





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hi All, Tonight we have a small quality of life and maintenance patch that should fix up a lot of the biggest issues that should keep Hurtworld stable for a long time into the future. The largest change is the switch over to Epic Online Services (EOS) for our anticheat framework from EAC. (You will currently still see Easy Anti Cheat in the bootstrapper, this is normal and will likely have the art replaced soon) As a side effect of moving to EOS, Hurtworld should now be supported on Steam Deck. Don't expect a perfect experience on this but it will run. We also collected a list of criticial issues plauging servers, patching a number of exploits around build permissions and peeking through walls. This patch will enforce a wipe across all servers. Full Changelog - AntiCheat now provided by EOS AntiCheat (Epic Online Services) - Added server console command 'enforceeac <0/1>' to turn AntiCheat off/on (must be ran during startup) - Added server console commands 'disableddosprotection' and 'enableddosprotection' to enable/disable DDOS protection - Added client console command 'mutelist' to show list of muted players by SteamID - Fixed the 'unmute' server console command not working - Allowed the 'unmute' console command to run on client (takes SteamID as argument) - Fixed inside rock check not applying properly to several island rocks - Added no build area around map edges - Fixed respawn window displaying too early if player's sleeper is killed during loading - Changed the way biome validation works on construction and placement (fixes builds in no build areas after server desync) - Items crafted from the fabricator can now be recycled - Fixed construction validation appearing incorrect on first equip of placement/build item - Removed collision from campfires - Fixed Mozzy interaction window failing to open on first interaction - Fixed several spawns occurring underwater - Made roach front seat unsafe like the rear seat so the passenger can crash if receiving a large force (fixes peeking exploit using roach front seat) - Adjusted camera positioning for crash state to fix peeking exploits - Plugged some holes in Nullius cliff faces and town events - Hurtworld is now Steam Deck compatible (basic support only)
Hi All, It's been a while since our last update, and we want to thank you all for your patience and continued support. We know that our anti-cheat framework hasn't been performing as expected in recent times, and we understand your frustrations. Tonight, we are releasing a small patch to address the most significant outstanding issues. Making the Switch to Epic Online Services The team behind Easy Anti-Cheat was acquired by Epic Games some time ago, with the aim of not only securing Fortnite but also offering the same level of security to other partners under the Epic Online Services banner. During this transition, the detection capabilities of EAC have slowly diminished. We're excited to announce that, with this update, we're switching from Easy Anti-Cheat to Epic Online Services. This change will significantly enhance our ability to detect and handle cheaters, ensuring a fair experience for all our players well into the future. Hurtworld will remain on STEAM We will not be moving from STEAM, nor do we have any plans to launch on the Epic Store in the near future. If we have integrated everything correctly, there should be no change to the way you play Hurtworld, unless you have cheats installed Patch will go live at 5pm Central European Time A full list of quality of life improvements will be posted when we go live
Hi All, Tonight we have a small but important hotfix to resolve some issues surrounding the construction system. This update doesn't require a wipe, but may cause small construction pieces to rotate after patch. We recommend an update but most servers will survive without it. As usual, if you're community server doesn't update immediately you can switch to our oldversion branch to continue playing. https://steamcommunity.com/app/393420/discussions/0/458606248620899162/ Change Log:
Hi Hurtworldians, In the first dev update of 2020 we get back into things after the break and outline hotfix plans for this week as well as some of the features of the next content patch. Check out the full update here: http://hurtworld.com/hurtworld-update-162/
Hi Hurtworldians! After 6 years of development, tons of updates, plenty of challenges, a partial rewrite and over 60 million hours of playtime we are finally out of Early Access. With this release comes a ton of bug fixes and quality of life changes and some fresh content.
Today's Deal: Save 65% on Hurtworld!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
Initially Posted on Blog at http://hurtworld.com/hurtworld-update-161/ Hey Hurtworldians! In just under 2 weeks time, December 10th, Hurtworld will be launching out of Early Access. This will include a patch introducing the new hand held rocket launcher, a new body kit for the Roach, and most importantly tons of bug fixes and polish. We decided not to go too heavy on the content for this patch and focused on long standing bug fixes to ensure we dont compromise on the stability of the game as we exit early access. What does exiting Early Access mean? For us Early Access isnt much more than a marketing tag, one that says there might be some rough edges and missing features right now, maybe check back later if youre not into that sort of thing. At this point we feel we have achieved everything we initially set as a list of goals when we started early access 4 years ago. While we dont see the game as ever complete, we think the current level of quality and set of features is indicative of what we want to maintain going forward. Rest assured we will continue to working on Hurtworld for as long as there are people playing it to ensure the game remains a stable multiplayer experience for years to come. Thanks to everyone who has come along the ride with us, lets get hype for a big launch!
Hi Hurtworldians!
In this dev update we check out the finished art on the handheld rocket launcher, going into more detail about the next update and talk about server consolidation and restructure next wipe.
Check out the full update here:
http://hurtworld.com/hurtworld-update-160/
Hi Hurtworldians!
In this weeks dev update we go detail about the next patch and early access release and check out the new upcoming hand held rocket launcher.
Check out the full update here:
http://hurtworld.com/hurtworld-update-159/
Hi Hurtworldians!
Tonight we have a small but important hotfix that should fix trapdoors being exploited to get into rocks along with some additional fixes.
As usual the best way to help us get bugs under control is to send us reproduction videos to support@bankrollstudios.com
Credit for finally getting the hatch bugs fixed goes to onStyle
Detection measures are still in place, exploiting of new bugs that arise will result in hardware bans for your whole team. Don't risk it.
Hi Hurtworldians!
In tonight's update we have our first watercraft named the "Barra", sure to get those afraid of flying to and from the islands with far less stress.
Our second major feature is expanding our map with 2 new town types Factory and Bandit Village.
We also have a range of bug fixes and some background performance updates.
This patch forces wipe on all servers. Happy hunting.
Hi Hurtworldians!
In this weeks dev update we check out a new town event, our first watercraft the Barra and detail the next content patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-158/
Hi Hurtworldians,
This patch focuses on server and client stability and performance. There is still a lot of work to do, more performance updates coming in next patch.
Official servers will wipe with this patch. Wipe is optional for community servers.
Next wipe will go back to our Thursday night 2 week schedule for each timezone and will be accurate in the server browser and will kick off automatically.
As per usual, servers slow to update can still be accessed by switching to the oldversion branch on steam.
Hi Hurtworldians!
Tonight we have a small hotfix to improve helicopter flying on servers under heavy load.
There was an issue where if a server stopped receiving packets from a player for any reason, the current input controls would be kept until the packets start coming in again. This logic works well when running through a field on foot, but holding full left stick when flying a Mozzy for half a second too long means eating explosions.
While we will continue to work on server performance this month to solve the interruptions for good, for now, input controls will revert to neutral with throttle down so you don't drop out of the sky or flip over when packets are lost.
We are aware of a few other issues like Fridges not working right now and will have more fixes in the coming week.
Happy hunting!
Hi Hurtworldians,
We just pushed out a quick server only hotfix for some creature spawn issues and missing Airdrops.
Yeti's and Clay were the worst affected and should be fixed now.
No client update required.
Happy Hunting!
Hi Hurtworldians!
Tonight we have the long awaited Island Hopper content update which brings a ton of things that have been in the works for a long time.
Biggest features include the expansion of Nullius to include various exotic islands some of which can be claimed fought over and claimed, others with challenging farming routes and big rewards. To make room for the islands, we have scaled down the main island of Nullius by 25%, we think this improves the feel of the map a ton also, making it much more tightly packed. Less running more gunning.
The Mozzy helicopter now has some serious teeth with the addition of hornet rocket pods coming in 3 flavours: Mining, Combat and Raiding rockets. Rapidly speed up your farming routes by sniping resource nodes with mining rockets or blast away your enemies bases with the mega powerful (and expensive) raiding rockets.
Expect to see some unfamiliar faces on the islands as we roll out 6! new creatures with new loot and combat mechanics. Be careful... these guys are made to be a very tough challenge to even experienced players.
In the meantime we've also added a ton of bug fixes and quality of life updates. See the change log for full details.
This patch requires a wipe on all servers. As we are wiping on a Tuesday we will extend this wipe cycle until the 4th of July.
Happy hunting amigos!
Hi Hurtworldians!
We just dropped a new extended cut trailer for the Island Hopper Update with a much more in depth look at all the gameplay features new and old in the Hurtworld universe!
https://youtu.be/6BIXfz1vsb0
Please spread the love and share it around <3
Patch is on its way, just putting the final touches on it now. ETA: 1 hour
Hi Hurtworldians!
In this weeks dev update we check out a bunch of the new things going into Tuesdays patch including the new SAM sites, new metal type, and preview a few of the new islands.
Check out the full update here:
http://hurtworld.com/hurtworld-update-157/
Hi Hurtworldians!
In this weeks update we have a ton of info on the upcoming patch and our release to exit early access. This is going to be a big one: Islands, New Creatures, Rocket Pods... unfortunately due to unforeseen circumstances we've had to cancel this weeks patch and roll it into the big one on the 18th of June.
