TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Hurtworld 

 

Developer

 Bankroll Studios 

 

Publisher

 Bankroll Studios 

 

Tags

 Action 

 

Adventure 

 

Simulation 

 

Multiplayer 

 

 Co-op 

Release

 2019-12-10 

 

Steam

 22,99€ 19,49£ 24,99$ / 0 % 

 

News

 228 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 140 

 

Steam Rating

 Mixed 

Steam store

 https://store.steampowered.com/app/393420 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 500,000 .. 1,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 4996  

Average playtime (last 2 weeks)

 699 

Median playtime (forever)

 1428 

Median playtime (last 2 weeks)

 1183 

Public Linux depots

 Hurtworld Linux Client Depot [1.31 G] 



Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.


LINUX STREAMERS (1)
bubexel




Hurtworld Patch 1.0.1.0 Is Now Live

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)


[ 2023-03-17 17:07:12 CET ] [ Original post ]

Quality of Life Patch Going Live Tonight

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


[ 2023-03-17 07:19:15 CET ] [ Original post ]

Hotfix 1.0.0.5 is Now 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:


  • Fixed various construction issues that let players break out of the constrained grid and stack walls next to eachother
  • Fixed issue when teleporting (respawning, initial connection, mod teleports) where structure visuals wouldn't load in instantly allowing xray of bases
  • Fixed errors loading savegames spamming rotation key 16 errors


[ 2020-01-23 07:16:46 CET ] [ Original post ]

Hurtworld Dev Update #162

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/


[ 2020-01-20 18:38:33 CET ] [ Original post ]

Hurtworld Leaves Early Access

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.

New "Talon" Rocket Launcher
Since we introduced the rocket pods attachment to the Mozzy (Helicopter) life has been tough for players on the ground with no means of defence besides a lucky AWM shot on the pilot. This patch evens the field a lot by introducing the new Rocket Launcher.

Designed primarily as an anti air defence the launcher will make quick work of a Mozzy with a well aimed shot. It has some PVP viability but won't overpower better suited weapons and will require some skill to be useful.

New super rare Roach Asylum Body Kit
This badboy is heavily armored from all directions giving the driver good protection from would be attackers. While not immune to Mozzy attacks, it will provide some coverage from your enemies raining hell down on you. Getting your hands on this isn't easy, it will require continuous map control and a fair bit of grind for those clans who go really deep.

Making New Base Construction Easier
One of the hardest things when getting into Hurtworld (and sometimes for experienced players) is setting up your first proper base. The build system is intuitive enough when given the time to read the UI, trail and error around, find more materials before finally getting things secure. This becomes a very daunting task with the threats of the Hurtworld around you.

To make things easier we added a one click deployable 1x1 base complete with totem and bed that can be crafted at the workbench to get the basic security down. From there you can extend to your hearts content with the construction hammer. To prevent top players utilizing this as a field deployable outpost whenever they get shot, you are limited to 5 of these per wipe. Use them wisely!

The other big trip up for new players is accidentally building outside their claimed ownership cell and unknowingly letting people into their base for free. To solve this we added a new cheap tier construction hammer that can only build inside a cell that has been claimed, meaning if you accidentally drift outside your cell, you'll be blocked from building.

Additionally we force starter bases and start foundations to be built away from cell boundaries to ensure the spot that you finally start your mansion will be secure.

We've also refactored the grid that construction must conform to, to squash the build meta of exploiting awkward bugs to build the most secure bases.

The last on the build cake is a new construction removal grace period where if within 5 mins you remove a construction piece, you will get the full price back (instead of the usual half) meaning you can trial and error your way around until everything locks into place without it costing half your materials on mistakes.

Rebalanced Mozzy (Helicopter)
The golden age of Mozzy dominance is coming to a bit of an end. While still super powerful, we nerfed a few things to bring it back in line with the rest of the game now that a lot of people have mastered the art of flying and shooting. The equation on mining rockets is much tighter, and they also can't be used in PVP except against other Helicopters.

The End of The Rock Glitch
Rock exploits has been a fact of life since Hurtworld was created. Many times we thought we had it under control and those escape artists in our community would find another way through the rocks. I'm happy to say with a fair bit of confidence that rock exploits are now not possible. This is an automatic preventative measure that will kill anyone who tries, then report them to us. Attemps to use rock exploits will still result in lifetime bans. Dare I say, building up against a rock is now a good strategy again.

Fixing Up Cave Bases
Having 40 thousand hand placed rocks in our map, every now and then make a formation that can be used to make an unraidable base. We've gone to extreme lengths with the help of our community to eliminate all these spots with a combination of nobuilds around shoreline and rocks filling inland ones, players will now need to figure out the new OP base meta.

Its been a wild ride with plenty more to come, thanks to everyone who has stuck around for the journey with us <3

If you want to get involved head over to our new unofficial official Discord @ discord.hurtworld.com

Full Change Log

  • Added Talon Rocket Launcher
  • Fixed mozzy playing startup sounds when coming into range even if flying
  • Added steam trading cards, emotes and profile backgrounds
  • Improved anti rock exploit detection, enabled killing of players who are detected as well as reporting to developers.
  • Added end tier Asylum body kit for roach
  • Added a grace period where removing construction items will give a full refund to make construction mistakes free.
  • Construction attachments now must conform to a tighter grid, no more stacking walls 100 deep.
  • Added starter base deployment item to help new players get their first real base started with less risk.
  • Added new entry level construction hammer which can't be used outside owned terrain (with the exception of foundations)
  • Large pass on localization across many languages
  • Rewrote how impact effects are synced to other players. You should see correct impact types and positions for all impacts not just your own.
  • Added variable distance culling for vehicles allowing much longer draw distances on active vehicles (Temp disabled troubleshooting issues)
  • Rebalanced Mozzy Rockets:
  • - Mining rockets no longer damage players
  • - Increased the cost of mining rockets
  • - Increased the cost of Avgas
  • - Reduced explosion radius on mining rockets from 7 to 5 meters
  • Increased equip time for AR and SMG weapons from 0.25 to 0.5 seconds
  • Reduced engine volume on ground vehicles
  • Added Starter Base deployable
  • Added console variable StartBaseLimit (default 5)
  • Fixed door sound glitches and re-enabled door sounds
  • Added unique sound to metal doors
  • Added new sounds for storage chest and locker
  • Fixed exit position check on Barra that was being used to get inside rocks
  • Players will now slowy drown if logged out in water
  • Extended bitstream pool size for higher pop servers
  • Optimized server ItemObject allocation
  • Reduced owrong seed yield
  • Reduced detcap drop rate
  • Reduced yield from meteor showers
  • Fixed incorrect fabricator window name
  • Fixed missing pillar colliders on some town events
  • Metal doors now have correct material config
  • Mozzy rotor sound be easaier to identify direction
  • Reduced client vram footprint
  • Fixed rare boars not spawning
  • Added slightly different sounds for all types of explosions, including distance fade effects
  • New coat of paint on the main menu
  • Removal ghost for construction hammer doesn't show in cells owned by other people
  • Updated the volume attenuation curve to fade more smoothyl
  • Change default music volume to be audible
  • Fixed being able to look into bases by building very high in the air
  • Fixed projecties being incorrectly denied (blue hit marker) when clipping close to wall edges
  • Improved internal server DDOS protection
  • Re-enabled tether bow
  • Fixed fridge
  • Updated storage chest and locker sounds
  • Fixed upside down torch removal ghost
  • Added Bhop script protection


[ 2019-12-11 00:56:11 CET ] [ Original post ]

Daily Deal - Hurtworld, 65% Off

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


[ 2019-12-10 19:19:00 CET ] [ Original post ]

Hurtworld Launching December 10th

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!


