Pete Donnelly

Dying Light Dev
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  1. Upvote
    Pete Donnelly got a reaction from DoctorPurrington in Post Your Btz Matches!   
    Nice!  I love those games that come right down to the wire!
  2. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    Latest tweak for you Survivors out there:
     
    -Reduced wall hit stun for Humans after a Groundpound
     
    See!  It's not all Hunter buffs!  
    The quicker recovery should give enough time for you to get some counter hits on a Hunter that tries to continually spam GPs in an enclosed area
  3. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    Elite pool is live! Let me know how your matchups are!
  4. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    Latest tweak for you Survivors out there:
     
    -Reduced wall hit stun for Humans after a Groundpound
     
    See!  It's not all Hunter buffs!  
    The quicker recovery should give enough time for you to get some counter hits on a Hunter that tries to continually spam GPs in an enclosed area
  5. Upvote
    Pete Donnelly got a reaction from DoctorPurrington in Post Any Btz Bugs/exploits Here   
    Hunters that quit are attributed a loss and that is counted.  
     
    For Survivors, the dodge can be quite useful...but only in the right environment.  Open areas make it easy for them to dodge away if they are paying attention to you.  The Hunter, more or less, gets to choose when/where to attack though.  You should wait to attack when the environment gives you an advantage or when the Survivor is focused on something else.  For example, no survivor can dodge away from a groundpound when they are cornered.  They can't see what's behind them when they keep dodging back.  Wait until they've backed themselves into a corner and then use your groundpound or spits.
  6. Upvote
    Pete Donnelly got a reaction from DoctorPurrington in Post Any Btz Bugs/exploits Here   
    We did our best to remove incentives for cheating without affecting legitimate players.  There is an AFK timer for survivors (post patch) as well as a non-interaction timer.  Either timer will cause a loss on the Survivor side and a win for the Hunter.  If the Hunter hasn't died yet and a Nest has not been destroyed, the Hunter can quit causing an abort rather than being attributed a loss.  The Survivor receives no rewards in this situation.
  7. Upvote
    Pete Donnelly got a reaction from EnlightenMe in Post Any Btz Bugs/exploits Here   
    1. Nests in general should take a bit more time to destroy post patch. There are a couple of exploits currently that allow them to be killed too quickly.  Also, if the Hunter is falling behind, the Nests will pose a greater challenge to destroy than usual.  
    2. "This new spit is all but pointless if it never connects" This is true for every skill each player has on both sides!  It takes 'skill' to use your tools effectively!  There are plenty of setups to allow you to land successful spits!  Don't just throw them out there and hope for the best! 
    3.  This is fully intentional gameplay.  You need to think more strategically about your pounces if this is happening to you a lot.  Setting up attacks on the Hunter by encouraging a poorly placed pounce and then interrupting it is a valid strategy that many skilled Survivors use.  Some will stand in front if spikes and wait to bait out a pounce...or maybe on top of a lamp post.  It's up to you to be aware of your surroundings.  You have control over when/where you decide to pounce. Choose other attacks if you see Survivors trying to bait a pounce to put you in a bad situation.
    4. All Virals in BTZ are tied to attacking nests... whether you shoot them or hit them with melee.  Gun damage vs Nests has also been reduced post patch.  They are really only good for finishing off a "low health" Nest or a "nearly dead" Hunter that is trying to flee.  
    5. These are interesting ideas!  I like the idea of regen buffs tied to certain actions.  I can tell you there will be some adjustments with the Hunters skill regen post patch.
  8. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Post Any Btz Bugs/exploits Here   
    Hey Everyone!
    We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find.  The problem is, we may not always catch them all and that's where we could use your help!  This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ.  Let us know about them now so we can do our best to kill 'em off in time for The Following!
     
    Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases.  
     