Check out the full post for details:
http://hurtworld.com/hurtworld-update-156/
Hey Hurtworldians,
We've got another hotfix patch to go along with tonight's wipe.
This patch stabilizes the tether system so we no longer have to break tethers when pushed past a force limit. We now also allow multiple players to be connected to the same tether network so they can setup tug of war style situations.
Official servers have been wiped, for community servers this wipe is optional.
As always 0.7.3.1 is currently live on the 'oldversion' branch so you can use this to play on community servers that haven't updated yet.
Enjoy!
Hi Hurtworldians!
In this weeks dev update we go into detail about the next content patch focusing on bringing all our new creatures to life as well as a first look at strapping mounted weapons to the Mozzy!
Check out the full update here:
http://hurtworld.com/hurtworld-update-155/
Hey Hurtworldians,
We've got a hotfix to go along with tonights wipe that fixes up a few map issues and fixes a Roach bug used to peek through walls along with a few other fixes.
Due to map changes this patch enforces a wipe.
As always you can use the 'oldversion' beta branch to stay on 0.7.3.0 and play on community servers that haven't installed the update yet.
Enjoy!
Hi Hurtworldians!
Tonight we have a content patch for yall that introduces new water mechanics and some new inland water features in the lead up to our island hopping update. We also have the newest member of our weapon arsenal the MAC10 which should melt people up close and becomes even more badass with the rare gangster stock. You'll also find 2 new kickass town events as we work through replacing duplicate towns. Lastly there's a bunch of quality of life changes like finally fixing buggy fall damage when wedged between 2 objects.
Last weeks experiment of timelocked servers will be disabled for now, we will re-evaluate how this affects the game and will likely experiment with it more in future to cater to all players.
The Linux build has been temporarily disabled due to a vulnerability in EAC.
This patch requires a wipe on all servers.
Happy Hunting.
Hi Hurtworldians,
Unfortunately we have had to postpone the content patch until next Thursday due to some last minute serious issues with the Unity 2018 upgrade. Unity having dropped support for DX9, we had hoped that even min spec machines would have no trouble running under DX11.
After distributing a test build to a few players we found a bunch of shader compilation / rendering issues on bottom end machines that are more work than we can handle for today. We also didn't see the performance benefits we had hoped on lower end machines.
Given the circumstances we have decided to roll back to Unity 5.6 to ensure we maintain support for the bare minimum spec machines and continue to offer decent performance on total potato machines.
Unfortunately migrating the content from this patch will take a few more days, to be released next Thursday.
We've done our best to migrate the crucial quality of life fixes like name plates disappearing to this patch.
As a consolation, we've decided to use this opportunity to try a new feature we've been toying with for a while:
Hi Hurtworldians,
In this weeks dev update, we check out the new water mechanics, new Mac10 SMG, new town event grey boxes and new in depth trailer progress.
New content patch dropping this Thursday 5pm Melbourne time yall
Check out the full update here:
http://hurtworld.com/hurtworld-update-154/
Hey Hurtworldians,
Along with the official server wipes (optional for community servers) we're rolling out a hotfix patch to fix a regression in the recycler that crept in with the last hotfix. Recycler returns should now be correct for all items.
As always the 'oldversion' branch is pointing at the 0.7.1.4 version so you can continue to play on community servers that haven't updated yet.
Hope to see you out there!
Hey Hurtworldians,
We've got another hotfix patch for you tonight to fix up how the tether system interacts with emotes and also fixing how the recycler calculates returned materials for items that are crafted in stacks.
As always the 'oldversion' branch is hosting the last patch (0.7.1.3) so you can continue to play on community servers that haven't updated yet.
Enjoy!
Hey Hurtworldians,
Along with the wipe we've got a quick hotfix patch for you tonight to settle down some of the more serious tether bugs whilst we work on a more comprehensive fix as part of our Unity 2018 upgrade.
Tethers will now snap when exceeding their new force limit which should prevent vehicles flying off at crazy directions when the tether finds itself trying to enforce an impossible to fit constraint.
This wipe is optional for community servers.
Additionally EAC should now work correctly for all platforms.
As always the 'oldversion' beta branch has been set to 0.7.1.2 so you can continue to play on community servers that have not updated yet.
Have fun!
Hi Hurtworldians!
In this detailed dev update, we outline details of the next big content patch as well as a roadmap for the near future of development. Highly recommended read if you're interested in the future of Hurtworld!
Check out the full update here:
http://hurtworld.com/hurtworld-update-153/
Hi Hurtworldians,
Tonight's hotfix aims to increase the stability of interactions around tethers and should make things run a little smoother.
Hey Hurtworldians,
We're releasing a small hotfix to take care of some issues with the latest 0.7.1.0 patch and reduce false positives in our DDoS protection system. Whilst this patch doesn't make any changes to the tether system yet we realize there are still several bugs and strange behaviours around tethering and will be working on sorting those out next week.
As always the 'oldversion' beta branch is hosting 0.7.1.0 so you can continue to play on community servers before they update
Hi Hurtworldians!
Tonight we have our first content patch since the V2 launch. This patch brings the first of the physics toys that should expand ways of interacting with objects out in the world.
Hey Hurtworldians,
Just a quick hotfix for this afternoon to update our EasyAntiCheat integration, all saves are still compatible and no wipes are required.
As always 0.7.0.12 will be hosted on the 'oldversion' beta branch so you can continue to play on community servers that have not updated yet.
Hi Hurtworldians!
Hotfix 0.7.0.12 is now live. Tonight's hotfix furthers our push in the war against DDOS attacks. While the attacks keep getting smarter and adapting to our network protocols, we believe we are patching out the last of the holes that allow targeted attacks to effectively bring down servers.
This patch adds a new layer that allows the game process to pass IP addresses to the operating system to implement firewall filtering and free up the Hurtworld main thread from dealing with malicious packets.
Server owners will find a new handle_ddos_ip.sh / handle_ddos_ip.bat in the server builds that will be called with an IP address as a parameter whenever the server process detects excessive data from a specific IP address. It is up to each server owner to configure this script to block the IP permanently / temporarily and will change greatly depending on OS configuration. Another powerful use for this would be calling out to your ISP's hardware firewall API and blocking the IPs from there (I know OVH supports this).
We are currently working on an IPSet/IPTables implementation example for linux servers that we will push out in the next couple days. In the meantime competent server admins should be able to work filtering out.
Hi Hurtworldians!
In this weeks dev update we check out some new gear, outline our plans for the next patch and unveil the flagship feature of our first V2 content patch which we're really excited about: Physics Tethers
Check out the full update here:
http://hurtworld.com/hurtworld-update-152/
Hey Hurtworldians,
We've delayed the major content patch until the next wipe (28th Feb, more info on this in our next devblog coming very soon) but have got a hotfix patch with some important bugfixes for you instead.
Official servers are also wiping with this patch but community servers can make their own decision as saves are still compatible.
As always the 'oldversion' beta branch is hosting 0.7.0.10 so you can continue to play on community servers until they update.
Hi Hurtworldians,
After a fair bit of chaos over the weekend where all our official servers were hit by a coordinated DDOS attack specifically designed to exploit a vulnerability in the network middle-ware we use, all official servers are back online and immune to the weekends attacks.
All servers should be in the same state they were at the start of the attacks yesterday with no decay or amber consumption from stakes.
We apologise for the downtime, and we are pretty confident that this vulnerability is now fixed and should make our official and community servers much more robust.
Thanks for hanging in there with us.
Hi Hurtworldians,
Tonight we have another critical but unexciting iterative hotfix patch to further work on server performance. This patch focuses heavily on runtime memory allocations reducing garbage collector spikes. This should take a lot of pressure off full servers, hopefully reducing the "rewind/backwards" lag spikes that are causing our receive buffers to cap out and lose packets. Not 100% there yet, we will keep iterating over the week.
Change Log:
Hey Hurtworldians,
Another hotfix patch for you tonight with more improvements to DDoS protection and performance.
We've also added some quality of life improvements in the form of a new storage item for heavy slot resources + an inverted pitch control option for Mozzys.
We're also wiping official servers with this patch and community servers will be forced to wipe also when they update.
As always the 'oldversion' beta branch is pointing at the previous version (0.7.0.6) so you can change to this to continue to play on community servers until they update.
Hi Hurtworldians!
It's been a wild couple of weeks keeping the wheels on V2 with the massive influx of players from our launch. It's been amazing to see everyone jumping in to what we've been working on in the background and giving some awesome feedback.
We're slowly getting things under control and are laying plans for our next content releases and server wipe cycles.
Check out the full details here:
http://hurtworld.com/hurtworld-update-151/
Hey Hurtworldians,
We've got another hotfix patch for you tonight with more improvements to performance (especially server side), fixing items that could have been recolorable but weren't and fixing the third person camera to stop players peeking inside bases with strange camera angles.
We've also fixed a MacOSX networking issue that was preventing clients from connecting to servers. Please note we still need to fix some shader compilation issues on some Mac setups that cause the server connection to time out on the first try, make sure to try joining a server more than once if you are having problems!
