Hi everyone! It's been a while since we last updated Heal & Hurt. We are happy to announce that now is the time for a big update that comes with a lot of changes! Main tweaks are listed below but the are smaller fixes also that aren't in the list.
There are also upcoming "Supporter Pack" for Heal & Hurt that will be released in the following days!
Weapon customization
Two new maps: "Church" & "City"
New gamemode: "Hold the Crown"
Player levels
Skeletons can slide
Sniper rifle aiming overhaul
New weapon models
Killfeed
New death effects with sounds
Achievements
Simple crosshair option
Inverted mouse option
New character models
Cloud save
Happy holidays and see you next year! Remember to join our Discord! :)
Get a taste of New World through our Steam Free Weekend on 12/15 at 10AM PST until 12/19, 10AM PST. Experience the revamped starting experience, find a favorite weapon, and explore a vast world either solo or with friends. Dive into our new player guide to make the most of your time in Aeternum. You never know what you'll discover next!
FAQ
Why can’t I create a character on <insert name> server?
Not all servers are available for new character creation. Please either check back later or create a character on another server. Fresh Start Worlds are not available to Free users and only Legacy worlds are available for selection during the event unless upgraded via a game copy purchase.
How do I continue playing New World after the Free Weekend ends?
You can purchase the Standard or Deluxe editions of New World on Steam or Amazon. All of your progress will be saved so you can pick up right where you left off.
Will the character I created during the Free Weekend remain/be deleted after the Free Weekend?
Your character will still be there and you can continue playing if you purchase New World after the Free Weekend. We have no plans to delete/remove the free characters at this moment.
I created my character on the wrong account during the Free Weekend. Can you help transfer my character to <insert name> server?
Unfortunately we are not accepting transfer requests at this moment.
Can I purchase items from the in-game store during the Free Weekend event?
In-game purchasing will not be available until you purchase the full game.
As a new player, will I be able to play with my friends who are already playing?
If your friend’s server is not marked as ‘Full’ as shown on our Server Status page then you will be able to join them on their server.
Are you planning to open servers that have Full status before or during the event?
We do not have special plans to open Full servers at this time. Please keep an eye on the Server Status page for any updates that may happen.
Will free players get a server transfer token after the event is over?
We are not planning to provide server transfer tokens at this time.
Thanks for your support! We’ll see you in Aeternum.
After a period of intense testing on the experimental branch, the latest update for the Riftbreaker is now live!
This update is very important for modders, as it adds support for Mod.io - a 3rd party mod hosting service. Mod.io is integrated in the same way as Steam Workshop - you can access it in-game through the Mods menu. Once Mod.io is populated with user-generated content you will start seeing mods from that site on the available mods list. The Riftbreaker World Editor Suite is getting an update that will allow mod creators to upload their mods to both Steam and Mod.io.
Adding mod.io support is an important step, as it will allow non-Steam users to participate in the modding scene. We strongly encourage you to experiment with this platform and upload your mods there. All feedback when it comes to this integration is crucial to us.
The changes that are likely to have the most significant impact on your gameplay experience are the additional hard and brutal difficulty waves that were added to the Desert, Acid, and Magma biomes in Survival Mode. The two higher difficulty modes for these biomes were not quite on par with Jungle and Metallic Valley regarding the power level. With the addition of the new waves, all biomes should now be challenging on the hard difficulty and really demanding on brutal.
This patch also fixes several crash bugs and other errors that you pointed us toward in your reports. Thank you for that.
The Riftbreaker Update, December 13th 2022. EXE: 644, DATA: 269. Changelog:
Changes
Mod.io modding integration added. This service allows you to upload and install mods using the mod.io website and through the in-game interface in the Mods menu. This service is implemented in a similar way as Steam Workshop. This will enable users from platforms other than Steam to access mods.
HBAO improvements incoming! Our old SSAO was running at 720p res, which didn't yield great results. The new HBAO utilizes adaptive resolution (and a few tweaks), resulting in a much greater quality-to-performance ratio. If you don't use raytracing, you should see a noticeable difference in the ambient occlusion quality after this patch.
New Hard and Brutal difficulty balancing in Survival Mode on the Acidic Plains, Radioactive Desert, and Volcanic Area biomes. They are much more difficult now. You have been warned! (Feedback will be much appreciated)
Added Acidic Plains biome alpha and ultra attack waves for survival mode.
Added Radioactive Desert biome alpha and ultra attack waves for survival mode.
Added Volcanic Area survival mode alpha and ultra waves.
Enabled difficulty-specific final attack waves in the survival game mode in the Acid, Magma, and Desert biomes.
Enabled difficulty-specific regular attack waves in the survival game mode in the Acid, Magma, and Desert biomes.
Added wave spawn markers in multiple desert biome attack waves, which were previously missing.
Added some acid biome attack wave spawn markers, which were previously missing.
Added additional safe mode localization strings.
Reduced sound volume for some buildings in 'working' state.
Added a popup informing players about the modding feature's Terms of Service.
Enabled wave spawn markers in all jungle biome attack waves.
Added IsHardcoreModeEnabled() for modding purposes.
Text search in the mods menu is will now work with partial inputs, e.g. typing in 'rocks' will make the 'Destructible Rocks' mod show up. The end results still depend on the Steam Workshop/Mod.io backend, so your mileage may vary.
Fixes
Fixed a crash that occurred when performing a Power Jump skill.
Removed unnecessary button from the Tower Ammo Factory action menu.
Fixed a crash that occurred when building the Planetary Scanner before researching it (through cheats).