    1. Fixed an issue with the Shield negating stuck spits.
    2. Bullet damage to Nests reduced  
    3. 2 Handed Heavy damage to Nests reduced
    4. Tackle Damage to Nests reduced
    5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks)
    6. Survivors flare cooldown cost is only applied if the flare was successfully thrown
    7. Grappling hook cooldown cost increased
    8. Fixed Grappling hook 1hit zombie defenders
    9. Timeout loss for AFK 
    10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter)
    11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed
    12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.)
    13. DFA commitment.  Survivors cannot quick roll out of a DFA attempt.
    14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early.
    15. Fixed Hunter being blocked by Survival packages
    16. Fixed Hunter Groundpound input not registering
    17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended)
    18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself)
    19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle
    20. AOE knockdown on successful tackle  (Hunter)
    21. Reduced wall hit stun for Survivors after being hit from a Groundpound
    22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear
     
    Lot's more has been tweaked as well!
     
    Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see!
     
    (Please don't post "-So and so- is a Hacker!!!!  PLZ bring Banhammer!!!"  We are just looking for bugs in this post.  Thanks!!!!)
     
    (edited to show additional fixes)
  9. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    The Hunter will get a buff to his tackle that should help out in these 4v1 situations we are talking about!  A successful tackle will have an added AOE knockdown (similar to pounce slam) for helping out in 2v1-4v1 games.  I know it can be frustrating to land a successful tackle only to receive damage from a 3rd party watching it play out.  Now if a survivors standing too close, BOOM!  They get knocked down! I updated the main page
  10. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    The Hunter will get a buff to his tackle that should help out in these 4v1 situations we are talking about!  A successful tackle will have an added AOE knockdown (similar to pounce slam) for helping out in 2v1-4v1 games.  I know it can be frustrating to land a successful tackle only to receive damage from a 3rd party watching it play out.  Now if a survivors standing too close, BOOM!  They get knocked down! I updated the main page
  11. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    Happy new year everyone!  Hope your holidays were great! 
     
    I have looked through all your feedback so far!  Thanks!  It's greatly appreciated! 
     
    We are looking into the 2 handed recovery cancels now (repair and shield).  Thanks for the video!  Nests being destroyed too quickly is something we are trying to crack down on (without making it more difficult for beginners). 2 handed weapon damage against Nests will be reduced when "The Following" releases... It won't be the most viable strategy for destroying them.
     
    Cancelling out of your missed GP with a UV block was a bug with the initial release.  That was fixed a long time ago with the very first patch I believe!
     
    Also, we do have a lot of data on how games are being played out.  There are a few exploits that Survivors can use right now (that are being addressed) but it is definitely not as one-sided as some of you seem to believe.    When evenly matched groups play against each other the win/loss ratio is roughly 55-45 in the Humans favour.  In order to make sure people can find games, we end up opening up the pools of players you can be matched against pretty wide.  There is the beginners pool for players getting a feel for the game....and then once you get going we bump you up into the next pool with everyone else.  This can be difficult for the players that are 'pretty good' playing against players that really are elite level 'Be the Zombie' players.  We've chosen matching you up with someone we know is a bit outside your level rather than being stuck waiting for the perfect match.  I'm not saying the game is perfectly balanced... It's a difficult thing to achieve, especially in a game that can be played 1v1 to 4v1...  But our data shows it's also not as far off as some people make it out to be.  
     
    Think about playing Chess.  That's a balanced game.  If you were "pretty good" and got matched up with a "Grandmaster"... you'd be destroyed.  It wouldn't seem fair.  This is part of what is happening (to varying degrees) right now.  We are considering the option of adding a 3rd "Elite" pool.  We may try it out for a bit and see what happens.  We don't want to make matchmaking any more difficult though.  Right now we are leaning more towards what I like to call the "Mario Kart" approach. Rubberbanding.  If you are winning by a large margin, we start making things really hard for you... If you are struggling, we lend you a helping hand.  This applies to both Survivors and Hunters in many different ways, and in varying amounts.    
  12. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Post Any Btz Bugs/exploits Here   
    Hey Everyone!
    We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find.  The problem is, we may not always catch them all and that's where we could use your help!  This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ.  Let us know about them now so we can do our best to kill 'em off in time for The Following!
     
    Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases.  
     