As always the 'oldversion' beta branch is pointing at the previous version (0.7.0.5) so you can continue to play on community servers before they update.
Hi Guys,
Tonight's hotfix further iterates on network stability and performance. We located some serious issues with our background network thread that were being exploited by targeted DDOS attacks to bring down servers.
These should now be fixed along with significantly reduced ram usage on the client and the server.
The reduced ram usage should solve the issues people with low ram have been having connecting to servers since the last patch.
Hi Hurtworldians,
EDIT: We're bringing all V2 servers down to upgrade them all to 64 bit. Will take about half an hour.
Tonight we have a server performance hotfix that should alleviate a lot of the movement corrections on full servers. There is still a bit of work to do on the server perf but this should be a good step towards getting everything tickityboo.
This patch also fixes the autodetection of low ram mode which was getting stomped by the fixes to the configuration saving.
For server owners we also added a new admin command to jump the connection queue. Usage:
jumpqueue
Hi Hurtworldians,
Usually we would post a devblog outlining the status of all the issues we are working on, but given the urgency of fixing the server performance I've opted to throw a quick status update out so we can keep working on getting it resolved.
The last patch we put out contained profiling code that allowed us to monitor our busy official servers in realtime and analyse the data.
We've now identified the root cause of the lag spikes happening across busy servers and are working hard to get it resolved.
The good news is that the issue is fairly contained and should only take a couple of days to repair, once this is done I expect our servers to run flawlessly.
Given the weekend is approaching and the repairs may take me a couple of days, Tom is working on a quick fix that will significantly improve the situation until the proper fix is complete. Hopefully this will mean we have things in a decent state by the weekend.
Thanks for your patience <3
Hi Hurtworldians,
Tonight's hotfix focuses mainly on improving server performance. While this patch won't give big gains, it gives us the tools to profile our servers and determine whats causing the lag spikes.
Players being starved of entity spawns should be now fixed.
Ram optimisation on the client should have also improved a lot. Low ram mode has been moved into the game options and will automatically turn on for anyone with less than 5gb of ram. This is a quick fix for people with 4gb of ram struggling to get into game, we will likely improve the solution in future so everyone can have access to full res textures.
We are working around the clock to isolate the server performance issue, I have high hopes everything will be sorted by the weekend.
Happy hunting!
Hey Hurtworldians,
We've just pushed out a hotfix patch containing a Low Ram Mode launch option to help players on low spec machines connect to servers as well as some other small fixes and UI hints.
As always the previous build is available on the 'oldversion' beta branch so you can continue to play on community servers that have not updated yet.
Full patch notes below:
Hi Hurtworldians!
Its finally here, after 2 years of work its finally here. Hurtworld V2 is now live on the main branch. Its been a long road to get here, but we're really proud of where we are at with the game.
It's been amazing to see so many players old and new jump in for the launch.
Buzz aside, we're in this for the long run and unlike our Early Access launch that exploded beyond our expectations, this time we are a lot better prepared. We've got a ton of big updates in the pipeline and we're confident we've ironed out the issues that have slowed us down in the past.
An enormous amount has changed since Hurtworld V1, below is a comprehensive list of changes that should get you upto speed.
Special note for those confused... this is a completely free update to Hurtworld. No microtransactions, no purcahse cost. If you already own the game, just run it.
See you out there <3
Today's Deal: Save 60% on Hurtworld!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
Hi Hurtworldians!
We're super excited to announce the time has finally come to officially launch Hurtworld V2 this Saturday the 12th of January.
In our 150th dev blog we reveal the new teaser trailer as well highlight all the changes that will be rolling out with V2 vs V1.
The experimental branch has been shut down for maintenance in the leadup to the launch on Saturday.
Hurtworld legacy will remain accessible as a launch option.
Check out all the details here:
http://hurtworld.com/hurtworld-update-150/
Hi Hurtworldians!
In this weeks dev update we check out the graphics pass on both axes, and go hard on balance and performance leading up to the V2 release.
Check out the full update here:
http://hurtworld.com/hurtworld-update-149/
Hi Hurtworldians!
Tonight we have the patch everyone has been waiting for, bringing back vehicle theft, making vehicle crafting come from melting down chassis in towns, and bringing back tons of town loot all day long.
Loot balance in this patch pushes further towards progression speed, getting everyone geared up faster and into end game with enough resources to risk in fights.
Happy Hunting!
Hi Hurtworldians!
In this weeks dev update we go into detail about our next patch, starting a big optimization pass and talk V2 release.
Check out the full update here:
http://hurtworld.com/hurtworld-update-147/
Hi Hurtworldians!
In this weeks dev update, we look at the Mozzy damage model, some admin tools for content creators, do a pass on all item poses, more work on the coastline and recreate a classic scene for the trailer.
Check out the full update here:
http://hurtworld.com/hurtworld-update-146/
Hi Hurtworldians!
In this weeks dev update we check out the first footage of the Mozzy flying around in game, we revive the long lost Slug truck, rework the nullius coastline and more!
Check out the full update here:
http://hurtworld.com/hurtworld-update-145/
Hi Hurtworldians!
In this weeks dev update, we look at the gfx pass on our machines, territory control map updates, progress on the new trailer and start working on implementing the Mozzy helicopter in game!
Check out the full update here:
http://hurtworld.com/hurtworld-update-144/
Hi Hurtworldians,
Hotfix 0.6.4.1 is now live with some fixes and improvements from last nights patch.
We also added an admin quality of life feature that allows admins to teleport to their marker on the map.
To use set a map marker and type in console: teleportmarker
Hi Hurtworldians!
Tonight we have our new Territory Control system rolling out to all experimental servers. This system adds 10 special construction cells to the map that reward clans with bragging rights of controlling the map as well as accumulate points towards upcoming clan vanity systems.
Currently PVP points do nothing but rank your clans, soon they will be able to be used to unlock various things in game.
These build cells allow use of a much cheaper C4 variant and only allow building with weak materials to keep things volatile.
Players who die inside these cells will be locked out for a period of time allowing a fairer online PVP experience.
We've also done a fairly large overhaul of machine graphics as well as redesigned all the male characters.
All players should see a decent performance increase as the first step of our optimisation with much more to come in the near future.
Vehicle attachment spawns have been boosted by a massive amount to make vehicles more accessible in the leadup to our revamp of vehicles coming soon to bring things back closer to V1.
Happy Hunting!
Hi Hurtworldians!
In this weeks dev update we go into detail about the upcoming endgame territory control PVP system, check out the revamped workbench and ownership stake, character head revamp and date for the next patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-143/
Hi Hurtworldians!
Tonight we have a decent sized patch with the first cut of the new Clans system. The system allows you to manage your group, easily identify who your mates are, and track them on the map.
Along with the system there is also a Clan totem that will allow you to authorize your entire clan in one click on an ownership territory.
By itself the clans system won't have a massive impact, but lays some important groundwork for some endgame systems that will be dependent on having these things in place.
We've also overhauled how our interaction UI works, things should be a lot more consistent when interacting with machines and other interaction windows like handcrafting.
Happy Hunting!
Hi Hurtworldians!
In this weeks update we check out 2 new character heads, new clan totem, finally start work on higher tier doors, revamped interaction UI, and meet the newest member of the Bankroll team Henry.
Check out the full update here:
http://hurtworld.com/hurtworld-update-142/
Hi Hurtworldians,
In this weeks dev update we check out the new clan totem, and progress on the upcoming clans system along with a pushed back release date of the clans patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-141/
Hi Hurtworldians,
In this weeks dev update we push towards the clans update, make a bit of progress on hair stuff and check out the new blast furnace.
Check out the full update here:
http://hurtworld.com/hurtworld-update-140/
Hi Guys,
In this weeks dev update we check out pimping out the drill and the blast furnace and R&D work on face updates. We also go deeper on the support systems needed for the upcoming clans feature and details on the next patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-139/
Hi Hurtworldians!
In this weeks dev update, we check out plans for our upcoming clans system, endgame territory control system, drill and character upgrades.
Check out the full update here:
http://hurtworld.com/hurtworld-update-138/
Hi Hurtworldians!
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!
Check out the full update here:
http://hurtworld.com/hurtworld-update-137/
Hi Hurtworldians,
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 ːcsgogunː
Hi Hurtworldians!
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.
Check out the full update here:
http://hurtworld.com/hurtworld-update-136/
Hi Hurtworldians!
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.
Check out the full update here:
http://hurtworld.com/hurtworld-update-135/
Hey Hurtworldians!
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.
Check it out at hurtworld.com/hurtworld-update-134
Hey Hurtworldians!
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!
Hey Hurtworldians!
This week the tropical biome gets implemented, bugs get stomped and the FR18 moves close to completion.
Read all about it at...
http://hurtworld.com/hurtworld-update-133/
Hey everyone,
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.
Hey everyone,
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.
Hi Hurtworldians!
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.
Follow the link to see more...
http://hurtworld.com/hurtworld-update-132/
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
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/
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
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/
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.
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/
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.
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/
**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.
Hi Hurtworldians,
This week we have a small patch fleshing out customization options for the Pistol, bringing back the fridge, realtime information on item transitions like steaks going off, along with a balance pass and bug fixes in various systems.