[ 2019-11-27 03:08:55 CET ] [ Original post ]

Hurtworld Dev Blog 160



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/


[ 2019-10-02 18:02:07 CET ] [ Original post ]

Dev Update 159


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/


[ 2019-08-22 06:50:27 CET ] [ Original post ]

Hotfix 0.8.2.1 Is Now Live



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.

Change Log


  • Fixed hatch race condition that could be used to push into rocks
  • Fixed emotes being used to enable equipment while inside vehicles
  • Fixed player map markers spamming errors
  • Temporarily disabled tether bow to investigate possible exploits
  • Further extended inside rock detection and reporting mechanism




[ 2019-08-20 00:00:30 CET ] [ Original post ]

Update 0.8.2.0 Is Live



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.

Change Log


  • Added Barra power boat
  • Refactored how loot drops during a helicopter crash. Now the mozzy corpse will collect all loot including player gear drops, amber claim and mozzy storage. Items will be dispensed on dissasembly. Death markers will only show where you died, not track your loot.
  • [MAP]Added 2 new town: Factory and Bandit Village replacing a bunch of duplicate towns
  • [MAP]Added NoBuilds back to the roads
  • [MAP]Added piers around the coast
  • [MAP]Patched a few Death Holes
  • [MAP]Fixed broken loot frenzy for jungle town events
  • Improved loot frenzy tier one loot
  • Fixed broken loot table in bandril
  • Improved protocol security
  • Reduced explosion audible distance
  • Fixed a bunch of sounds with the wrong falloff config (eg: pistol reload)
  • Fixed new animals having wrong name
  • Can no longer store heavy blocks in furnace
  • Fabricator should refund the correct item when wrenched now
  • GPU Queue should now have an effect again. Keep in mind it does affect latency and will make gunplay harder
  • Fixed description of item namer
  • Fixed totems drawing in front of walls sometimes
  • [SDK]Made map scaledown on build a configurable setting in level config
  • Added small iron door, small iron floor, iron triangle floor
  • Fixed protect all amber context menu not working if you had the exact amount
  • Fixed protect not being greyed out if you couldn't afford it
  • Fixed town events not showing up if you are already in the town when it starts
  • Fixed deep ocean biome freezing you regardless of if you were in water, now in boats and choppers you can keep mild gear on


[ 2019-08-01 18:05:38 CET ] [ Original post ]

Dev Update 158



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/


[ 2019-07-11 12:35:39 CET ] [ Original post ]

Patch/Wipe 0.8.1.0 Is Live



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.

Change Log


  • Improved handling of Mozzy to be more predictable
  • Added profiling diagnostic info to help locate rendering bottlenecks
  • Reduced VRAM usage on lower end machines
  • Changed allocation of Items back to use pooled structures to reduce server spikes
  • Fixed issue with lod colliders popping in for towns
  • Fixed various build bounds issues with construction prefabs
  • Fixed crash caused by too many audio sources
  • Improved creature animation lodding


[ 2019-07-05 10:08:35 CET ] [ Original post ]

Hotfix 0.8.0.2 Is Live



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!


[ 2019-06-25 19:30:06 CET ] [ Original post ]

Hotfix 0.8.0.1 Is Live



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!


[ 2019-06-19 12:26:19 CET ] [ Original post ]

Island Hopper Update 0.8.0.0 Is Live



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!

Change Log


  • Added many new islands to Nullius map
  • Scaled mailand nullius down by 25%
  • Added Skoogler Creature
  • Re-added Antor hive with Antor Creatures
  • Added Bandril Creature
  • Re-added thornling Creature
  • Added Sabra creatire
  • Added Rafaga creature
  • Added Rocket pods attachment for Mozzy
  • Added 3 types of rockets (Mining, Combat and Raiding)
  • Added Iron Door
  • Added Iron Garage Door
  • Added Iron Floor
  • Added new teir of workbench: Fabricator
  • Added new metal Galvanite
  • Added Galvanite Pickaxe
  • Rebalanced how campfires work to not overheat you as much
  • Updated lighting in green biome
  • Added SAM sites around the map that fire at any occupied Mozzy where the pilot doesn't own the cell its in
  • Reduced the restrictions on territory control points heavily. Lockout is disabled, anything can now be built on them including beds and machines. Lastly nobuild surrounding them has been removed (might need to tweak this)
  • Extended territory control ownership system on islands to claim the entire island (and control of the SAM sites), he who controls the territory controls the whole island.


[ 2019-06-18 18:42:09 CET ] [ Original post ]

Extended Gameplay Trailer



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


[ 2019-06-18 14:56:43 CET ] [ Original post ]

Dev Update 157



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/


[ 2019-06-14 06:34:49 CET ] [ Original post ]

Dev Update 156



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/


[ 2019-05-27 17:51:21 CET ] [ Original post ]

Hotfix 0.7.3.2 Is Live And Official Servers Have Wiped



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!


Changelog


  • Improved stability of tether system, tethers no longer have a force limit that can break them
  • Multiple players can now be connected to the same tether network
  • Improved the vehicle 'is entry safe' check for unsafe seats (fixes Kanga entering a state where entering it will instantly cause a crash)
  • Lengthened raid drill audio falloff (now matches legacy distances)


[ 2019-05-16 10:11:51 CET ] [ Original post ]

Dev Update 155



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/


[ 2019-05-06 09:03:07 CET ] [ Original post ]

Hotfix 0.7.3.1 Is Live and Official Servers Have Wiped


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!

Changelog


  • Improved several icon poses
  • Muzzle flash position for zero silencer fixed
  • Reduced MAC10 pvp and pve damage (20 -> 15)
  • Fixed broken ladders in hangar towns
  • Fixed broken heavy crafters in hangar/servo wars towns
  • Fixed inaccessible Kanga jump puzzles
  • Added camo mask patterns to Dappler and Vista reddot sights
  • Fixed using the Roach to peek through bases, Roach rear seat entry can now be blocked by other geometry and has its own connected passenger simulation so rear seat passenger can be knocked off


[ 2019-05-02 09:54:37 CET ] [ Original post ]

Patch 0.7.3.0 Is Live!



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.