    1. Fixed an issue with the Shield negating stuck spits.
    2. Bullet damage to Nests reduced  
    3. 2 Handed Heavy damage to Nests reduced
    4. Tackle Damage to Nests reduced
    5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks)
    6. Survivors flare cooldown cost is only applied if the flare was successfully thrown
    7. Grappling hook cooldown cost increased
    8. Fixed Grappling hook 1hit zombie defenders
    9. Timeout loss for AFK 
    10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter)
    11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed
    12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.)
    13. DFA commitment.  Survivors cannot quick roll out of a DFA attempt.
    14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early.
    15. Fixed Hunter being blocked by Survival packages
    16. Fixed Hunter Groundpound input not registering
    17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended)
    18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself)
    19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle
    20. AOE knockdown on successful tackle  (Hunter)
    21. Reduced wall hit stun for Survivors after being hit from a Groundpound
    22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear
     
    Lot's more has been tweaked as well!
     
    Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see!
     
    (Please don't post "-So and so- is a Hacker!!!!  PLZ bring Banhammer!!!"  We are just looking for bugs in this post.  Thanks!!!!)
     
    (edited to show additional fixes)
  13. Upvote
    Pete Donnelly got a reaction from jcks in Post Any Btz Bugs/exploits Here   
    Ah!  Thanks for reminding me!  That's fixed too
     
    The new 'Buggies' are pretty amazing but the Hunter definitely has its own ways of dealing with this in 'The Following'  
  14. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Post Any Btz Bugs/exploits Here   
    Hey Everyone!
    We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find.  The problem is, we may not always catch them all and that's where we could use your help!  This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ.  Let us know about them now so we can do our best to kill 'em off in time for The Following!
     
    Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases.  
     
    1. Fixed an issue with the Shield negating stuck spits.
    2. Bullet damage to Nests reduced  
    3. 2 Handed Heavy damage to Nests reduced
    4. Tackle Damage to Nests reduced
    5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks)
    6. Survivors flare cooldown cost is only applied if the flare was successfully thrown
    7. Grappling hook cooldown cost increased
    8. Fixed Grappling hook 1hit zombie defenders
    9. Timeout loss for AFK 
    10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter)
    11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed
    12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.)
    13. DFA commitment.  Survivors cannot quick roll out of a DFA attempt.
    14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early.
    15. Fixed Hunter being blocked by Survival packages
    16. Fixed Hunter Groundpound input not registering
    17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended)
    18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself)
    19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle
    20. AOE knockdown on successful tackle  (Hunter)
    21. Reduced wall hit stun for Survivors after being hit from a Groundpound
    22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear
     
    Lot's more has been tweaked as well!
     
    Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see!
     
    (Please don't post "-So and so- is a Hacker!!!!  PLZ bring Banhammer!!!"  We are just looking for bugs in this post.  Thanks!!!!)
     
    (edited to show additional fixes)
  15. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Post Any Btz Bugs/exploits Here   
    Hey Everyone!
    We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find.  The problem is, we may not always catch them all and that's where we could use your help!  This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ.  Let us know about them now so we can do our best to kill 'em off in time for The Following!
     
    Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases.  
     
    1. Fixed an issue with the Shield negating stuck spits.
    2. Bullet damage to Nests reduced  
    3. 2 Handed Heavy damage to Nests reduced
    4. Tackle Damage to Nests reduced
    5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks)
    6. Survivors flare cooldown cost is only applied if the flare was successfully thrown
    7. Grappling hook cooldown cost increased
    8. Fixed Grappling hook 1hit zombie defenders
    9. Timeout loss for AFK 
    10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter)
    11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed
    12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.)
    13. DFA commitment.  Survivors cannot quick roll out of a DFA attempt.
    14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early.
    15. Fixed Hunter being blocked by Survival packages
    16. Fixed Hunter Groundpound input not registering
    17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended)
    18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself)
    19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle
    20. AOE knockdown on successful tackle  (Hunter)
    21. Reduced wall hit stun for Survivors after being hit from a Groundpound
    22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear
     
    Lot's more has been tweaked as well!
     
    Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see!
     
    (Please don't post "-So and so- is a Hacker!!!!  PLZ bring Banhammer!!!"  We are just looking for bugs in this post.  Thanks!!!!)
     
    (edited to show additional fixes)
  16. Upvote
    Pete Donnelly got a reaction from DoctorPurrington in Need Pro Tips On Dealing Grapple Hooking Players.   
    If I see someone grappling towards a roof I'm on, I sprint towards them and tackle as soon as they are in range.  If you time it right and they are still in the grapple, or climb, you will be able to land a tackle they cannot evade.  That or groundpound if there is no room to sprint.  Also, If you are successful with these tackles on 'old town' there is a good chance they will die from the fall damage.  
  17. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Techland! Let's Deal With Cheaters In A Most Satisfying Way!   
    It is...and it has been fixed for the next patch.
  18. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Techland! Let's Deal With Cheaters In A Most Satisfying Way!   
    It is...and it has been fixed for the next patch.
  19. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in Techland! Let's Deal With Cheaters In A Most Satisfying Way!   
    It is...and it has been fixed for the next patch.
  20. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in [Suggestion] If Only For A Trial Period, Can The Skill / Elo Matchmaking Be Toned Down Or Removed?   
    The main issue is that there are more 'high level' Hunter players playing BTZ than there are Survivor players.  There are 2 pools that players are broken up into.  They essentially work out like this:
     
    1.BEGINNER POOL- These are people just learning to play BTZ for the first time.  These are survivors that don't know how to use their UV light, Hunters that have no skills etc.  They are trying to understand how to play BTZ.
    2.EVERYBODY ELSE POOL- This pool is made up of everyone else: from people that have played, and won, at least a couple of games to Apex Predators and Ultimate Survivors.
     
    Within these pools ELO will also try to match you to the closest players to your skill level.  Like any PVP game, BTZ works best, and is the most fun, if you are playing against someone close to your skill level.  You can do a custom search and look for full green bars in the 'matching' category to find these games.  If you do a quickjoin it will look for these matches first and then expand gradually to everyone in the pool.  The lower this 'matching' bar is the further apart your ELO scores are.  A low matching bar could be either someone with a much higher ELO or a much lower ELO.  
     
    A couple of other things to note:
    When a Hunter Mutates they are put back into the beginner pool.  However, they will most likely not stay there very long... if you were to win your first 3 matches you would most likely be bumped to the higher pool.
    When a Survivor changes their invasion setting to 'ANY TIME' they will also be bumped up into the higher pool.
  21. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in [Suggestion] If Only For A Trial Period, Can The Skill / Elo Matchmaking Be Toned Down Or Removed?   
    The main issue is that there are more 'high level' Hunter players playing BTZ than there are Survivor players.  There are 2 pools that players are broken up into.  They essentially work out like this:
     
    1.BEGINNER POOL- These are people just learning to play BTZ for the first time.  These are survivors that don't know how to use their UV light, Hunters that have no skills etc.  They are trying to understand how to play BTZ.
    2.EVERYBODY ELSE POOL- This pool is made up of everyone else: from people that have played, and won, at least a couple of games to Apex Predators and Ultimate Survivors.
     
    Within these pools ELO will also try to match you to the closest players to your skill level.  Like any PVP game, BTZ works best, and is the most fun, if you are playing against someone close to your skill level.  You can do a custom search and look for full green bars in the 'matching' category to find these games.  If you do a quickjoin it will look for these matches first and then expand gradually to everyone in the pool.  The lower this 'matching' bar is the further apart your ELO scores are.  A low matching bar could be either someone with a much higher ELO or a much lower ELO.  
     