Enjoy!
Hi Hurtworldians!
In this weeks dev update we check out the finished chopper paint skins, flesh out some town event art, start a heavy server performance optimization pass and talk about the new features going into the next patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-121/
Hi Hurtworldians,
This hotfix patch fixes up some issues with item serialization that were causing UI bugs and other problems within the item system.
The item coloring window will now close other interaction windows when it opens and we've upated our default content collection in our SDK.
Changelog:
Hi Hurtworldians,
A small hotfix for last nights patch is now live. Both changes will retroactively fix existing items that already have these fragments applied.
Changelog:
Hi Hurtworldians,
Tonight we have a pretty big update for the Experimental branch which greatly extends the item upgrade system and refactors how respawning works.
There is now a big library of item upgrades (now called Fragments) that can be applied across most items. Items upgraded through the workbench will now keep their upgrades as they progress through core tiers.
Visual customization has also been extended to allow full color customization of most gear and equipment with the spray can item as well as custom patterns.
Respawning has been decoupled from the ownership stake with the new Bed machine. Rapid respawning at base will now cost you amber.
FULL CHANGELOG
Hi Hurtworldians,
In this weeks dev update, we check out the new bed device that will drastically change how respawning works and go into detail about our item upgrade system flesh out.
Check out the full update here:
http://hurtworld.com/hurtworld-update-120/
Hi Hurtworldians,
In this weeks dev update we check out the first body kit for the upcoming chopper, talk about whats coming up in our next patch, and look a little deeper into the roadmap.
Check out the full update here:
http://hurtworld.com/hurtworld-update-119/
Hi Guys,
We have a quick hotfix for Fridays patch that addresses a couple of critical issues. This patch won't force a wipe and we will leave the official servers unwiped, it was a coin toss for us given there was possible accidental item duping, we don't think the issue would be widespread enough to warrant a wipe, if you feel otherwise let us know.
Change Log:
Hi Guys,
Today's patch contains a rough sketch of our new town event system which will periodically activate a town with a control point to capture. The player who holds the point for a period of time will be rewarded with valuable loot.
The town system is pretty rough right now, this patch mainly lets us test the framework and see how it fits into the survival game before fleshing out more interesting events.
We've also added the first test items for allowing players to make their items unique. Item naming, and incremental pickaxe attackspeed modifiers allow you to make that pickaxe your own. We will be fleshing this out to many more items and modifiers in future.
You will find the raid drill has returned, and raiding costs have been skewed more towards Amber as well as increased the farm rate of Amber by added drops from creatures as well as Poverty Juice Potion. This should create a good amber sink for endgame players while allowing earlier game players to cope with being hunted a little better with amber naturally flowing towards the highest geared players.
We've also done a pass on balance from the last patch which we will continue to iterate on in coming weeks.
Our best source of balance feedback comes from you guys, keep the suggestion threads coming, we are listening.
Full Change Log:
Hi Hurtworldians!
In this weeks dev update we check out the finished helicopter base chassis, our second town event layout and event go into detail about how our first town events will be structured. We also look at refactoring how base spawning works and refactor the vehicle system to support the chopper.
Check out the full update here:
http://hurtworld.com/hurtworld-update-118/
Hi Hurtworldians,
In this weeks dev update, we work on implementing the foundations of the Helicopter, incorporate town events into a deathmatch game mode for rapid testing, bug fixes, and say farewell to Mr Cow_Trix.
Check out the full update here:
http://hurtworld.com/hurtworld-update-117/
Hi Hurtworldians,
In this weeks dev update, we check out the upcoming item customization systems including naming items, and buffing stats. Got into a bit of detail about the upcoming world town event system and a bunch more.
Check out the full update here:
http://hurtworld.com/hurtworld-update-116/
Hi Guys,
Tonight we have a small update and wipe of all ItemV2 servers with a load of bug and balance fixes from last weeks build. We expect this build to last at least 2 weeks without wipe.
Hi Hurtworldians,
In this weeks dev update we talk about the plans for this weeks mega hotfix / wipe, check out the new upcoming tropical beach biome and the first cut of the Mozzy helicopter low poly.
Check out the full update here:
http://hurtworld.com/hurtworld-update-115/
Hi Hurtworldians,
After a few gamebreakers in tonight's patch we've decided to start fresh on all the ItemV2 servers with a wipe of the last few hours.
This patch resolves the following issues:
Hi Hurtworldians,
Experimental Patch 0.5.0.0 is now live on all experimental servers. This patch brings ItemV2 back very close to balance and progression of Legacy with a few experiments to spice things up.
Hi Hurtworldians!
In this weeks dev blog we are all hands on deck polishing up the most exciting ItemV2 release in a while (Tomorrow 5pm Melbourne time), we also check out the new map.
Read out the full update here:
http://hurtworld.com/hurtworld-update-114/
Hi Hurtworldians!
In this weeks dev update, we check out the helicopter chassis now named the "Mozzy", after our affectionate term for mosquito here in Australia. Progress continues on the new map, set dressing, we implement our new gear protection and recycling systems, and vehicle customization comes back to life in ItemV2.
Check out the full update here:
http://hurtworld.com/hurtworld-update-113/
Hi Hurtworldians!
We're back from the Xmas break and are cooking up some big plans for this 2018. We're starting work on our first flyable aircraft, abolishing durability, iterating on biome set dressing and rebuilding Managatang from the ground up.
2018 is gonna be the year of the Hurt!
Check out the full update here:
http://hurtworld.com/hurtworld-update-112/
Hi Hurtworldians!
In this weeks dev update we check out all the new bows in game, new assets to give more occlusion and variety to our biomes, plans to bring experimental back in line with legacy, and performance optimization.
Check out the full update here:
http://hurtworld.com/hurtworld-update-111/
Hi Guys,
Here we have a hotfix for some of the issues with the experimental patch released on Friday night. Along with some female character improvements. We will be continuing to refine the balance of the experimental branch throughout the week.
Change Log:
Hi Hurtworldians!
Today we have a very rough cut of some of the new systems we've been working on in the experimental branch. Theres a ton of stuff in there, some of it working, some of it half cocked. Rather than try to polish it up we've rolled up a test build to get some feedback while we iterate.
The map for this build is "zonetest" much smaller than mangatang, it will get crowded, but will also play well with lower player numbers.
The name of the game here is Air Drops, Meteor Strikes, Vehicles and Gunfights.
This patch also introduces 3 new playable female characters.
Expect bugs, possible midweek wipes n stuff.
Enjoy!
Hi Hurtworldians!
In this weeks dev update, we check out exploding vehicles, different female characters to choose from, and weather makes it back into ItemV2.
Check out the full update here:
http://hurtworld.com/hurtworld-update-110/
Hi Hurtworldians,
In this weeks dev update, we talk in detail about upcoming releases and development plans, check out our pipeline for porting over gear to fit our female model, improve vehicle physics, and squash bugs.
Check out the full update here:
http://hurtworld.com/hurtworld-update-109/
Hi Hurtworldians!
In today's dev update we check out another wicked bow design by Mils, start a bit of RnD on porting all our gear over to suit a female character, and introduce the new Heavy Slot system.
Check out the full update here:
http://hurtworld.com/hurtworld-update-108/
Hi Hurtworldians,
In this weeks dev update, we go continue the not so exciting (but crucial) world of bug fixing and stability work to get ItemV2 out the door. We check out more bow attachments, and work towards getting meteors and air drops in game.
Check out the full update here:
http://hurtworld.com/hurtworld-update-107/
Hi Hurtworldians!
In this weeks devblog we check out what minable meteors are going to look like, finally replacing the temp amber icon, chat window V2, and we churn our way through outstanding bugs.
Our schedule has been knocked around a bit by most of the team getting sick last week and us focusing on bug fixes over content for a bit. This week there will be no wipe or patch this Friday and we will aim to get most of the stuff we've been working on out next Friday.
Longer term we want to get ItemV2 out on the main branch as soon as possible, but don't want to do that until we know its rock solid. Optimistically that will be around the end of the year, but in reality, it will be "ready when its ready".
Check out the full blog update here:
http://hurtworld.com/hurtworld-update-106/
Hi Hurtworldians!
In this weeks Dev Update we check out upcoming meteor showers, the completed re-curve bow and spending some time stomping lots of outstanding bugs.
Check out the full update here:
http://hurtworld.com/hurtworld-update-105/
Hey Hurtworldians,
Another quick bugfix patch for you tonight to fix up some problems with disappearing objects, vehicle wheel setup and invalid option configurations.
Hey Hurtworldians,
A quick bugfix patch has just gone live fixing an issue with OSX clients + a few other small fixes we've been working on.
Hi Hurtworldians!
In this weeks dev update we check out progress on the modular bow, iteration on the in game map, air drop in game, and the drivable slug.
Check out the full update here:
http://hurtworld.com/hurtworld-update-104/
Hi Hurtworldians!
Tonight's experimental patch introduces our first in game minimap / map, laying the groundwork for our dynamic hotspot build coming up soon. We have also added functional silencers to the AWM and AR15 along with a pass on sound falloffs across the board.