Full Changelog


  • Added Mac10 gun and attachments to game
  • Added 2 new town events in start biome
  • Added swimming and oxygen mechanics as well as 'wet' binary effect
  • Updated graphics for sunscreen and poison sac
  • Fixed a race condition allowing door colliders to briefly penetrate players
  • Fixed many objects having the wrong material config (wrong impact particles + footstep sounds)
  • Updated Nullius map adding inland water features + fixing overpowered base locations
  • Added ultra basic water shader for potato mode
  • Fixed a spot where you could get stuck in the 'Servo Wars' town event
  • Fixed an issue where players would incorrectly receive fall damage when wedged between 2 unwalkable surfaces
  • Improved muzzle flash positions on guns
  • Fixed owrong icon poses
  • Removed most invisible cats to test performance improvement
  • Fixed first person blending issues between hipfire and aimed poses
  • [SDK] The clan registration window can now receive and display custom errors from server through ClanManager.RPCClanCreationError()
  • [SDK] GiveItemTrigger works correctly again, a simple example has been configured inside the level template


[ 2019-04-18 11:08:22 CET ] [ Original post ]

Patch 0.7.2.0 Is Live - Content Delayed!



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:

Time Locked Servers
Keeping a Hurtworld server competitive is a difficult thing when all players have different amounts of time to allocate to the game. Players who can roll around at 5am raiding people and collecting event loot have a big advantage and somewhat bypass the intended population of the server.

We design the balance for servers with >50% people in them, this is impossible to achieve 24 hours a day.

To work towards solving this we came up with running specific servers time locked to specific hours of the day. For example, Russia #1 will open at 4pm and close at 2 am Moscow time giving players from that region a reasonable chance to be able to play for most of the time that the server is running.

We will be experimenting with different time configurations so we cater to all players. This will not necessarily be a permanent thing, just something to test this week while we finish off the content patch. Let us know what you think in the comments!


Full Change Log:


  • Added timelock feature for servers that are only open during specific times of the day. This is a new feature we will be testing on official servers. This should make it feasible that regular people can be online for close to 100% of a servers uptime and be more competetive with players who can play all night. This should also reduce the chance of offline raids as there is a good chance most clans will have someone online during peak times.
    Usage: timelock (Must be the first command in your autoexec.cfg, cannot be changed at runtime, relies on autorestart when a server shuts down from your OS start script)
  • Fixed a bug causing player nameplates to disappear
  • Fixed some item serialization bugs + added extra debug messages to help find problems
  • Added a new right click menu option to amber that will protect all your protectable items
  • Fixed footsteps on metal surfaces using the grass footstep sound
  • Removed door sounds until we fix them to be consistent
  • Item descriptions now display on item tooltips
  • Frozen steaks (cooked and raw) are now stackable
  • Removed territory C4 from town loot crates
  • Removed FR18 Probos Tip from town loot crates
  • Added extra Shotgun Shell recipe that uses Shaped Ultranium instead of Shaped Mondinium
  • Added descriptions to weather effect tooltips


[ 2019-04-11 11:27:30 CET ] [ Original post ]

Dev Update 154



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/


[ 2019-04-09 10:31:30 CET ] [ Original post ]

Hotfix 0.7.1.5 Is Live and Official Servers Have Wiped


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!

Changelog


  • Fixed recycler returning too few materials for several items


[ 2019-03-28 07:07:28 CET ] [ Original post ]

Hotfix 0.7.1.4 Is Live!


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!

Changelog


  • Being tethered now cancels any active emotes
  • The recycler now correctly accounts for recipes that output a stack of items (Fixes Landcrab mines and others having incorrect recycling returns)


[ 2019-03-25 14:45:19 CET ] [ Original post ]

Hotfix 0.7.1.3 Is Live and Official Servers Have Wiped



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!

Changelog


  • Tethers now break when exceeding their force limit
  • All vehicle types are now destroyed when failing their 'out of bounds' check
  • Fixed a null reference issue in the crash system
  • EAC should now load correctly on Mac and Linux clients



[ 2019-03-14 11:09:27 CET ] [ Original post ]

Dev Blog 153


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/


[ 2019-03-05 15:05:56 CET ] [ Original post ]

Hotfix 0.7.1.2 Is Live!


Hi Hurtworldians,

Tonight's hotfix aims to increase the stability of interactions around tethers and should make things run a little smoother.

Change Log


  • Fixed the force position and visuals not matching up on tethers
  • Added a min tether length to prevent flying feedback loop on short tethers on vehicles
  • Fixed a bug where getting forced into a vehicle (or crash vehicle aka tether) would fail and kill you instantly and leave you in an invalid state
  • Fixed not being able to be tethered while holding a heavy slot item


[ 2019-03-05 09:24:58 CET ] [ Original post ]

Hotfix 0.7.1.1 Is Live!



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

Changelog


  • Improved DDoS flood detection to reduce false positives
  • Fixed incorrect hitbox setup on land crab mines
  • Removed player collisions with poison traps (they still get triggered, this is just about restricting movement)
  • Tokars now drop poison sacs correctly
  • Improved camera positioning for crash 'vehicle'


[ 2019-03-01 11:51:18 CET ] [ Original post ]

Patch 0.7.1.0 Is Live!



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.

Tether System
This introduces a range of new gameplay opportunities beginning with a way to interact with your enemies in a non lethal way. The first attack with the tether bow will force a hit player into a bound state (similar to falling off a bike) and allow the shooter to drag them around at their leisure. The bound player can be freed by another player cutting the line or the attacker switching weapons from the tether bow.

Although this sounds overpowered in a PVP situation, we've made the bow projectile speed very low, making it quite hard to hit anyone with, while consuming expensive arrows. In any scenario where you can capture someone using this weapon, you would likely been able to kill them easily with a cheaper weapon.

The bound player always has the option to suicide using the console (F1->kill), which means the worst case scenario you die. In some cases your attackers will set you free or even enrich your gameplay experience by forcing you into slavery of some kind.

Once you have a single target tethered, you can bind it to another object by hitting a second "tetherable" physical object. At this point this can include other players or vehicles. There is no limit to the amount of objects that can be tethered together, however the weight will add up the more you want to lift / drag, make sure there is sufficient pulling power to toe your chain of victims across the map.

More pulling forces are better than one in cases you want to lift something heavy, combining multiple vehicles towing / lifting will increase your pulling power.

Warning: As with any physics toys, expect a lot of instability and random physics impulses that shoot you into another dimension. Tether at your own risk!

Cosmetics
While we've been busy working on stabilizing the servers against DDOS attacks and garbage collection spikes, our art team have been heavily expanding our gear cosmetics to replace a bunch of placeholder gear with more application specific looks as well as tons of hats and masks to ensure no two players look the same.

Traps
All the traps from legacy have had a revamp and been brought into V2 along with all new fake sleepers, fake loot crates and fake air drops to bait your opponents into ambushes or just kill them outright.

All this with a ton of bug fixes and improvements. See the changelog for a breakdown.

