"True Scavenger Hunt" works as follows:
(1) Scav Hunt Balls are invisible on the overhead map (this could be done before, so it is simply a prerequisite here).
(2) The key: they are now only visible
when you are close enough to them to see them "visually" - just like enemy units! This means you can move them around and hide them without the enemy knowing where they are (thus the term "True Scav Hunt". This relies on a setting in the scenery object: "Respects Monster Visibility" that was previously ignored - Myrd added this by request
only for Scav Hunt (we agreed it was the perfect addition to the game).
Thus the combination of the two above makes it a "True Scavenger Hunt".
The beauty of this new addition to Patch 1.6 is that it doesn't affect any old map whatsoever (a key selling point when I made the request). It only affects Scav Hunt games where the balls have been tweaked via Fear.
Triskelion adds the additional twist of launching the balls at random at the start of each game, which means - as VR said - you don't know the starting positions of the balls - making it even more challenging.
Finally: normally there are only 5 scavenger hunt balls (I to V), but I added the extra 6 through 9 balls to SHRDF, Trisk, and LFS. In addition, I discovered that there is a "Ball X" (the 10th ball) which adds an even weirder twist:
it doesn't show on the "scoreboard" since there's only room for the numbers 1 to 9 (as in Flag Rally)! This means when you play a 10-ball Scav Hunt game on these maps you won't know from the scoreboard if an enemy has tagged Ball X yet or not, making it more valuable to stash.
Muhahahahahaaaa...
I'm going to do another release of LFS as one of my winter projects that will include the necessary tweaks to put the True Scav Hunt on those maps - right now it's only on SHRDF and Trisk. Trisk adds the random ball launchings and also gives you the options of just using balls 1-5 up to Normal difficulty, add 6-9 on Heroic, and 10 (Ball X) on Legendary.
Whew.