For those new to the game, you can access the experimental branch by right clicking Hurtworld in steam and selecting "Play ItemV2 Experimental". In this branch you will only be able to join servers labelled "ItemV2 Experimental".
Hi Hurtworldians,
In this weeks dev blog, we check out the completed Slug (Truck) + Air Drop Art, the new in-game map, details about this Friday's patch and a new experimental mode we are working on.
Check out the full update here:
http://hurtworld.com/hurtworld-update-103/
Hi Hurtworldians,
In this weeks dev update, we talk about the upcoming Air Drop mechanic, an in game map, weather 2.0 and weapon skinning.
Check out the full update here:
http://hurtworld.com/hurtworld-update-102/
Hey Hurtworldians!
In todays patch we're experimenting with visual options for items, attachments for the AR15 and AWM, adding server config options and the return of the raid drill.
Most clothing items as well as the AR15 and AWM have been setup with several visual options, when one of these items is created it does a random roll to pick one of these looks (based on probability, so some looks are rarer than others).
This should help to reduce the 'Ronald MacDonald Syndrome' found in legacy Hurtworld where everyone appears the same (red jacket and yellow pants).
AR15s and AWMs now have nested item slots again like you may have seen in earlier experimental patches. Both guns spawn with initial parts in these slots so they are instantly usable, the stock AWM is a fixed setup and the AR15 randomly selects its attachments (but it cannot roll rare attachments such as the red dot sights).
Attachments can be equipped by dragging and dropping them over the gun you want to attach them to or you can right click the gun and select inspect from the context menu. Once the inspection window is open the attachments can be dragged into their relevant slots.
Attachment drops have been added into town loot caches and Antor nodes, happy hunting!
We've also made some long awaited changes to server configurations, first up loot modes can now be set through the console command 'playerlootmode'.
This can be set to drop everything, backpack only (like legacy with 0 infamy), backpack + 1/2/3 random item/s, drop nothing and destroy everything.
Also configurable by popular demand is bunnyhopping through the console command 'bhopfriction <0/1>'
Also returning in this patch is the raid drill which we've simplified and streamlined. The new raid drill is 2 parts instead of 3, now just a base and drill bit.
The base is crafted out of the mondinium workbench or the ammunition crafter and once crafted is able to be deployed on its own. Once deployed you'll need to drop a drill bit and some gasoline into the drill to start drilling. Once in action the drill works similarly to legacy except there is no coolant slot to worry about and manage.
This patch also includes a hotfix for the OSX version of legacy Hurtworld (0.3.8.9)
Hi Hurtworldians!
In Hurtworld Update 101 we check out the new hand designed loot colors, making bunnyhopping and loot modes configurable, new world items, SDK update released, PVP iteration plans n' all that good stuff.
Check out the full update here:
http://hurtworld.com/hurtworld-update-101/
Hi Guys,
Tonight we have some critical bug fixes rolling out for both legacy and experimental to address some exploits that have come up this week.
I also pour some beer on the ground for my homie "teleporting bugged creatures" that has been with us since I wrote the AI system and is now fixed. RIP
Hi Hurtworldians!
For our 100th(!) dev update we check out upcoming changes to the no build system, progress on the upcoming 0.4.7.0 experimental patch, changes to the build biome, sharing gun attachments, progress on our map tools and more.
Check out the full update here:
http://hurtworld.com/hurtworld-update-100/
Hi Guys,
Below are the delayed patch notes from Fridays release
Tonight's patch was planned to be the unveiling of the new ItemV2 Red Desert. After a bit of iteration on stuff that looked really cool from the sky, the biome ended up feeling pretty rubbish from the ground. Overall it was far too big without enough stuff. While trying to get the map up to scratch I didn't have much time to work on the actual progression.
Long story short, red desert is pretty useless in this build.
Good news is, Cow_trix and Splatt have been puttering away quietly on the central forest build biome, and its feeling really fricken awesome.
Aside from heaps more occlusion, detail and points of interest in the build biome, its also grown significantly. The gated biomes have gotten much smaller, leaving more room for building and PVP gameplay.
Given that the red desert is pretty moot right now, and the build biome is massive, we made a couple of changes to make this build awesome:
1. Vehicles are much easier to get, some spawn with parts on, and you remove and add all vehicle parts.
2. All resources spawn in the build biome in small clusters. Meaning if you want to slowly etch out a living off somewhere in the build biome without venturing into the gated zones you can. Gated zones will yield progression much faster.
Enjoy xoxo
Hi Hurtworldians!
In this weeks dev update, we check out fleshing out the biomes with non intrusive farmland, a preview of the red desert layout, we re look at rare loot spawning frequency, spraycan worlditems and more.
Check out the full update here:
http://hurtworld.com/hurtworld-update-99/
Hi Hurtworldians,
In todays bugfix patch we're fixing up some critical issues with the 0.4.5.0 patch such as missing loot crates and problems with the Antor's hive spawning correctly along with some other fixes.
Hi Hurtworldians!
In this weeks dev blog we check out new megarocks and procedural rock workflow, iteration on the build biome and plans for the red desert rolling into mangatang next week.
Check out the full update here:
http://hurtworld.com/hurtworld-update-98/
In today's experimental patch we have 2 new creatures rolling out into mangatang, the Dart Bug and the Antor. These guys are still in pretty early stages of balance and development, we will be iterating on them over the next few releases.
Unlike most creatures the Antors (flying insects) spawn around hives that will appear randomly throughout the map. Antors will protect their nest in large swarms, and quickly respawn once killed. Taking these out should be fairly tricky and will require a bit of planning. The rewards for successfully harvesting them are pretty epic to say the least. Probably needs a nerf, but should make for some interesting chaos for this patch.
Master Patch
We also have a small bugfix patch rolling out to the master branch to fix a few exploits that have come up over the last week. These fixes are also in ItemV2.
#hopbunnysomethingsomething
Taking away bunny hopping was intended to open up more interesting PVP strategies and gunplay. We haven't really had time to iterate on gunplay yet to gain said benefit, and support for bringing it back has been fairly one sided. So for at least a couple more patches, I've re-enabled bunnyhopping. Jump height is slightly less than it used to be, so it won't be as easy but should put a higher skill ceiling back into early PVP.
I will look at how it fits into the game in a few weeks when I iterate over the whole of PVP again.
Known Issues
FPS isn't great in the current build for me at least, its on our radar and we will be getting back to our target perf soon. In the meantime, potato mode should still give plenty of FPS if you are having trouble.
Hi Hurtworldians!
In this weeks dev update, we check out the progress on insects, a new health pack item, localization pass, a proper ItemV2 SDK release, and go into more depth about big upcoming map and progression changes.
Check out the full update here:
http://hurtworld.com/hurtworld-update-97/
Hi Hurtworldians!
In this weeks dev update we look at the plans for the next 2 experimental wipe patches. We look at two new upcoming creatures, new AWM Parts, enviro rocks and anticheat upgrades.
Check out the full update here:
http://hurtworld.com/hurtworld-update-96/
Hi Hurtworldians,
This patch contains a new version of the Mangatang map with some experimental gameplay changes. There is now a new, central biome which is the only place where players can place ownership stakes and build permanent bases. While you can place shacks and machines in the starting biome, you cannot place ownership stakes.
Hi Hurtworldians!
In this weeks dev update, we are all hands on deck pushing forward with our map tools and content including new more interesting man made structures like farms, lots of work on roads, trails and intersections, adding the new biome into mangatang and changing up the flow of the game again with a central biome dedicated to construction.
Check out the full update here:
http://hurtworld.com/hurtworld-update-95/
Hi Hurtworldians,
This patch is another bugfix patch for the 0.4.3.x cycle that should help with server stability and performance as well as closing a few gameplay bugs and exploits.
The next experimental content patch (0.4.4.0) is still planned for the 25th of August.
Hi Hurtworldians!
In this weeks dev update we start building the new forest biome into mangatang, give roads an update, more landmarks, and plans for the next experimental patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-94/
Hi Hurtworldians,
This patch focuses on refining the balance of last weeks release, works on making the new map easier to navigate and aims to resolve most of the remaining major bugs.
This patch will include a wipe on official experimental servers to clear out any remaining items that should not exist as a result of the bugs earlier this week.
We are confident this wipe will last the full 2 week cycle and is starting to get to a point of decent balance and stability to sink some time into.
Enjoy!
Hi Hurtworldians,
In this weeks developer update, we get a more detailed look at the upcoming biome development, talk about the plans for the next release cycle and hot fixes for this weeks experimental patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-93/
Hi Hurtworldians,
Hotfix 0.4.3.1 is now live on the experimental branch. This update includes a bunch of balance and bug fixes that should make the entire progression playable again.
We are aware that there will be bogus items in circulation due to the workbench refund issue. We have decided not to wipe the servers today and instead leave the savegames intact for a couple more days of chaos and wipe on Friday with some additional enhancements.
This will push out our next wipe cycle by one week, making the next wipe / patch for experimental after this Friday on the 25th of August.
Hi Hurtworldians,
After a massive 3 weeks of design and iteration we have another drastically changed experimental build.