Happy hunting

Change Log


  • Added new tethering system and tether bow item for tying players and vehicles together with rope
  • Added several new vanity items (these items have no gameplay stats and are visual only)
  • Added new 'Rebel' gear set replacing several items from the heat protection progression
  • The combat helmet has been converted into a vanity item
  • Added fake sleeper traps, these will explode when destroyed
  • Added fake airdrop trap, these will call in an airdrop when placed, the cargo crate from this airdrop will explode when interacted with
  • Landcrab mines, medusa vines and poison traps are returning from legacy
  • Poison trap overhauled so it no longer destroys itself when triggered, instead it will need to be disassembled with a machine wrench
  • Crosshair hit markers are now activated by the server rather than being client predicted (seeing a non-blue hit marker should now always be a reliable hit)
  • Succulent plants and sunscreen are returning from legacy
  • Inactive item transitions now also have a progress bar so falloff progress can be tracked
  • Added irradiated owrong seeds as a new item transition from owrong seeds
  • Plugged up several rock cave base locations in Nullius
  • Fixed regressions in balance changes (Mozzy insurance cost and pistol rate of fire are now fixed again)
  • Fixed machines not being irradiated properly
  • Fixed TimedEffectZones trying to affect destroyed entities
  • Fixed a potential null reference exception in MapComponentMarker
  • Fixed Mozzys not consuming fuel properly


[ 2019-02-28 15:49:44 CET ] [ Original post ]

Hotfix 0.7.0.13 Is Live!



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.


[ 2019-02-22 06:28:08 CET ] [ Original post ]

Hotfix 0.7.0.12 Is Live!



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.


[ 2019-02-20 10:23:03 CET ] [ Original post ]

Dev Update 152



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/


[ 2019-02-15 13:32:19 CET ] [ Original post ]

Hotfix 0.7.0.11 Is Live and Official Servers Have Wiped


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.

Full Changelog



    • Improved camera collision detection again to stop players peeking into bases
    • Fixed construction placement validation volumes on several construction pieces
    • Fixed some layout issues in clan UI
    • Added an extra player volume to sleepers so construction validation checks against them are identical to players
    • Items with durability can no longer be recycled
    • Halved Beretta 9mm Pistol fire rate
    • Fixed players occasionally respawning at vehicles instead of their chosen respawn point
    • Added a vertical offset to crash vehicle camera to stop it colliding with the ground when rolling (makes camera much smoother when crashing)
    • Fixed ammo UI being cutoff for some languages
    • Fixed Mozzy claiming not consuming the amber cost
    • Fixed Mozzy sounds playing at incorrect times


[ 2019-02-15 11:04:32 CET ] [ Original post ]

Hotfix 0.7.0.10 Is Live!



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.

Change Log:


  • Big improvements to targeted DDOS attack protection
  • Fixed Emote crouch bypassing stand up check and being used to get into rocks


[ 2019-02-11 10:51:34 CET ] [ Original post ]

Hotfix 0.7.0.9 Is Live!



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:


  • Permanent fix for OSX crash from network API bypass
  • Item invalidation / creation no longer allocates a ton of serverside allocations
  • Removed a ton of redundant map marker network objects
  • Ported object event subscriptions away from delegates to reduce allocations
  • Reduced max CPU usage of weather systems and spawn director


[ 2019-02-06 10:58:44 CET ] [ Original post ]

Hotfix 0.7.0.7 Is Now Live!



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.

Changelog


  • Added a heavy storage rack for storing heavy slot items
  • Improved DDoS protection
  • Added MinSpikeDebugTime console setting that will configure how often warnings for long frames will be output. Defaults to 5 seconds, will output a warning whenever a frame takes longer than the time (in seconds). If profiling server performance, a value of 0.5 should provide some good insight. We are curious what the max these spikes get up to on community servers
  • Added invert pitch option toggle for helicopters
  • Fixed in game changelog not showing properly
  • Improved positioning of owrong and bandage items
  • Improved entity update tick timing when in low performance situations (should improve smoothness and consistency when running FPS less than twice the tick rate)
  • Added handling for EAC shutdown error preventing servers from shutting down and restarting smoothly


[ 2019-02-01 09:01:48 CET ] [ Original post ]

Hurtworld Dev Blog #151



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/


[ 2019-02-01 07:57:07 CET ] [ Original post ]

Hotfix 0.7.0.6 Is Live!



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.

Changelog


  • Fixed an issue with MacOSX version not being able to connect to servers
  • World item generation refactored and performance improved (should help with item falling through world issues)
  • Mozzy chassis can now be recolored and will accept Mozzy paint masks
  • Improvised bow can now be recolored
  • Improved camera near clipping plane collision detection (fixes being able to peek into bases by placing your camera at strange angles in third person perspective)
  • Fixed race condition in server interaction blast casts
  • Reduced memory allocations resulting in more consistent performance


[ 2019-01-25 12:40:45 CET ] [ Original post ]

Hotfix 0.7.0.5 Is Live!



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.

Change Log


  • Patched an exploit in RPC layer that could be used to crash the server with malformed packets
  • Fixed race conditions in background network thread
  • Removed over eager allocation of network message buffers using tons of ram
  • Reduced frame lease pool of network messages on client (less ram usage)
  • Added "frameleasebitstreampool " console command to expand bitstream pool. Increase this if you are getting frame lease exceeded by . Default on the server is 1500, only increase by amounts exceeded.


[ 2019-01-21 16:51:06 CET ] [ Original post ]

Hotfix 0.7.0.4 Is Live!



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

As well as the ability to use rcon from inside the queue.

The "playerid" command will put your steamid into your clipboard for quick jumping of self through queue.

Lastly server connection issues now render on top of the UI.

We'll be monitoring the servers to ensure the fixes are improving things and will keep working on perf improvements into the weekend.

Thanks for your patience, happy hunting.


[ 2019-01-18 16:00:48 CET ] [ Original post ]

Server Performance Status Update



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


[ 2019-01-17 09:39:39 CET ] [ Original post ]

Hotfix 0.7.0.2 Is Live!



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!

Full Changelog


  • Deferred spawn system no longer starves players that joined the game late of entity spawns
  • Removed Low Ram Mode from launch options and added to options menu
  • Added automatic Low Ram detection
  • Fixed options not saving on restart
  • Heavily optimised meteor showers and cargo plane network traffic
  • Removed nonsense numbers from "debug 1" text
  • Removed a ton of useless server debug messages
  • Server is now forced to use low ram mode
  • Crunched a bunch of level textures that didn't need to be high res


EDIT:
Doubled default socket receive buffer size and added "receivebuffersize" command to console


[ 2019-01-16 13:31:22 CET ] [ Original post ]

Hurtworld Hotfix 0.7.0.1 Is Live!



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:

0.7.0.1 Changelog:


  • Removed default ping filter from server browser. Server browser pings are often inaccurate, use in game ping as indicator through 'debug 1' in console
  • Added Low Ram Mode as launch option
  • Disabled turning off EAC
  • Beds can now be placed without build rank on clan ownership cells if you are part of the clan
  • Added ping indicator in debug text (f1 -> debug 1)
  • Fixed door costs being out of sync with UI


[ 2019-01-14 11:05:04 CET ] [ Original post ]

Hurtworld V2 Is Now Live



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

Clans
Clans have been added to the game
Players apply to join clans, clan officers and admins accept or reject applications
Online clan members are marked on the map and their nameplates are recolored green and draw at a longer distance
Clan totems have been added that work like ownership stakes except entire clans are authorized instead of individual players

Amber protection
Added amber protection to many items, these items can be protected for a small amber cost so they do not drop on death (the amber drops instead)

Customisation (gear)
Gear can now be customised with various consumables that can change colors, patterns and item names

Fragments
Added fragments that can be inserted into items with spare upgrade points to give them extra stat bonuses

Customisation (players)
Players can now change their base appearance, hair style and facial hair

Town events
Added town events that start randomly around the map and are marked with a yellow circle
Control town events are won by being the only player standing on the capture point until it is fully captured
Loot frenzy events spawn extra loot boxes that have more loot than usual and are marked on the map

Meteors
Meteor strikes spawn randomly around the map and are marked on the map by colored circles matching the color of the rich resource nodes they spawn

Air drops
Air drops spawn around the map dropping valuable loot caches, these are not marked on the map so keep your ear out for planes flying overhead

Mozzy
Added the Mozzy helicopter into the game, these chassis have a rare chance of spawning in towns

Heavy slot
Added heavy slot items, players can only carry one of these items at a time and will move slower while carrying them. Additionally players cannot enter vehicles while carrying a heavy item or equip gear from the hotbar.