    A couple of other things to note:
    When a Hunter Mutates they are put back into the beginner pool.  However, they will most likely not stay there very long... if you were to win your first 3 matches you would most likely be bumped to the higher pool.
    When a Survivor changes their invasion setting to 'ANY TIME' they will also be bumped up into the higher pool.
  22. Upvote
    Pete Donnelly got a reaction from Chaos_Deception in [Suggestion] If Only For A Trial Period, Can The Skill / Elo Matchmaking Be Toned Down Or Removed?   
    The main issue is that there are more 'high level' Hunter players playing BTZ than there are Survivor players.  There are 2 pools that players are broken up into.  They essentially work out like this:
     
    1.BEGINNER POOL- These are people just learning to play BTZ for the first time.  These are survivors that don't know how to use their UV light, Hunters that have no skills etc.  They are trying to understand how to play BTZ.
    2.EVERYBODY ELSE POOL- This pool is made up of everyone else: from people that have played, and won, at least a couple of games to Apex Predators and Ultimate Survivors.
     
    Within these pools ELO will also try to match you to the closest players to your skill level.  Like any PVP game, BTZ works best, and is the most fun, if you are playing against someone close to your skill level.  You can do a custom search and look for full green bars in the 'matching' category to find these games.  If you do a quickjoin it will look for these matches first and then expand gradually to everyone in the pool.  The lower this 'matching' bar is the further apart your ELO scores are.  A low matching bar could be either someone with a much higher ELO or a much lower ELO.  
     
    A couple of other things to note:
    When a Hunter Mutates they are put back into the beginner pool.  However, they will most likely not stay there very long... if you were to win your first 3 matches you would most likely be bumped to the higher pool.
    When a Survivor changes their invasion setting to 'ANY TIME' they will also be bumped up into the higher pool.
  23. Upvote
    Pete Donnelly got a reaction from jcks in Post Your Btz Matches!   
    Thanks JCKS,  added it to the 'timeout zones' for BTZ.  Will be in the next patch.
     
    SomeOldDude,  Way to take the high road and not call him a 'noob' when you won
  24. Upvote
    Pete Donnelly got a reaction from Nipple in Btz Balance Update Today!   
    Hey Everyone,
    Just want to let you all know that we have been going over all the data regarding BTZ matches and have decided to push out some new "tunables" today!  I also want you to know we have been reading the forums and do appreciate your input!  Keep it coming!
     
    To sum it all up, the Survivors are showing a slight advantage in equally skilled matches although Hunters are still winning the majority of matches overall.
     
    Here's a list of tweaks for those that are interested (These should be live now!):
     
    Decreased UV light distance by 20%
    Increased Hunters UV light resistance( these values vary from 1v1-4v1 but he has been given a slight resistance buff across all modes)
    Increased Flare Usage cost: (was 40% per throw, now 60%.  If you throw 2 flares too quickly you will hit the cooldown)
    Increased Explosive Resistance: (1 Explosive arrow will not quite kill a Hunter with full health.  Propane tanks etc. damage reduced to 66%, was 100% for Nests and Hunter)
     
    There are a few other behind the scenes tweaks as well but these ones listed above should be the most notable!
     
    Happy Hunting!
     
     
  25. Upvote
    Pete Donnelly got a reaction from Nipple in Btz Balance Update Today!   
    Hey Everyone,
    Just want to let you all know that we have been going over all the data regarding BTZ matches and have decided to push out some new "tunables" today!  I also want you to know we have been reading the forums and do appreciate your input!  Keep it coming!
     
    To sum it all up, the Survivors are showing a slight advantage in equally skilled matches although Hunters are still winning the majority of matches overall.
     
    Here's a list of tweaks for those that are interested (These should be live now!):
     
    Decreased UV light distance by 20%
    Increased Hunters UV light resistance( these values vary from 1v1-4v1 but he has been given a slight resistance buff across all modes)
    Increased Flare Usage cost: (was 40% per throw, now 60%.  If you throw 2 flares too quickly you will hit the cooldown)
    Increased Explosive Resistance: (1 Explosive arrow will not quite kill a Hunter with full health.  Propane tanks etc. damage reduced to 66%, was 100% for Nests and Hunter)
     
    There are a few other behind the scenes tweaks as well but these ones listed above should be the most notable!
     
    Happy Hunting!