This cycle's focus has been on taking our new tools and heading back to a more classic approach with a fixed progression, for now moving away from fabricator / blueprint model.
Hi Hurtworldians,
In this weeks dev update, we check out the finished scope, the new coming biome art tests, and talk about the upcoming experimental content design changes.
Check out the full update here:
http://hurtworld.com/hurtworld-update-92/
Hi Guys,
Our ambitious plans with this weeks experimental patch have proven too much for our untested map creation framework. We need a few more days to iron out the performance kinks in the map tools and will have a kickass experimental patch ready for next Friday with an entirely new map + progression and new sniper rifle.
Stay tuned.
Hi Hurtworldians!
In this weeks dev update, we check out the badass AWM sniper rifle, new character creation screen, brand new map tools soon to be released and the specs for the new map and progression going into this Friday's experimental build.
Check out the update here:
http://hurtworld.com/hurtworld-update-91/
Hi Hurtworldians,
In this weeks dev update, we go into detail about the upcoming experimental wipe #6 plans, check out the new terrain tools, procedural rare spawns on all creatures, AWM progress and Biome experiments.
Check out the full update here:
http://hurtworld.com/hurtworld-update-90/
Hi Hurtworldians,
For our 5th ItemV2 experimental wipe cycle we have introduced powerful PVP armor that takes massive durability loss when mitigating damage. In other words it will save your life, but only a couple of times before being decimated. The values are a bit OP right now, we will refine them over the coming weeks.
Another major rollout this week is creature rarity across all biomes and creature types. Look out for uncommon, rare and legendary spawns of each creature typ as well as biome specific variants with custom attacks. You will also find much richer loot from the rare variants.
We also introduced a new impact framework that should make whats going on a lot clearer in combat along with fixing broken combat animations and equip messages.
Enjoy!
Hi Hurtworldians,
In this weeks dev blog, we start updating our environment art, check out consumable PVP armor, AWM progress and rare encounter explosive fire spitting Tokars
Check out the full update here:
http://hurtworld.com/hurtworld-update-89/
Hey Hurtworldians, Experimental Patch 0.4.1.5 is a small bugfix patch with a couple of little changes.
Hey Hurtworldians,
In this weeks update we checkout what to expect in the next experimental content update plus other goings on around the office.
Check out the full update here:
http://hurtworld.com/hurtworld-update-88/
Hi Hurtworldians,
For our 4th iteration of ItemV2 Experimental builds we introduce a new key component to the fabrication workflow: Repairs. Along with a bunch of early game balance and bug fixes.
Hi Hurtworldians,
In this weeks update, we check out some big performance gains and introduce the potato graphics mode, the new AWM Sniper in game, engine world items, and look at what is going into the patch this Friday.
Check out the full update here:
http://hurtworld.com/hurtworld-update-87/
Hi Hurtworldians!
In this weeks dev update, we check out work from the current experimental build, and talk about whats coming over the next few weeks.
Check out the full update here:
http://hurtworld.com/hurtworld-update-86/
Hi Guys, A new patch is now live for both the master branch and experimental branch. Tom continues his efforts to lock down collider exploits and keep your bases secure in master. On the ItemV2 Experimental side Cow_Trix has fixed up support for OpenGL Core which is used by OSX and Linux builds. We also have some balance changes, and exploit fixes. See the changelogs below.
Hi Hurtworldians,
For week 3 of our experimental builds series we are focusing on integrating phase one of the new blueprint / research / fabrication system into the survival progression.
We're really excited to start rolling out these changes, as this is really the meat and potatoes of what we've been working on over the last few months. Content is still very rough around the edges, but its definitely starting to take shape.
These systems fundamentally change the way you gain loot. Removing most of the monolythic list of gear and equipment recipes from the workbench, instead giving you constant randomly rolled loot drops from things in the world.
Instead of spending all you have on a single item that can be lost in an instant, we shift some of that value to machines inside your base. Most of the cost of an item is consumed when "Researching" a blueprint you've found, which then gives you the ability to product multiple copies of the researched item for a low cost.
Hi Guys,
We've been pushing really hard to get this experimental patch out today. Most of the team have barely slept and unfortunately there are just a few too many things we still need to do to ensure a stable enough build without wipes during the week.
We've got some really cool stuff cookin with blueprints, research bench and fabricator machines which are really going to change up survival. Along with an expanded Diemensland brought into ItemV2 world. We'll be working over the weekend to put the finishing touches on it and push it out on Monday.
This weeks city build will remain on the experimental servers until then.
Stay tuned.
Hi Everyone,
Patch 0.4.0.8 for the experimental build is now live.
Changelog:
Hi Guys,
In this weeks Dev Update, we talk about our plans for experimental week 3 coming this Friday, upcoming updates to this weeks experimental City game mode, check out the new sniper rifle, and progress on our map generation tools.
Check out the full update here:
http://hurtworld.com/hurtworld-update-85/
Hi Guys,
This weeks experimental build is now live.
In this weeks experiment, we have thrown 3 cities into an enormous map with mostly wasteland. You can't build, you can't craft, all items can be obtained from cities.
We had fairly ambitious plans for this build, but due to time spent fixing critical engine bugs over the last week, we had less than 2 days to work on it. Either way setting ourselves tight deadlines is good for progress.
Many of the features that we planned to make this a fun game mode aren't live yet. We will be rolling them out over the week as we complete them. For now I have buffed the loot cache spawns in the city so getting a gun should be fairly easy. This should give you a chance to get in some gunfights with the new weapons and explore the city.
I have a feeling performance of the city is going to be less than optimal for our players on lower end machines. Please let us know how it performs on your machine.
Yo Fam! Another quick one for you, vehicles were really broken. If you got in and out of a vehicle 5 times you would collapse into the netherworld. This should be fixed now, along with some other improvements. Keep the reports coming! Change Log:
You guys know the drill. We will keep the patches rolling as we work through the remaining issues. Changelog: Fixed non spatial item slots overwriting when swapped Fixed naked ragdoll (from sleepers) throwing exceptions Removed Tenkoku sky from the project Added destruction of visual assets on the server to free up ram
Hi Guys, Another quick patch for ItemV2 Experimental as we work through the remaining issues. You may have noticed a lot of the 4.0.2 fixes weren't live over the last day. There was a problem with our new build process that didn't update a bunch of our files. These fixes will be in this build. Onward! Changes from this patch:
Hi Hurtworldians,
In this weeks devblog, we discuss next week's experimental content patch going live this Friday (with experimental wipe) and the chaos it will entail. Hotfixes n all that good stuff, the ground log gets some love, and Mils goes into production mode on the mother of all snipers.
Check out the full update here:
http://hurtworld.com/hurtworld-update-84/
Hi Guys, We just pushed out a quick patch to address a lot of the critical issues in the ItemV2 Experimental branch. This patch shouldn't cause a wipe, the next wipe is still scheduled for this Friday. As we were flat out with this patch, we will post the dev blog tomorrow.
Hi Guys,
Have been in damage control mode today on Experimental. As expected lots of systems buckling under full load. Here is where we are at:
Hi Hurtworldians,
Our first iteration of ItemV2 experimental survival is now live.
To launch it, run Hurtworld as normal from Steam and select "Play ItemV2 Experimental". If you don't see this option, please restart steam.
You will need to join a server marked ItemV2. We will add an easier way to filter servers later.
Hi Guys,
In this weeks dev update, we announce the experimental ItemV2 survival stress testing release going out this Friday, along with a plan for a rapid release cycle phasing in new content and experimental game play changes. We also check out steak arms, more worlditems, making atmospherics work with water and trees.
Check out the full update here:
http://hurtworld.com/hurtworld-update-83/
Hi Guys,
In this weeks update, we're mostly on bug fixing getting our new systems ready for the wild. This process is taking a bit longer than expected, but not much point releasing a broken mess to you guys. On the art side we have more work on the new bow, and more world items.
Check out the full update here:
http://hurtworld.com/hurtworld-update-82/
Hi Hurtworldians!
In this weeks update we check out procedurally generated gun skins, refactor to impacts, projectile rendering, new resource world item models, a new bow in the works and most importantly we have been madly crushing bugs in the leadup to the ItemV2 preview.
Check out the full update here:
http://hurtworld.com/hurtworld-update-81/
Hi Guys,
In this weeks dev blog, we discuss a small master branch patch this Friday including a complete official server wipe. Bug fixes, Unity 5.6 upgrade, red dot implemented, skybox upgrades, itemslot UI design pass, all closing closing in on getting ItemV2 out to you guys.
Check out the full update here:
http://hurtworld.com/hurtworld-update-80/
Hi Hurtworldians,
In this weeks update, we merge all our respective projects in and switch to release mode. The aim is to get something out on experimental in 2 weeks. We also check out more gear variations and the hotbar refactor.
Check out the full update here:
http://hurtworld.com/hurtworld-update-79/
Hi Hurtworldians,
In this weeks update we check out more gun parts, paintable military pants, modelviewer upgrades for the SDK, inventory changes, and try to rein in the scope of the ItemV2 unicorn to get it playable.