Slug
Added the Slug truck into the game, they can carry up to six heavy slot items at a time and are useful for transporting them around

Overhauled weapon simulation (recoil etc)
We've upgraded our weapon simulation to include recoil and contextual bloom that effects the gun differently depending on movement speed and whether or not the player is grounded.

Weapons
We've rebuilt all the weapons in the game to match the new graphic style and take advantage of our new item system.
Most weapons now have attachments that can be swapped out to give the weapon different stats and behaviour (eg. sights, magazines, silencers)

New level
Diemensland has been replaced with our new level Nullius

Map
We've added a minimap and compass to the UI as well as a full screen map overlay that can be toggled with the 'M' key by default

Territory control
Territory control points have been added that can be captured and controlled by clans
Territory control points show their owner on the map
Territory control points create rare heavy slot resources roughly every 20 hours, if one has spawned and is waiting to be collected this will be indicated on the map
Territory control points can only be defended with wooden and concrete constructions
Added Territory C4 which is a cheap to craft C4 that can only be deployed at territory control points
Territory control points accumulate clan ranking points which can need to be claimed from the point, these points are then used to rank the clans in the clan roster for bragging rights

Jump puzzles
Several 'jump puzzles' have been added to the level, these are hard to complete jump tracks for the Kanga motorbike that reward rare materials that can be traded for rare Kanga panels

Rare crafters
Added crafting machines to major towns that craft vehicle panels and other rare items in return for heavy slot resources and jump puzzle rewards

Connection Queue
Servers now place players into a queue when they are full (default queue size is 20)

Rare creatures
Creatures have a chance to spawn as a rare variant with different colors, upgraded stats and rare loot

Interaction tabs
All nearby interactable items are now listed as tab buttons on the left of the screen when the character window (inventory) is open
The clan window and handcrafting menu are also accessed via these interaction tabs

Recycler
A recycler machine has been added that can turn spare items back into their original materials (with some loss)

Temperature overhaul + thermometer ui ** food buff
Biomes now have a consistent day and night temperature rather than constantly blending between the two
Hot and cold protection stats now increase your maximum and minimum safe temperatures respectively
Added a thermometer ui that displays maximum and minimum safe temperatures as well as the current temperature
Being well fed (having less than 25% hunger) gives a small buff to temperature protection, eating a cooked steak provides a short buff to temperature protection as well. These buffs stack

Bandages
Added consumable bandages that are used while standing still and heal the player


[ 2019-01-13 07:59:05 CET ] [ Original post ]

Daily Deal - Hurtworld, 60% Off

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


[ 2019-01-12 19:05:00 CET ] [ Original post ]

Hurtworld V2 Launch



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/


[ 2019-01-08 19:51:22 CET ] [ Original post ]

Hurtworld Dev Blog #149


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/


[ 2018-12-20 13:35:36 CET ] [ Original post ]

Exp Patch 0.6.5.0 Is Live!



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!


Full Changelog


  • Vehicle beacons have been removed
  • Kangas, Roaches and Goats can no longer be destroyed (they can still be disassembled though)
  • Claimed vehicle inventories are no longer locked
  • Vehicle wheels can be destroyed again
  • Scrap has been removed
  • The vehicle crafter has been removed
  • The vehicle wrench is now crafted from the wood workbench
  • Claiming a vehicle will first unclaim any current claims of the same type
  • Map tracking added for claimed vehicles in close proximity
  • Emission is now animated and controlled by power for campfire, firepit and blast furnace
  • Added town loot spawns to all town event locations
  • Large mining rocks that can only be mined with explosives can now fall from meteor showers in the snow and red desert biomes
  • Dynamite is now craftable from titranium workbench
  • New coal model
  • Hair added to most hat models
  • Lower LODs created for many assets
  • Item icons updated
  • World item scales updated
  • Clan creator visuals updated
  • Blast furnace flame particle position lowered
  • Interaction tabs now fallback to handcrafting window when no other left hand side window is open
  • Improved Nullius' shorline
  • Fixed group id pooling issue (fixes map marker issues)
  • Stopped player ragdolls colliding with loot boxes to improve ragdoll consistency
  • Vehicles can now only power on when the drivers seat is occupied
  • Territory control zones now reset their build restrictions when captured
  • Updated gearbox and engine names to include vehicle types
  • Wheels, gearboxes and engines will now be added to loot on vehicle disassembly rather than being destroyed
  • Fixed several broken ladders in town events
  • AR15 ironsight ads fov set to 75%
  • Changed mini rank for authorizing on clan totem or capturing a territory marker to recruit (was officer)
  • Vehicle disassembly loot rebalanced
  • Increased rare creature spawn rates


[ 2018-12-13 16:59:44 CET ] [ Original post ]

Hurtworld Dev Blog #147



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/


[ 2018-12-05 13:22:22 CET ] [ Original post ]

Hurtworld Dev Blog #146



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/


[ 2018-11-27 18:15:09 CET ] [ Original post ]

Hurtworld Dev Blog #145



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/


[ 2018-11-23 06:50:28 CET ] [ Original post ]

Hurtworld Dev Blog #144


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/


[ 2018-11-13 14:20:06 CET ] [ Original post ]

Exp Hotfix 0.6.4.1 Is Live!



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

ChangeLog


  • Fixed not being able to build with normal stake if you weren't in a clan
  • Fixed missing storm spawners
  • Fixed missing vehicle spawners
  • Reduced storm spawn frequency and duration
  • Added teleportmarker admin console command
  • Fixed some broken roads in nullius
  • Fixed Linux EAC hashing
  • Fixed Locker LOD issues


[ 2018-11-09 09:44:52 CET ] [ Original post ]

Exp Patch 0.6.4.0 Is Live!


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!



Full ChangeLog


  • Added territory control points all over the map that reward clans with PVP points
  • Clans are now ranked in the clans screen by points accumulated
  • Added new territory c4 for raiding territory control points. This is far cheaper than normal c4
  • Increased wood drop rate
  • Fixed bug where you couldnt zoom the map if hovering over a marker
  • Redesigned clan totem
  • Updated campfire visuals
  • Updated fire pit visuals
  • Updated locker visuals
  • Updated c4 visuals
  • Redesigned all 3 male characters (edited)
  • Optimised environment rocks to use far less polygons, should give a good boost to FPS.
  • Fixed duplicate environment assets spawning in the map
  • Polished a lot of the clan UI
  • Made shoreline not so shit
  • Redisigned first and third person hands to not look like french fries
  • Clan tags now show in chat
  • Massively boosted vehicle attachment spawns on world chassis


[ 2018-11-08 10:07:09 CET ] [ Original post ]

Hurtworld Dev Blog #143


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/


[ 2018-10-31 18:55:38 CET ] [ Original post ]

Exp Patch 0.6.3.0 Is Live!



