now easier to lift animals in the Trophy shot mode.
* Decreased the amount of data sent between players in multiplayer
* The camera now shows a white flash when taking pictures

Bug fixes
* Fix for missing piebald male feral hogs – you should now be able to run across them on some occasions
* Several random crash fixes
* Turkey courting animation is now played in the right state
* Aggressive animals are now somewhat more likely to attack players
* Ragdoll serialization fix. -Previously there were occasions when dead animals did not always look the same for all players in multiplayer games
* Placed world items (tents, blinds etc.) load a little bit faster
* Whitetailed Deer ears now have a more realistic pose
* Far away trees near water are now visible
* Fixed a player knockout bug – when fast traveling it did not always remove the blinking red screen
* Fix for the team/score screen not always showing the correct score when joining a game
* Auto walk is now disabled when the “You have left the reserve”-map is displayed
* The upper jaw of dead moose now looks a lot better
* Fix for a broken “wounded moose”-animation
* Several small terrain fixes where players could get stuck

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Status Update

It’s going to be a short status update this week, but I hope you can forgive us, we just have a lot to do right now as you can understand.

Christmas is around the corner and we’re in the final stages of testing the new reserve, Rougarou Bayou, and the new species, the mallard duck. It will be released as soon as we feel it’s ready to be released. We really hope you enjoy it as much as we do!

Good things come to those who wait… TrackIR will be back soon! We’ve fixed it and it will be released together with the new reserve and the mallard duck. We’re sorry it took so long, but better late than never!

And also, don’t forget to join the theHunter 2013 Holiday Event!

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About mobile payments

UPDATED LIST. Since some of you have missed mobile payments we’ve, in collaboration with our payment partner, added a few new options in some countries. Please see the list below to see what offers are available in what countries. Our aim is to add more options over time.

In some countries, like the US, the carriers don’t support Premium SMS, we are however working on getting some kind of coverage up and running there as well. We have no idea of how fast this can happen, especially with the Holiday season coming up.

 Country   Em$ Packages  Starter Bundles  Basic Memberships
 Azerbaijan  1000 Em$  2000 Em$      Wayfarer      3 months    
 Austria  1000 Em$  2000 Em$  3000 Em$    Wayfarer  Pathfinder    3 months  6 months  
 Belarus  1000 Em$  2000 Em$      Wayfarer      3 months    
 Belgium  1000 Em$  2000 Em$      Wayfarer      3 months    
 Bosnia-Herz.  1000 Em$  2000 Em$      Wayfarer      3 months    
 Brazil  1000 Em$  2000 Em$      Wayfarer      3 months    
 Bulgaria  1000 Em$  2000 Em$      Wayfarer      3 months    
 Canada  1000 Em$  2000 Em$      Wayfarer      3 months    
 Chile  1000 Em$  2000 Em$      Wayfarer      3 months    
 Colombia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Croatia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Czech Republic  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Denmark  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Finland  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Estonia  1000 Em$  2000 Em$      Wayfarer      3 months    
 France  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Georgia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Greece  1000 Em$  2000 Em$      Wayfarer      3 months    
 Germany  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Hungary  1000 Em$  2000 Em$      Wayfarer      3 months    
 Indonesia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Italy  1000 Em$  2000 Em$      Wayfarer      3 months    
 Ireland  1000 Em$  2000 Em$      Wayfarer      3 months    
 Israel  1000 Em$  2000 Em$  3000 Em$  5000 Em$  Wayfarer  Pathfinder    3 months  6 months  12 month
 Japan  1000 Em$  2000 Em$      Wayfarer      3 months    
 Kazakhstan  1000 Em$  2000 Em$      Wayfarer      3 months    
 Korea (Republic of)  1000 Em$  2000 Em$  3000 Em$  5000 Em$  Wayfarer  Pathfinder  Trailrunner  3 months  6 months  12 month
 Latvia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Lithuania  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Mexico  1000 Em$  2000 Em$      Wayfarer      3 months    
 Moldova  1000 Em$  2000 Em$      Wayfarer      3 months    
 Netherlands  1000 Em$  2000 Em$      Wayfarer          
 New Zealand  1000 Em$  2000 Em$      Wayfarer      3 months    
 Norway  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Poland  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Portugal  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Romania  1000 Em$  2000 Em$      Wayfarer      3 months    
 Russia  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Serbia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Singapore    2000 Em$      Wayfarer      3 months    
 Spain  1000 Em$  2000 Em$      Wayfarer      3 months    
 Slovakia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Slovenia  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 South Africa  1000 Em$  2000 Em$      Wayfarer      3 months    
 Sweden  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Switzerland  1000 Em$  2000 Em$  3000 Em$    Wayfarer  Pathfinder    3 months  6 months  
 Taiwan  1000 Em$  2000 Em$  3000 Em$    Wayfarer      3 months  6 months  
 Thailand  1000 Em$  2000 Em$      Wayfarer      3 months    
 Tunisia  1000 Em$  2000 Em$      Wayfarer      3 months    
 Turkey  1000 Em$  2000 Em$  3000 Em$  5000 Em$  Wayfarer  Pathfinder    3 months  6 months  
 United Kindom  1000 Em$  2000 Em$      Wayfarer      3 months    

 

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Status Update

Dear Hunters,

We’ll start off with an apology, since we’ve been so terribly busy with the new reserve, new species and server fixes we didn’t have time to write a status update last week. We hope you’re not to upset about this.

Payment options
We know some of you are not very happy with the fact that mobile payments have disappeared in your countries and neither are we. We haven’t removed these on purpose, they were automatically removed due to the network operators not being able to support our price points with the new payment solution. We’re working on fixing this, but it looks like it will take some time. We’ll let you know as soon as it’s working again (hopefully soon).

Missing in action
Last week Robert left us to explore the world. Even though he moved to the other side of the Atlantic, he’s still within the company group working in Avalanche’s New York office. Robert will be replaced by a new star, Adam, within weeks, so we won’t lose too much momentum. Adam will hopefully not be too shy when he gets here and will introduce himself as soon as he’s started.

Server problems
We are well aware of the server disturbances some of you have experienced over the past weeks. It is the web teams top priority to fix these issues right now.

More pretty pictures
We appreciate all the great suggestions you all came up with for naming the new reserve. We’ve decided to name it Rougarou Bayou since we felt it was really suitable. You can read up on the two words here: Rougarou. Bayou

Rougarou BayouRougarou Bayou

Rougarou Bayou

Rougarou Bayou

Rougarou Bayou

Say hello to my little duck
So that cat’s out of the bag. The new species will be the Mallard. So we’re introducing a completely new type of gameplay. For those of you who have hunted ducks in real life knows that it’s very different from e.g. hunting Pheasants. We’re super excited about ducks coming to theHunter and judging from some of comments we’ve seen in the forums so are some of you.

Mallard

Mallard

Mallard

Mallard

Happy hunting!

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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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