Check out the full update here:
http://hurtworld.com/hurtworld-update-78/
Hi Hurtworldians!
We have a bunch of new stuff this week. We have new clothing and world item models from TehSplatt. Mils is continuing to push out the AR15 components. Cowtrix makes some solid progress on a tasty new multi slot item system and Tom tackles some back end system modules.
Check out the full update here:
http://hurtworld.com/hurtworld-update-77/
Hi Hurtworldians!
In this weeks dev blog we check out a heap of work on the Icon and world item renderers, new biome prototypes, challenges we're facing on the survival design front, the paintable combat vest, more AR attachments, massive optimizations and some truly terrifying mesh skinning bugs!
Check out the full update here:
http://hurtworld.com/hurtworld-update-76/
Hi Hurtworldians,
In this weeks dev blog, we check out the new combat vest baked out, AR progress, runtime world item and icon building ready to go, lots of groundwork to ensure ItemV2 runs as fast as you need it to, and I go into excruciatingly boring detail about the number engines the behind ItemV2 progression.
Check out the full update here:
http://hurtworld.com/hurtworld-update-75/
Hi Hurtworldians,
In this weeks update, we check out automatic procedural generation of world item visuals, the completed AR in game, we scrap the character re-work and push forward with a new combat vest and continue developing the ItemV2 progression.
Check out the full update here:
http://hurtworld.com/hurtworld-update-74/
0.3.8.4 Changelog
Hi Hurtworldians,
In this weeks dev blog, we check out fixes and some awesome upgrades to the bow, the first complete AR15 build and rendering 3d item icons at runtime.
Check out the full update here:
http://hurtworld.com/hurtworld-update-73/
Hi Hurtworldians,
In this weeks update, we check out painting weapons with different material properties like gloss and metallic surfaces, the sniper scope and holo sight systems are in game and we start fixing all the broken stuff slowly leading up to putting ItemV2 out into the wild.
Check out the full update here:
http://hurtworld.com/hurtworld-update-72/
Hi Hurtworldians,
In this weeks update, we check out paint mods on the new AR, the list of procedural stat affixes we are working towards, iteration on the player model, procedural named items, the new repair workflow ingame and more.
Check out the full update here:
http://hurtworld.com/hurtworld-update-71/
Hi Hurtworldians,
In this weeks devblog, we check out progress on the AR-15, blueprint crafting system, our new recruit has a crack at improving the player model, and a bunch of much needed back end stuff that isn't very exciting!
Check out the full update here:
http://hurtworld.com/hurtworld-update-70/
Hey Hurtworldians,
In this weeks Dev update, we check out the new blueprint system in action, a new AR barrel, extensions of our painting system to enable custom wheel and rim colors, making parked vehicles not clip the ground, and welcome a new member of the team.
Check out the full update here:
http://hurtworld.com/hurtworld-update-69/
Hi Hurtworldians,
This week has been all about getting our procedural creature and loot RPG progression systems ready for content prototyping. Everyone's efforts have been finally coming together, from the difficulty painted into the map, to the random boosted attack speed on the pickaxe that dropped from a rare spawn of a creature. The pipeline is finally connected end to end! On the Art side, the AR15 is looking dam fine, and we our first creature paint masks removing the need to explicit textures for varying animals throughout difficulty levels.
Check out the full update here:
http://hurtworld.com/hurtworld-update-68/
Hey Guys, Hotfix 0.3.8.2 is now live. It addresses some exploits that have come up over the last week.
Hi Hurtworldians,
In this weeks Dev Update, we check out the new durability system, procedural creature spawning system, and more art content.
Tom has also been hunting down bugs on out master branch and will be putting out a small bug fix patch later this week. In addition we will be wiping the Official Infini wipe servers on the 17th of Feb.
Check out the full update here:
http://hurtworld.com/hurtworld-update-67/
Hi Hurtworldians,
In this weeks update we check out building a gun from components with the new attachment system, colorable player gear is in, check our first full quality PBR ironsight test and make it so modders can attach new panels to our existing vehicles.
Check out the full update here:
http://hurtworld.com/hurtworld-update-66/
Also want to give a shout out to our mod community for some awesome stuff I've seen lately. This one in particular is pretty impressive: Soul Stakes
Hi Hurtworldians,
Fair bit of groundwork this week, we revamp our spawning system to make way for epic ItemV2 loots, check our the Mac-10 and M9 attachments, upgrade our mesh painting tech to allow for individual item and weapon attachment painting, and reveal in a bit more depth how loot and progression will work in ItemV2.
Check out the full update here:
http://hurtworld.com/hurtworld-update-65/
Hi Hurtworldians,
In this weeks devblog, the first build of ingame character customization, we push towards getting survival basics back online in ItemV2, make loot tables moddable via the SDK, some bigger jeans and some dam fine AR modifications.
Check out the full update here:
http://hurtworld.com/hurtworld-update-64/
Hi Hurtworldians,
After a relaxing end of year break, we are back into the action with a change in direction with the guns to be more realistic, a new mac10, an awesome new hoodie, context menus on items and sharing items in chat.
You can also now run the latest ItemV2 build without switching branches by selecting the "Launch ItemV2 Experimental". OSX and Linux had some path issues earlier today which should be resolved now.
You can check out the full update here:
http://hurtworld.com/hurtworld-update-63/
Hey folks,
As we bring in the New Year we just wanted to say thanks to you, the community, and wish you a great 2017. We're excited for what's to come.
We all took a few days off between Christmas and New Years, we all relaxed in preparation for the onslaught of work coming to get the ItemV2 Update finished. We also released the first version of the Deathmatch Mode for your testing pleasure.
We had a little Christmas party and in the spirit of the new gun systems that are being built we went and shot Clay Targets. It was a lot of damn fun and Tom (that lucky bastard) won the competition at the end of the session.
We’ll be back to regular Devblog updates early next week and hope you all had a great Christmas and New Year!
Hey Guys,
A late Christmas pressie for you all, the deathmatch preview of our ItemV2 development branch is now public on steam.
You can grab it by opening up your Hurtworld steam properties, then the Betas tab and switch to the ItemV2 branch.
Also be sure to check out the new Skybox by switching to Tenkoku in settings (will currently cost you some FPS, we will work on getting it back to baseline performance soon)
This will download an entirely new version of Hurtworld that won't be compatible with current survival servers. However you can switch back to the default branch at any time.
The build contains some small deathmatch gamemode maps to preview some of the new WIP equipment code and weapons. I have also spun up servers in all regions running our new cityaim practice map.
I will work on a combined build soon so you can checkout our latest progress without having to hop branches constantly, but for now you will need to switch builds.
For those that didn't see it, we posted Dev Blog #61 while steam was down so couldn't make a news post about it.
There is a bit more details on the Dethmatch preview, female hair sculpts, work on new melee combo + charge attacks, and some more weapon prototypes.
Check out the full update here:
http://hurtworld.com/hurtworld-update-61/
Hi Hurtworldians,
In this weeks dev blog we fix up lighting in ItemV2 along with some nice graphics enhancements, the first look at the female character head, 10 mins test footage from the upcoming ItemV2 dm build including a brand new city dm map and more gun prototyping.
Check out the full update here:
http://hurtworld.com/hurtworld-update-60/
Hey Hurtworldians!
In this weeks episode of the Hurtworld Dev Blog we talk about scheduling of upcoming updates, then check out damage feedback upgrades, the bolt action rebuild, see multiple new gun prototypes in action, procedural map construction under the hood, character customization, heaps of new tool concepts, and rebuilding all the broken engine systems in ItemV2 so we can actually release this thing!
http://hurtworld.com/hurtworld-update-59/
Hi Hurtworldians,
In this weeks update we check out new boots, beginning work on character customization, weapon sights, and a heap of bug fixes.
Check out the full update here:
http://hurtworld.com/hurtworld-update-58/
This patch includes a full wipe on official servers. Community servers have the option not to wipe, however sleepers will be retroactively created on startup making players logged out in the open vulnerable.
Official servers should be updated in the next 15 mins.
Hi Hurtworldians,
Hi Guys, Tonight we have another hotfix patch to stomp out some exploits that have come up recently around vehicles, and getting through walls / rocks. The update is compulsory for all servers. As usual, if you wish to play on a server that has not yet updated, you can downgrade your client to the previous version using the "oldversion" branch.
Hi Hurtworldians,
In this weeks update we check out porting the vehicle painting system over the player gear, adding foliage to the city and structures, procedural variable fire rate weapons in game without tick rate aliasing, upgrading the sound system, a new metal material workflow for weapons, a ton of bug fixes.
Check out the full update here:
http://hurtworld.com/hurtworld-update-56/
Hi Hurtworldians,
In this weeks dev blog, we check out work on automatic gun sounds, more weapon silhouette concepts, progress on water and the map. We preview the import process for completely custom player gear which will soon be in the SDK, and the state of bug smashing.
Check out the full update here:
http://hurtworld.com/hurtworld-update-55/
Hi Hurtworldians,
In this weeks Dev Blog, we check out a concepts for a bunch of different guns, 2 new completed backpacks, where we are at with the new 'Nullius' map (Including water!), progress towards the public test of ItemV2 experimental builds, and bug squashing the last of the exploits.