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!

Full Changelog (0.6.3.0)


  • Overhauled interaction UI to allow multiple touches on client and clicking through available interactables
  • New Clans System
  • Clan Totem
  • Doubled amber drop chance
  • Increased iron drop rate
  • Increased wood drop rate
  • Automatic drill machine visuals updated
  • Blast furnace visuals updated
  • FPS arms updated
  • Removed default attachments from AR15 and AWM loot tables
  • Map marker performance increased
  • FR18 Jacket Silencer and Locus Scope are now supported by the Camouflage mask
  • BoltAction guns (FR18 and AWM) now require a bolt pull on first equip before firing
  • FoV in options is now set as horizontal FoV, FoV max increased to 110
  • Sighted zooms are now calculated as a % of base FoV rather than an explicit number
  • Console command 'setres' format has changed to 'setres ', console command 'reslist' will show compatible resolution list
  • Fixed a bug in ItemCustomisationWindow where if an item with multiple redundant SkinnedMeshAttachmentConfigurations could throw exceptions if there were at least 3 custom pixel index conflicts.
  • Improved third person camera line of sight check
  • Weather systems now have a longer falloff area at their edges
  • World items are now forced asleep after 10 seconds
  • AWM and AR15 scale adjusted
  • Improved performance of vehicle health sync
  • Activated GPU instancing for several environmental assets
  • Improved uber shader performance when backfaces are culled
  • Fixed incorrect removal ghost on Titranium workbench
  • Fixed incorrect low LODs on Iron Ore resource node
  • Fixed incorrect name display when looking at someone elses bed UI


[ 2018-10-18 16:57:33 CET ] [ Original post ]

Hurtworld Dev Blog #142



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/


[ 2018-10-17 18:19:57 CET ] [ Original post ]

Hurtworld Dev Blog #141



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/


[ 2018-10-08 12:26:38 CET ] [ Original post ]

Hurtworld Dev Blog #140



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/


[ 2018-10-01 10:58:52 CET ] [ Original post ]

Hurtworld Dev Blog #139



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/


[ 2018-09-24 11:59:38 CET ] [ Original post ]

Hurtworld Dev Blog #138



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/


[ 2018-09-18 17:11:29 CET ] [ Original post ]

Hurtworld Dev Blog #137



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/


[ 2018-09-07 11:22:52 CET ] [ Original post ]

Exp Patch 0.6.2.0 Is Live!



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

Changelog 0.6.2.0

  • Added new town events to Nullius
  • Added FR18 bolt pull rifle
  • You can now delay the bolt pull on the AWM and FR18 by holding the fire button, this lets you watch the bullet drop to help you sight in long distance shots
  • Added camoflague mask for all guns
  • Added 12x scope for AWM
  • Removed add pocket fragments
  • Removed zoom amount fragments
  • Added bow scatter shot fragment
  • Removed bow extra shot fragment
  • AWM pvp damage increased (70 -> 85)
  • AWM bolt pull time increased (1 -> 1.75)
  • AWM Default scope is now 6x zoom
  • Removed global accuracy modifier and stat
  • Rebalanced accuracy for AR15, sighted accuracy starts higher than before but starts to bloom after a few shots (was previously constant small inaccuracy no matter what when sighted), hipfire now blooms out faster. First sighted shot is now perfectly accurate.
  • Reduced projectile speed for AR15 and Shotgun
  • Increased projectile speed for AWM
  • AR15 arctic pelt cost changed to strong animal pelt
  • Reduced Titranium Workbench cost
  • Airdrops now perform a line of sight check before destroying themselves due to timeout (airdrops should no longer despawn in front of players)
  • Increased reload and bolt pull audio falloff (gets quieter earlier)
  • Buffed thermal protection fragments (minor 4 -> 6, major 6 -> 9, mega 7 -> 11)
  • Buffed health regen fragments (minor .1 -> .15, major .15 -> .22, mega .17 -> .25)
  • Zoom amount stat so it now directly sets zoom level (ie. zoom level 2 = 2x zoom)
  • Zoom levels are now calculated as multiplier of FOV setting from options configuration (was multiplier of 60 FOV)
  • Increased vehicle and ragdoll maximum angular velocity
  • Fixed a bug where the camera wouldn't collide with some level geometry
  • Bolt actions no longer try to chamber a new bullet when sprinting
  • Fixed error when opening/closing a door without a sound
  • Reassigned open/close sounds for windows
  • Fixed a bug where equip stats could get out of sync between server and client
  • Fixed incorrect footsteps sounds playing based on contact material
  • Bolt pull audio now scales with bolt pull speed
  • Vehicle fuel consumption can no longer be reduced below 1
  • Fixed missing FIR trees around the map


  • [ 2018-08-30 10:21:09 CET ] [ Original post ]

    Hurtworld Dev Blog #136



    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/


    [ 2018-08-27 18:41:31 CET ] [ Original post ]

    Hurtworld Dev Blog #135



    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/


    [ 2018-08-17 09:23:56 CET ] [ Original post ]

    Exp Patch 0.6.1.1 + Blog #134 Is Now Out!



    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

    Full Changelog


    • Fixed vehicle inventories so they can no longer 'lose' items
    • Fixed a spawn point that was spawning players on top of a rock they could not safely leave
    • Fixed some town event markers appearing too small on the map
    • Added console command 'networkloglevel ' for controlling the network log filter on the server


    [ 2018-08-07 12:59:21 CET ] [ Original post ]

    Experimental Patch 0.6.1.0 Is Now Live!



    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!

    Full Changelog


    • Added weather events to all biomes, these will affect temperature levels and player visibility
    • The starting beach area has a new tropical look and feel
    • Progression of gear has been rebalanced removing some items and combining others, crafting costs and protection levels have also been tweaked
    • Titranium Workbench Amber cost reduced (40 -> 20)
    • Titranium Workbench Shaped Titranium cost increased (20 -> 150)
    • Hurtworld now defaults to not allowing network messages from unconnected clients (should reduce vulnerability to DDoS attacks)
    • Added console commands 'setallowunconnected <0/1>' and 'dumpallowunconnected' for setting and checking whether network messages will be accepted from unconnected clients
    • Fixed the hitbox / hit registration issue introduced in 0.6.0.3 (hit registration will be consistant again)
    • Fixed incorrect rarity on mega mine power and chop power fragments (rare -> legendary)
    • Added Jacket and Bomber Jacket as new vanity items
    • Added Machine Wrench to Titranium Workbench recipes
    • Reduced toxin build up rate from Mondinium resource nodes
    • Added line of sight checks to resource nodes so they should no longer despawn in front of a player
    • Fixed incorrect material assignment on Titranium Workbench (wood -> metal)
    • Fixed Heatproof Mining Drill returning Coldproof Mining Drill when disassembled
    • Heatproof Mining Drill can now only be placed in the Red Desert


    [ 2018-08-02 16:49:51 CET ] [ Original post ]

    Hurtworld Update #133



    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/


    [ 2018-07-27 13:07:12 CET ] [ Original post ]

    Experimental Patch 0.6.0.3 Is Now Live


    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.

