Hurtworld - Spencer


Hi Guys,

Tonight we have a small update for the experimental branch which fixes the nasty construction duping bug that emerged this week as well as a few other balance and bug fixes.

This will include a wipe on official servers to level the playing field from dupe exploiters, but is not mandatory for community servers.

CHANGES 0.6.0.1
- Fixed construction duping bug
- Client side torch performance improved
- Increased vehicle chassis spawn rates
- Increased vehicle part drop chance from chassis disassembly
- Improved basic rock resource node visuals at low level of detail
- Amber insurance drops from owned vehicles no longer despawn due to time out
- Fixed various small map issues
Hurtworld - Spencer


Hi Hurtworldians,

In this weeks dev blog, we check out the new tropical biome, scout rifle progress, and plans for our next couple of releases.

Check out the full update here:
http://hurtworld.com/hurtworld-update-131/
Hurtworld - Spencer

Hi Hurtworldians!

Tonight we have a brand new map built from the ground up to have more open space, make vehicles more useful, create more memorable areas and is our most ambitious design yet.

There are a bunch of areas which still feel very empty, especially in the start desert. We will be continuing to fill these with love over the next few patches. That said, I think we have a bunch of really cool elements that will grow into the map Hurtworld needs and will open up many new gameplay opportunities, paving the way for the release of the Slug (Truck) and Mozzy (Helicopter) to have a purpose in the metagame.



We have also started work on making some of the world events more localized, like more frequent meteor showers in focused areas, giving less loot each + more airdrops that can only be heard if you are in range of them etc.

This patch should slightly balance out the defense / offence raiding status with double the det cap drop rate along with increased airdrops.

Happy Hunting

Full Changelog
  • New map "Nullius"
  • Meteor shower spawn locations restricted to map focal points
  • New world we call "Nullius"
  • Increased detcap drop rate
  • Removed iron+titranium showers form snow and red desert
  • Completely rebuilt all biomes for map "Nullius"
  • Increased iron+titranium shower frequency but reduced meteor count
  • Made resource spawns more more clustered as you progress through the world. Some areas have none, some have heaps, get yo explore on.
  • Fixed owrong farming seed yield
  • Something something new map...
  • Reduced C4 Amber Cost
  • Moved AWM to cold progression
  • Airdrop plane flies lower and has shorter sound falloff
  • Buffed Yeti and Dark Yeti health (650 -> 975) and normalized health (3 -> 4.5)
  • Removed vehicle drops (including scrap) from air drop loot
  • Fixed the fridge
Hurtworld - Spencer


Hi Hurtworldians!

In this weeks dev update, we go into depth about design in the new map releasing on Friday as well as a look at the new scout rifle.

Check out the full update here:

http://hurtworld.com/hurtworld-update-130/
Hurtworld - Spencer


Hi Hurtworldians,

Experimental branch patch 0.5.9.0 is now live. Unfortunately we are going to have to postpone the new map release until next week. We've been working around the clock trying to get it ready for public consumption but at this point it still has quite a few issues that we need to resolve.

Either way, Tom has been cooking up a few gameplay changes that we will push out tonight with a wipe to tide you over for another week. We will leave the default map set to diemensland for this short week wipe cycle.

EXPERIMENTAL 0.5.9.0 (29-JUN-2018)
  • Added Mining Bow
  • Added amber protection information to item tooltips
  • Vehicles now cost amber to claim
  • The driver of a vehicle now receives an alert if the self destruct timer is activated
  • Added bow redraw speed stat to improve bow reload times
  • Added bow redraw fragments
  • Vehicle wheels now apply their force at a height equal to center of mass, this reduces the effect tire forces have on vehicle orientation
  • Improved vehicle handbrake so vehicles slide more like the legacy implementation, the new wheel force application point also fixes handbrake pulling the Kanga's front wheel up
  • Removed most of vehicle weight's influence over vehicle handling, vehicles are now more consistent between different attachment configurations
  • Removed vehicle top speed stat, a vehicles top speed is now defined by the point where engine power is matched by vehicle drag
  • Buffed AWP pvp damage (50 -> 70)
  • Buffed Iron Axe pvp damage (25 -> 35)
  • Fixed a bug where a passenger exiting a vehicle would always cause it to power off (now vehicle only powers off when empty)
  • Fixed an issue where Kangas could get stuck after returning upright due to the driver seat being blocked
  • Fixed an issue where a vehicles normalized top speed was not being calculated correctly causing vehicle control systems to be applied at the wrong strength (also fixes vehicle gearboxes never shifting out of 1st gear)
  • Fixed footstep audio playing after entering a vehicle sprinting in 3rd person view
  • Vehicle airdrops have been made 100% accurate
  • Fixed an issue where bows were not being affected by inaccuracy calculations, bows are now less accurate while running and while airborne
  • Improved handling of player name validation
  • Fixed a bug where melee attacks were not being denied properly when being blocked by level or base geometry
  • Improved FPS Sight offsets with Eureka scopes (Camera approaches lens when sighting in)
  • Made item context menus more robust
  • Fixed Roach and Kanga engines appearing black
  • Fixed an issue where vehicle health could fail to sync in vehicle UI
  • [SDK] Vehicle gearboxes now have user defined gear ratios in ItemComponentVehicleGearbox
  • [SDK] Fixed bugs with AdditiveMaskSupport, these assets should now work correctly
  • [SDK] Fixed bug where IconBuilder's Update Lighting Snapshot button didn't work
Hurtworld - Spencer


Hi Hurtworldians!

In this weeks dev update, we check out plans for the release of the epic new map, bow painting, new scout rifle, vehicle handling and more.