Mini Miners no longer keep working indefinitely after leaving them behind on an Outpost.
Fixed a missing header on the Sentry Turret entity.
Prevent building overlap by making sure that the grid culler nodes are populated after building spawn.
Research Screen: fixed a research tooltip when the subspecies field is empty.
Buildings should now connect to pipes in a proper way.
Safe Mode now ignores any startup commands and launches the game in an intended way, with the safest values possible.
Fixed random crashes that occurred during loading
Increased the limit of world entities from 300.000 to 1.000.000.
Fixed a crash in the InventorySystem.
Fixed Day Only/Night Only time of day modes in Custom Difficulties.
Fixed the appearance of the seasonal event popup.
Fixed a crash when stereo files were used for spatial sound on multichannel (e.g., 5.1/7.1) systems.
Fixed FSR 2.1 ghosting effect on DirectX 11.
Fixed a bug that caused players not to get AI cores back after selling a damaged defensive tower.
Fixed building selector size bug that occurred after jumping to another biome through the Orbital Scanner action menu.
Fixed a crash in DiscoverableSystem.
Fixed unsynchronized access to audio sources that caused crashes.
Fixed a bug that caused players not to get AI cores back after selling a damaged defensive tower.
Fixed multiple issues with multiple mod providers support.
Fixed errors and glitches in the Mods menu related to disabling and enabling mods.
Hi! We've spent the last few days improving the game's optimization in order to increase performance.
• Some models have been improved. • Textures have been optimized. • Shadows have been optimized. • Hair physics have been slightly reworked and optimized. • Minor bugs that slowed down the game performance have been fixed.
All this should make the game more stable and increase the average rate of FPS.
This is our last update for the next couple of weeks — we decided to take a little vacation and spend the holidays with our families. But after the New Year, we will return and continue to work on the development of Crimson Snow.
We're back with another Experimental Branch Update. Before you start playing...
HOLD UP!
Make sure you know what you're signing up for. This update is different. Think rough programmer art and very basic UX. Consider skipping it, if you don't enjoy beta testing.
With this experimental update, we want to invite you to the development process in its very early stages. Earlier than we ever did before. Heck, you'll be playing it earlier than our graphic designer!
Yes, this means there's no art other than Telhurin's programmer art. You can say a lot of good things about Telhurin, but being a talented artist is not one of them. Important UX features are missing and you can find placeholder texts.
So, a final word of caution: this is an early version of the Blightrot Revamp. We want to try releasing experimental changes sooner and iterate them more rapidly based on your feedback. If it doesn't sound fun to you, better skip it. Consider yourself warned!
Now, with all the legal warnings done, let's get to the juicy part.
What's all the fuss about?
The initial reason for looking at Blightrot was your feedback, in which you correctly pointed out how static, unchanging, and tax-like the Blightrot was. Boiled down to its most basic component, it was a tax on fuel and workforce charged for every good produced. There was hardly any choice or strategy involved and it stuck out compared to other systems. After a long back-and-forth, we decided to divide this problem into 3 smaller chunks:
Lack of choice and passive nature of blight forming.
The static and limited way in which the Blightrot spreads.
Lack of choices or progress when it comes to fighting the blight.
This iteration is aimed at dealing with the first and second problems.
In addition to the Blight, we had another persistent challenge that needed to be overcome for a looong time.
One of the key aspects of the world of Against the Storm are machines powered by the infused rain. It was hinted at in many places in the game but never fully realized. Working on Blightrot, we decided to kill two birds with one stone here (not you, Harpies!) and connect those two mechanics.
Experimental Update changes
Pure Rainwater Geyser (programmer art, not final quality)
Geyser Pump (programmer art, not final quality)
The overall schema is: from now on, you can find geysers of infused rainwater on glades. Geyser Pumps can harness this rainwater, which in turn can be used in production buildings to boost production output or working conditions. Using rainwater this way will increase the Blightrot footprint of produced goods, spreading Blight on nearby buildings.
Click the Left Mouse Button and the Right Mouse Button on the knobs to control the Engine (programmer art, not final quality)
In essence:
We introduce a new building material: Pipe.
Pipes can be produced in the Crude Workstation (T0), Toolshop (T2), Smelter (T2), and Artisan (T2).
Pipes are used to:
unlock Rainpunk Engines inside buildings,
build Geyser Pumps,
upgrade other buildings (eg. as a substitute for Tools in Mine).
Each workshop (a building that takes X and makes Y out of it) has 2 Rainpunk Engines: the main and secondary.
You can find geysers on glades.
There are 3 types of Infused Rainwater:
Life (Green) - used in food-oriented buildings,
Energy (Blue) - used in crafting-oriented buildings,
Volatile (Red) - used in industry-oriented buildings.
You can put Geyser Pumps on top of geysers and assign workers to increase the global pressure of water of a given type.
Each workshop can use only a predefined type of rainwater.
You can manually control the amount of pressure used by each engine.
Using rainwater to boost production increases the Blightrot footprint rate linearly.
The Blight only spreads when the Rain Engines are working.
The old, static Blightrot bonuses are gone.
Blightrot spawns during the Storm as well.
Previously, up to 3 cysts of Blight could only spawn on a single building. Now, they will also spread to the nearby buildings (even houses) without any distance limits. Cysts start spreading after 3 of them spawn on a particular building.
How to test it?
In order to test the new mechanic, you need to:
Play on at least the Veteran difficulty level (or even better: on a higher one on which you're usually playing),