    Full Changelog


    • Fixed a bug in the item display data manager that could cause it to crash and never recover (Fixes items failing to render and world items falling through ground)
    • Improved physics performance (server and client)
    • Fixed several console commands throwing errors when invoked during server start up
    • Improved how steam ID sessions are recorded, should help "Active session with same SteamID" issue
    • Fixed an issue where players could get into a loop where they would constantly request data about an item that doesn't exist from the server
    • Added the console command 'itempingenabled ' for servers to control whether players can link items to chat
    • Fixed an issue causing featured servers not to appear in the server browser as featured


    [ 2018-07-27 09:46:52 CET ] [ Original post ]

    Experimental Patch 0.6.0.2 Is Now Live


    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.

    Full Changelog


    • Vehicles can now be claimed without any parts installed
    • Fixed a bug where the amber cost could still be consumed when failing to claim a vehicle
    • Added extra placement validation to shacks to ensure their spawn point does not overlap into level geometry (eg. inside rocks)
    • Shacks will be unavailable as a spawn option if something (eg. C4) is blocking the spawn point
    • After upgrading an amber protected item the upgraded item will not drop its amber cost on the first death (the item will still be protected however)


    [ 2018-07-20 09:41:06 CET ] [ Original post ]

    Hurtworld Update #132



    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/


    [ 2018-07-20 07:52:26 CET ] [ Original post ]

    EXP Patch 0.6.0.1 Is Now Live



    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


    [ 2018-07-12 10:29:51 CET ] [ Original post ]

    Hurtworld Dev Blog #131



    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/


    [ 2018-07-11 11:07:05 CET ] [ Original post ]

    Experimental Patch 0.6.0.0 Is Now Live!


    Hi Hurtworldians!

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

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



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

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

    Happy Hunting

    Full Changelog


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


    [ 2018-07-06 11:01:18 CET ] [ Original post ]

    Hurtworld Dev Blog #130



    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/


    [ 2018-07-04 12:14:31 CET ] [ Original post ]

    EXP Update 0.5.9.0 Is Live!



    Hi Hurtworldians,

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

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

    EXPERIMENTAL 0.5.9.0 (29-JUN-2018)


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


    [ 2018-06-28 21:57:53 CET ] [ Original post ]

    Hurtworld Dev Blog #129



    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/


    [ 2018-06-18 12:07:23 CET ] [ Original post ]

    Experimental Hotfix 0.5.8.1 Is Now Live!


    Hey Hurtworldians,

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

    Full Changelog


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


    [ 2018-06-08 09:38:23 CET ] [ Original post ]

    EXP Patch 0.5.8.0 Is Now Live



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

    Hi Hurtworldians,

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


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

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

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

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



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

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

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



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

    0.5.8.0 Change Log

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

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


  • [ 2018-06-07 15:57:43 CET ] [ Original post ]

    Hurtworld Dev Blog #128



    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/


    [ 2018-05-30 09:04:12 CET ] [ Original post ]

    Experimental Hotfix 0.5.7.1 / 0.5.7.2 Is Now Live!



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

    Hi Hurtworldians,

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

    Full Changelog


    • Players spawning from sleepers now perform a quick check for overlapping
    • Deployables (eg. C4), if any are found the player will be killed
    • Improved physics simulation performance by reducing unnecessary collisions
    • Fixed item context menu for non-english languages
    • Frozen steaks apply a frozen effect once again
    • Added tooltip information for consumable items

    Updated 0.5.7.2 Changes

    • Reduced freezing/hypothermia damage from frozen steaks (20 damage per second -> 4 damage per 3 seconds)
    • Rolled back physics changes to fix client side ladder prediction
    • Increased nutrition on frozen cooked steak (5 -> 20)
    • Reduced nutrition on frozen raw steak (10 -> 5)


    [ 2018-05-25 11:49:50 CET ] [ Original post ]

    Experimental Patch 0.5.7.0 Is Now Live



    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!

    Full Changelog:


    • Added phase red dot sight for Beretta 9mm
    • Added shush and quash silencers for Beretta 9mm
    • Added masks for the Beretta 9mm
    • The Beretta 9mm can now be recolored
    • Mask items can now implement multiple mask types (ie. There is now 1 veil mask item that can apply to the AR15, AWM or Beretta 9mm)
    • Mask gear (eg. Chemsuit mask) can now be renamed
    • Added new invisible vanity items for a naked look that can be run in the visual override slots
    • The fridge has returned and can be crafted from the tritanium workbench
    • Lots more localization fixes
    • Fixed bugs in slot offsets, inventories should be stable again
    • Fixed sleepers having the wrong storage config assigned causing serialization problems
    • Added new transitions panel to item tooltips
    • Fragment tooltips are now generated procedurally
    • Rare yetis now drop more loot
    • Air drops and town events in the starting desert have a reduced loot pool so beginner players wont receive irrelevant items and others are encouraged to push into further biomes
    • Removed weak and strong string from the game, replaced in crafting costs with animal tendon
    • Reduced Ultranium spawns in red desert and Mondinium spawns in the snow
    • Reduced wood log cost in storage chest recipe (40 -> 25)
    • Reduced wood log cost in sign recipe (40 -> 20)
    • Changed the item coloring window's lighting to be closer to in game lighting
    • Fixed sighted FPS position for AWM red dot vista sight (gun and sight are more zoomed out with this sight attached)
    • Fixed rad bors not appearing properly
    • Removed PVE armor fragments
    • Added melee add mega mine power fragment to tier 3 fragments
    • Added melee add mega chop power fragment to tier 3 fragments
    • [SDK] the ItemOnUseEventHandler will now use all IItemComponentUseables found on an item instead of just the first


    [ 2018-05-24 09:15:22 CET ] [ Original post ]

    Hurtworld Dev Blog #121



    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/


    [ 2018-03-20 16:24:13 CET ] [ Original post ]

    Experimental Hotfix 0.5.3.2 Is Now Live!



    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:


    • Fixed a bug where the item coloring window wouldn't close other open interaction windows
    • Fixed a bug where item serialization was breaking, fixes undefined behaviour bugs in item and ui systems
    • Item Namers are now stackable
    • Added default assets back to SDK and updated them


    [ 2018-03-19 11:19:12 CET ] [ Original post ]

    Experimental Hotfix 0.5.3.1 Is Now Live!



    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:

  • Fixed Gun Recoil Fragment applying the wrong stats
  • Fixed Bow Draw Speed Fragment slowing down instead of speeding up draw speed

    Enjoy :)


  • [ 2018-03-16 06:17:45 CET ] [ Original post ]

    Experimental Hotfix 0.5.3.0 Is Now Live!