Check out the full update here:

http://hurtworld.com/hurtworld-update-129/
Hurtworld - Tom

Hey Hurtworldians,

We're rolling out a hotfix patch to fix an issue where vehicle masks were failing to sync from the chassis to the other attachments.

Full Changelog
  • Fixed an issue where vehicle chassis were failing to pass their assigned mask onto the other vehicle attachments
  • Fixed an issue with spawn mutators trying to incorrectly create items when loading from a saved game
Hurtworld - Spencer


EDIT
Just pushed a small hotfix to increase the flint in a noob zone. Enjoy.

Hi Hurtworldians,

In tonight's experimental patch makes some major changes to vehicles, introduces a new town event type and brings Diemensland back to life for ItemV2.


Full Vehicle Customization
A long time in the making, we have the new fully fleshed out vehicle customization system. Not only do you now have freedom to choose the color of the vehicle, you can paint each panel separately!

Vehicle Recovery
This patch also introduces vehicle insurance claims, allowing you to call an airdrop back in for your own customized vehicle if it gets destroyed or stolen. Stolen vehicles will need to be remotely destroyed via the vehicle settings window which will take around 45 mins before your vehicle can be called back in. This gives the theif a bit of joyride time with your precious ride before destroying it and dropping them a small reward.

Calling your vehicle back in will cost you the insurance claim cost (most of which is dropped for the theif).

This should allow a much more significant investment and customization to your vehicles as they can never be truly lost.



Open World Chassis Hunting
For the Roach and Kanga, chassis and items must be scavenged from spawns in the world. The Goat is still crafted via the old methods.

Multiple Vehicle Claims
We have also extended vehicle claiming to allow one of each vehicle type!

Diemensland V2 Legit
We have updated Diemensland (the map everyone knows and loves) to work in V2 in prep for the new map Splatt is working on which is heavily inspired by Diemensland feel to ensure we hit the mark. Airdrops and Meteor showers have been added.



Loot Frenzy Town Event
To replace the constant slow loot spawns of legacy we have created a new town event called Loot Frenzy. Once activated will drop a new loot crate every 30 seconds with area markers for each crate, there will be one of these running all the time somewhere in the map.

0.5.8.0 Change Log
  • Default map changed to Diemensland
  • Added new loot frenzy town event type
  • Vehicle panels are permanently attached to chassis once again
  • Vehicle wheels no longer take damage separately, they cannot be destroyed and pass on damage to the vehicle instead
  • Players can now claim a vehicle of each type (goat, kanga, roach)
  • Fixed a long standing bug that would cause Kanga to not turn after being picked up off the ground for a few seconds.
  • Vehicle beacons now respawn a dead claimed vehicle, they cannot be placed if you don't own a vehicle of that type or it isn't destroyed
  • Players can self destruct vehicles they own, this timer can be started from the character options window
  • The goat spawn beacon will auto-claim the dropped goat if the player does not currently own a goat
  • Vehicle disassembly wrench added to vehicle crafter
  • Added vehicle engine unstable upgrade extender, this fragment costs nothing to apply and has a 50% chance of adding an extra upgrade point, if this fails the engine is destroyed instead
  • Removable vehicle parts can now be dismantled into scrap
  • Added vehicle protection and fuel efficiency fragments
  • Vehicle window now displays the vehicle destroy timer, if the vehicle is unowned the player is shown a button to reset this timer
  • Vehicle window now displays the chassis item so it can be recolored and masks can be applied
  • Added tooltip for mask storage to show what mask is applied to an item
  • Vehicle panels are now customisable (colorable) and are colored separately
  • Vehicle air drop accuracy massively increased
  • Recurve and fibreglass recurve bows can now be recolored
  • Updated vehicle air drop beacon graphics
  • Roach and kanga chassis spawn in the world, these vehicles have to be collected once again and can no longer be purchased (goat is still available for purchase)
  • Vehicle gearbox stats have been pushed into engines and there is now just one type of gearbox per vehicle
  • Removed random customisation for AR15s and AWMs, these items will now always start with their default look
  • Removed random customisation for vehicles, vehicles will start out with a default look
  • Increased effect of traction stat + baseline traction increased for all vehicles
  • The kanga and goat are now more forgiving and harder to crash.

    Known Issues
    Vehicle mask and paint assignment can get a bit screwy, should have a fix for that soon.
Hurtworld - Spencer


Hi Hurtworldians!

In this weeks dev update we check out painting the pistol, progress on the new mangatang, bug fixes and we talk about bringing back Diemensland for V2 next patch.

Check out the full update here:
http://hurtworld.com/hurtworld-update-128/
Hurtworld - Spencer


**Edit: Have ran into a few problems with the 0.5.7.1 physics changes so are rolling those back and fixing some other little things with frozen steaks in 0.5.7.2, see updated changelog.

Hi Hurtworldians,

Tonight we have a small hotfix to resolve a few issues with last nights patch around item context menus in other languages and some other improvements.

Full Changelog
  • Players spawning from sleepers now perform a quick check for overlapping
  • Deployables (eg. C4), if any are found the player will be killed
  • Improved physics simulation performance by reducing unnecessary collisions
  • Fixed item context menu for non-english languages
  • Frozen steaks apply a frozen effect once again
  • Added tooltip information for consumable items
Updated 0.5.7.2 Changes
  • Reduced freezing/hypothermia damage from frozen steaks (20 damage per second -> 4 damage per 3 seconds)
  • Rolled back physics changes to fix client side ladder prediction
  • Increased nutrition on frozen cooked steak (5 -> 20)
  • Reduced nutrition on frozen raw steak (10 -> 5)
...