In this weeks update I've written part one of a multi part essay series where I word vomit design thoughts on how we are gonna make V2 the best game ever based on our discussions in the forums etc. Beware wall of text!
In tonight's patch we have my all time favorite gun in Hurtworld so far... the FR18. It fits into the mid game to serve as a long rang weapon that can be farmed entirely in the noob zone. It has much lower damage than the AWM, but makes up for it with high rate of fire, nice ironsights and cost effectiveness. I'm excited about this one.
Fragment Refactor This process ended up being a bigger job than we expected and decided to roll back most of the changes until next patch so we don't completely break the meta. We did a balance pass to remove the really rubbish fragments and buffed under powered ones, you should still find a more consistent range of fragments. More on these next patch.
New Town Events This patch introduces two new town events to replace some of the duplicates around the map. We will continue to replace these until they are all unique. We've tried to create some more open spaces in the events to give our longer range weapons some more PVP purpose.
See you out there :csgogun:
Changelog 0.6.2.0
Added new town events to Nullius
Added FR18 bolt pull rifle
You can now delay the bolt pull on the AWM and FR18 by holding the fire button, this lets you watch the bullet drop to help you sight in long distance shots
Added camoflague mask for all guns
Added 12x scope for AWM
Removed add pocket fragments
Removed zoom amount fragments
Added bow scatter shot fragment
Removed bow extra shot fragment
AWM pvp damage increased (70 -> 85)
AWM bolt pull time increased (1 -> 1.75)
AWM Default scope is now 6x zoom
Removed global accuracy modifier and stat
Rebalanced accuracy for AR15, sighted accuracy starts higher than before but starts to bloom after a few shots (was previously constant small inaccuracy no matter what when sighted), hipfire now blooms out faster. First sighted shot is now perfectly accurate.
Reduced projectile speed for AR15 and Shotgun
Increased projectile speed for AWM
AR15 arctic pelt cost changed to strong animal pelt
Reduced Titranium Workbench cost
Airdrops now perform a line of sight check before destroying themselves due to timeout (airdrops should no longer despawn in front of players)
Increased reload and bolt pull audio falloff (gets quieter earlier)
Buffed thermal protection fragments (minor 4 -> 6, major 6 -> 9, mega 7 -> 11)
Buffed health regen fragments (minor .1 -> .15, major .15 -> .22, mega .17 -> .25)
Zoom amount stat so it now directly sets zoom level (ie. zoom level 2 = 2x zoom)
Zoom levels are now calculated as multiplier of FOV setting from options configuration (was multiplier of 60 FOV)
Increased vehicle and ragdoll maximum angular velocity
Fixed a bug where the camera wouldn't collide with some level geometry
Bolt actions no longer try to chamber a new bullet when sprinting
Fixed error when opening/closing a door without a sound
Reassigned open/close sounds for windows
Fixed a bug where equip stats could get out of sync between server and client
Fixed incorrect footsteps sounds playing based on contact material
Bolt pull audio now scales with bolt pull speed
Vehicle fuel consumption can no longer be reduced below 1
In today's dev update we check out the 2 new town events, new gun skins, the item fragment refactor, server stability upgrades and open a discussion with the community about the eternal battle of V1 vs V2.
In this weeks dev update we check out the finished FR18 sniper complete with skins, a new town event, and discuss the next patch rolling out on the 30th.
Tonight we've got a small bugfix patch to fix up a few small map issues as well as item disppearing into vehicle inventories.
As always the last active patch (0.6.1.0) will be available on the 'oldversion' branch so you can continue to play on community servers until they get around to updating.
We've also got a new blog looking at the 0.6.1.0 patch as well as some attachments for the upcoming FR18.
Tonight we've got a new experimental patch wipe cycle that adds weather events, replaces the starting beach with a new tropical look and rebalances the gear progression to encourage a longer farming period before pushing into the snow and red desert biomes.
We've also got a few bugfixes, most importantly fixing the regression in hitboxes / hit detection introduced in the 0.6.0.3 hotfix and also making servers less vulnerable to DDoS attacks which unfortunately have been an issue recently.
As always the 'oldversion' steam branch will contain the patch prior to this one(0.6.0.3) so you can continue to play on community servers that haven't gotten around to updating yet.
Good luck out there!
Full Changelog
Added weather events to all biomes, these will affect temperature levels and player visibility
The starting beach area has a new tropical look and feel
Progression of gear has been rebalanced removing some items and combining others, crafting costs and protection levels have also been tweaked
Hurtworld now defaults to not allowing network messages from unconnected clients (should reduce vulnerability to DDoS attacks)
Added console commands 'setallowunconnected <0/1>' and 'dumpallowunconnected' for setting and checking whether network messages will be accepted from unconnected clients
Fixed the hitbox / hit registration issue introduced in 0.6.0.3 (hit registration will be consistant again)
Fixed incorrect rarity on mega mine power and chop power fragments (rare -> legendary)
Added Jacket and Bomber Jacket as new vanity items
Added Machine Wrench to Titranium Workbench recipes
Reduced toxin build up rate from Mondinium resource nodes
Added line of sight checks to resource nodes so they should no longer despawn in front of a player
Fixed incorrect material assignment on Titranium Workbench (wood -> metal)
Fixed Heatproof Mining Drill returning Coldproof Mining Drill when disassembled
Heatproof Mining Drill can now only be placed in the Red Desert
Tonight we've got another bugfix update fixing problems in the mesh baking system that could cause world items to fall through the ground. We've also improved physics performance and fixed up featured servers not showing correctly.
As always the 'oldversion' steam beta branch will be pointing at the last released build (0.6.0.2) so you can continue to play on community servers that haven't updated yet.
Full Changelog
Fixed a bug in the item display data manager that could cause it to crash and never recover (Fixes items failing to render and world items falling through ground)
Improved physics performance (server and client)
Fixed several console commands throwing errors when invoked during server start up
Improved how steam ID sessions are recorded, should help "Active session with same SteamID" issue
Fixed an issue where players could get into a loop where they would constantly request data about an item that doesn't exist from the server
Added the console command 'itempingenabled <value>' for servers to control whether players can link items to chat
Fixed an issue causing featured servers not to appear in the server browser as featured
Tonight we've got a small bugfix update for the experimental branch fixing up some issues with shacks, amber protection and vehicle claiming.
As always the 'oldversion' steam beta branch will be pointing at the last released build (0.6.0.1) so you can continue to play on community servers that haven't updated yet.
Full Changelog
Vehicles can now be claimed without any parts installed
Fixed a bug where the amber cost could still be consumed when failing to claim a vehicle
Added extra placement validation to shacks to ensure their spawn point does not overlap into level geometry (eg. inside rocks)
Shacks will be unavailable as a spawn option if something (eg. C4) is blocking the spawn point
After upgrading an amber protected item the upgraded item will not drop its amber cost on the first death (the item will still be protected however)
This week Tom gets his hands dirty in the workshop working on the vehicles, Teh Splatt moves to a tropical Island biome and Mils heads to the rifle range to work on the new FR18 rifle.