Check out the full update here:
http://hurtworld.com/hurtworld-update-54/
Hi Hurtworldians,
In this weeks update, we check out concepts for 3 new advanced tech weapon types, new shorts, backpacks, gunplay updates, and plans for a deathmatch only ItemV2 preview coming soon.
Check out the full update here:
http://hurtworld.com/hurtworld-update-53/
Hi Hurtworldians,
This week most of the crew are in Seattle for the Steam Dev Days Conference so not a big update. Gav is holding down the fort and shows off the new combat jacket.
Check out the full update here:
http://hurtworld.com/hurtworld-update-52/
Hi Guys, Minor hotfix patch cleaning up the remaining issues that have come up from the update. As always, if you find any issues please let us know in the bug reports forum. Changelog:
Hi All,
There was an issue with the last Hotfix that caused some windows servers to get caught in an update loop.
This is now resolved. If you were having issues, please update to the latest version, otherwise no action is required.
Hi Guys, Patch 0.3.7.1 is now live, this patch should resolve some small issues around raid drills from last nights patch. Changelog: - Drill bug fixed, drills now consistently give resources and return a positive time to next resource - Message added above itembar when entering crawl mode during crash - Some debug messages removed
All official servers have been wiped and updated. A wipe is not compulsory but is recommended. Community servers will need to be updated by their owners, and any Oxide mods will need to wait for the pending Oxide update (wulf is on it now) The main focus of this patch is the new "Kanga" dirtbike, along with some big bug fixes and performance improvements. The new vehicle lod system should stop vehicle horder bases destroying client performance and is the first step towards uncapping vehicle spawn numbers. Workshop Vehicle mods will break with this update, we recommend removing any vehicle mods from your server after the patch to prevent issues. Tom will post a guide on upgrading vehicles to support the new features in the next day or so.
Hi Hurtworldians,
In this weeks Dev update we have a first look at the upcoming PVP/PVE gear split, PVE gear concepts, road tool upgrades and new combat jacket.
Hi Hurtworldians,
For our 50th devblog, we check out the new bomber jacket, the finished Kanga, and set the release date for the next patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-50/
Hi Hurtworldians,
In this weeks devblog, we check out the first completed Kanga paint masks, work on getting the crash system 100% secure and migrate a ton of content into the SDK.
Check out the full update here:
http://hurtworld.com/hurtworld-update-49/
Hi Hurtworldians,
In this weeks update, we checkout the Kanga textured, construction of weapon attachments, bringing the biome system into the SDK / ItemV2 architecture, upgrading the skybox, and handling asset references between mods.
Check out the full update here:
http://hurtworld.com/hurtworld-update-48/
Hi Hurtworldians!
In this weeks devblog, we show a first cut of the new recoil system, new crosshair, kanga body kits in game, progress on the new open jacket, a kick ass road generation tool for Shigitools, and tweaks to the upcoming destructable vehicle / crash system.
Check out the full update here:
http://hurtworld.com/hurtworld-update-47/
Greets Hurtworldians,
In this weeks devblog, we checkout our new road generation tool, a new jacket, kanga progress and steps towards removing the vehicle spawn limit!
Check out the full update here:
http://hurtworld.com/hurtworld-update-46/
Hi Hurtworldians,
In this weeks dev blog we look at our first completed cloth sim pants, the high poly sculpt of the Kanga, poppin mad wheelies, and adding landmarks into the new map.
Check out the full update here:
http://hurtworld.com/hurworld-update-45/
Hi Hurtworldians!
In this weeks dev blog we preview shooting from vehicles, the new headlook feature, the beginnings of partially procedural generated maps, progress on the Kanga and the road to ItemV2.
Check out the full update here:
http://hurtworld.com/hurtworld-update-44/
Hey Hurtworldians,
In this weeks blog, we get some updates on the motorbike, ItemV2 gear, the new map, and the character model. Spencer and Mils are back from their holiday, so expect updates from them next week.
Check out the full update here:
http://hurtworld.com/hurtworld-update-43/
Hey folks, this is a very minor patch to address an issue we found in vehicle spawning behavior that meant vehicles could spawn forever, eventually crashing the server. It also contains a fix for the explodable rock loot configuration, to fix an unintended decrease in drops. Included is also a substantial update to Russian localization, thanks to q1LLa and his friends at HurtworldPro for that. VERSION 0.3.6.6 (4-AUG-2016) [HOTFIX] Fixed vehicles spawning allowing limitless vehicles to spawn across server restarts Tweaked explodable rock to increase drop rates Update Russian Localisation
Hi Hurtworldians,
In this weeks blog, we check out the new motorbike animations, start looking into the design of the next official map, and take a look at the character model.
Check out the full update here:
http://hurtworld.com/hurtworld-update-42/
Hi Hurtworldians,
In this weeks blog, we check out the dirt bike low poly mesh, progress on simulated gear, we start on a brand new map, vehicle optimization, headlook, and the possibility of shooting from vehicles!
Check out the full update here:
http://hurtworld.com/hurtworld-update-41/
Hey folks! This patch introduces the Raid Drill, the first significant change to raiding in a while. This provides an entirely new method for raiding bases, where the drill can attach to a structure and slowly destroy the piece it is attached to. The Raid Drill is made through a new resource-tech tree. Rough Diamonds are a new rare drop from resource nodes that will be needed to craft the Raid Drillbit. This patch also introduces experimental structure decay. This means that a structure in unclaimed territory will begin to take damage if it is left alone (that is, no one is building or removing in that territory). This decay is entirely configurable and we'll be looking for your feedback on if it's not aggressive enough, or is too aggressive. This should mean that old, abandoned bases will eventually disappear from the server, freeing up space and server resources. VERSION 0.3.6.4 (21-JUL-2016)
Hi Hurtworldians,
In the 40th weekly Hurtworld Dev Update we check out the concepts for the new dirtbike (Kanga) body kits, some new WIP jumpers,the finalized raid drill and work on fixing third person aiming.
The raid drill will go live in a small patch this Thursday and will NOT require a wipe.
Check out the full update here:
http://hurtworld.com/hurtworld-update-40/
This is a minor patch to improve join times when connecting to servers, and fix some bugs in mods. For server owners: this patch attempts to give you options when you load a broken mod into your server, or a mod becomes broken through an update. Please remember, when adding mods to busy servers, that you cannot reliably remove that mod from the savegame. This is why we prevent you from loading a savegame that depends on mods that aren't loaded. However, should the worst happen and some mod breaks, and no fix is in sight, and you are not prepared to wipe, there is now a solution. Before doing this, BACK UP YOUR SAVE. You can use the new `forceload` command to force the savegame to load despite any errors thrown. However, we cannot guarantee that your save will load entirely or correctly. Items from mods that are missing will disappear from the world and there could be unforeseen consequences. Think of doing this as 'voiding your warranty' on that save - we will make no guarantees. VERSION 0.3.6.3 (14-JULY-2016)
Hey Folks,
In this weeks update, we show off the running Raid Drill along with some of the mechanics we are working on for it. We start work on the Dirt Bike model, introduce damage and explosions to vehicles, and give sprint some upgrades.
Check out the full update here:
http://hurtworld.com/hurtworld-update-39/
Hi Hurtworldians,
In this weeks update, we have the first results of the physically simulated modelling looking pretty awesome, falling off motorbikes, and vehicle mods are now live!
Warning: Things in the Devblog may be further off than they appear. However they are coming.
Check out the full update here:
http://hurtworld.com/hurtworld-update-38/
This patch includes a number of bugfixes, as well as support for custom vehicle mods. VERSION 0.3.6.2 (4-JUL-2016)
Hi Hurtworldians,
Big shoutout to all our Summer Sale and Humble Monthly Bundle fam joining us this week. May the detcaps be plentiful and the bugs be passable as intended features!
In this weeks episode, Gav becomes a fashion designer, Mils fleshes out the city outskirts, Tom makes sure the city detail won't blow up your PC, Sean starts finally implementing that old thing we call the Raid Drill, and I reveal the new Item Creator.
Check out the full update here:
http://hurtworld.com/hurtworld-update-37/
This update implements a range of changes that will allow for modding in the future, as well as fixes some outstanding bugs and issues. This update will enforce a wipe and is NOT backwards compatible.
Hey folks, just a quick announcement that the 0.3.6.0 patch will go out on Friday the 24th of June, at 5 AM UTC.
Hi Hurtworldians,
In this weeks edition of the Dev Blog, we announce a small patch coming this Friday which will include a global wipe. Construction kit mods are ready to go live, along with rudimentary networked objects (like vehicles) for the modding SDK! We also go through the Ballistics + Melee system upgrades and vehicle Hotfixes.
Check out the full update here:
http://hurtworld.com/hurtworld-update-36/
Hi Hurtworldians!
In this weeks Dev Blog we check out the prototype of a brand new vehicle, city interiors and gun attachment progress and a pretty amazing community made meteor mod.
Check out the full post here:
http://hurtworld.com/hurtworld-update-35/
[ 6078 ]
[ 1321 ]
[ 4049 ]