    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

  • Introduced new machine "Bed" which now acts as your spawn point instead of ownership stake. Respawning at a bed will cause all beds you own to be on cooldown for 3 mins. If you want to spawn at your bed before that time you can buy back with amber placed inside the bed. Spawning at noob beach is always available.
  • Crafting times have been removed, crafting is now instant and stackable items can craft multiple times at once
  • Items can now receive upgrades from consumable 'fragment' items until an item's upgrade points are all spent
  • When an item with fragments, name overrides or amber protection is used as a crafting material it will transfer them all to the new crafted item
  • Item attachments are no longer consumed when placing a new attachment in an occupied slot
  • Scope, Magazine and Tip attachments can be removed by right clicking on the item and selecting dismantle
  • Added consumable item masks for the AWM and AR15, these will change the color pattern on the gun
  • Added item colorer, drag one onto a customisable item to set new colors on the item. After applying the changes the item is updated and the item colorer is consumed
  • Bloom is now active in the icon rendering system when enabled in graphics options
  • Item links in chat will no longer appear as 'placeholder item' when the item link is the most recent message
  • Fixed a bug where amber protected items could be destroyed during an unexpected server restart
  • Fixed emission not being initialized properly from mesh attachments in uber shader
  • Fixed dynamite icon not rendering properly
  • Fixed issue where gear was not being re-equipped after applying a mutator (fragment upgrade, item renamer etc.)
  • Fixed an issue where new vehicles from beacon drops would already be claimed
  • Fixed a bug where Ultranium resource nodes were not applying radiation
  • Fixed a bug where Ultranium resource nodes had the wrong collider
  • CharacterMotorConfiguration is now published in mod asset manifests and can be replaced by workshop mods


  • [ 2018-03-15 16:26:24 CET ] [ Original post ]

    Hurtworld Dev Blog #120



    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/


    [ 2018-03-08 09:21:56 CET ] [ Original post ]

    Hurtworld Dev Blog #119



    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/


    [ 2018-02-27 14:23:17 CET ] [ Original post ]

    Experimental Hotfix 0.5.2.1 Is Now Live!



    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:


    • Fixed Item Duping Bug in Recycler (Proper fix this time)
    • Fixed spear doing stupid amounts of damage
    • Changed code structures to allow oxide plugins to have more control over chat messages




    [ 2018-02-27 12:57:43 CET ] [ Original post ]

    Experimental Patch 0.5.2.0 Is Now Live!



    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:


    • Added town event system
    • Added the ability to name items with Item Naming Scroll
    • Added incremental pickaxe attack speed buff item. Speed buffs will be cleared when crafting a higher tier pickaxe (fixed in next patch) so I would advise saving your buff gems util you are happy with your pickaxe level.
    • Added poverty juice consumable - Increases amber drop rate by 1.5 but removes all other items from drops
    • All animals now drop amber at the same rate as rocks, reduced amber drop rate to account for increased number of sources
    • Removed arrows from airdrop loot
    • Reduced frequency of Air Drops
    • Reduced frequency of Meteor Showers and increased node loot
    • Added gun distance damage falloff curve system
    • Reduced shotgun damage over longer ranges
    • Increased shotgun craft cost
    • Slightly reduced AR15 damage
    • Audio improvements - Fixed lots of voice hogs that were causing cut outs, improved voice priority
    • Air Drops flip over less, smoke should still be visible when upside down
    • Fixed female ears popping through beanie
    • Made item destruction on recycler safer "should" fix duping issue
    • General Map Improvements
    • Fixed bug where amber protection wouldn't protect property on sleeper death
    • Fixed bug with stat serialization on sleeper death
    • Fixed bug where shigis would drop frozen steak
    • Added Raid Drill to Iron Workbench
    • C4 crafting recipe rebalanced to be more amber heavy and less fat
    • Fixed issue in bush billboards that would lose alpha cutouts
    • Added town event deathmatch game mode (See Fight Yard and Servo Wars on workshop)
    • Sped up chat scroll
    • Linking items in chat should now show translated names if not renamed
    • Fixed team deathmatch game mode
    • Fixed camera smoothing from third to first person on vehicle exit/entry


    [ 2018-02-23 09:23:06 CET ] [ Original post ]

    Hurtworld Dev Blog #118



    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/


    [ 2018-02-21 12:00:24 CET ] [ Original post ]

    Hurtworld Dev Blog #117



    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/


    [ 2018-02-13 11:08:58 CET ] [ Original post ]

    Hurtworld Dev Blog #116



    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/


    [ 2018-02-08 08:44:56 CET ] [ Original post ]

    Experimental Patch 0.5.1.0 Is Now Live



    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.

    No Town Loot is Intentional
    I've seen a lot of complaints about town loot being broken in the last build. This is intentional. We are working on moving away from high value loot being in fixed locations due to the fact that you can build a base next door and farm without risk. Air Drops, Meteor showers and eventually timed town events will replace this part of the metagame, taking away the ability to build a base next to the high value targets. The balance of loot drops and farm rates won't be exact for out first few builds, they soon will be.

    Change Log:


    • Recycler will no longer give back more resources when the crafting recipe output more than one item
    • Fixed various sounds not having a falloff profile, making them audible for 500m (Doors, Chests, Drills)
    • Reduced vehicle costs by a fair bit
    • Structure combination step on connection should be a lot faster
    • Increased amber drop rate
    • Nerfed Improvised Bow
    • Nerfed Iron Axe
    • Added new T3 Axe "Viagrax"
    • Reduced core drill volume by half
    • Reduced Owrong Spawn Density
    • Increased Air Drop render distance
    • Increased Detcap drop rate in Air Drops
    • Fixed Recycler disappearing on pickup
    • Removed line of sight check from terrain layer, building walls intersecting terrain/rocks should be easier
    • Removed most unused broken items from the build so admins spawning items can't get their server into a broken state
    • Fixed Drill Colors
    • Fixed some machines showing as a generic crate
    • Fixed tiny loot crates
    • Fixed sign window not restoring cursor after use
    • Creatures should run through shacks less
    • Fixed backface transparency on gear
    • Fixed desert trails having wrong texture
    • Made loot in forest more evenly distributed
    • Reduced Boar count in forrest and increased clustering to deep forest
    • Reduced steak drop rate
    • Changed default map to Mangatang
    • Increased clay and sandstone drop amounts per node
    • Replaced Iron workbench with fabricator model
    • Recolored the Recycler
    • Fixed low LOD of the Airdrop Crate
    • Fixed some funkyness on vehicle colors
    • Fixed C4 Beep
    • Meteor indicators will give more warning before the shower starts
    • Airdrop plane flies higher and crate drops slower
    • Doors can no longer be destroyed by exploding raid drills
    • Improved map marker flickering
    • Fixed options being reset


    [ 2018-02-01 11:34:45 CET ] [ Original post ]

    Hurtworld Dev Blog #115



    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/


    [ 2018-01-30 10:11:42 CET ] [ Original post ]

    Experimental Hotfix 0.5.0.1 Is Now Live!



    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:


    • Air Drops were scaling based on player numbers to a rediculous frequency in full servers. This should be much more reasonable now
    • Meteor showers were too frequent, slight nerf here
    • Amber insurance drops on expensive items would sometimes drop more amber than the initial cost on death
    • Servers would wipe on every restart

    Apologies for the lost stuff, this version should have much better balance.

    Enjoy


    [ 2018-01-25 16:02:25 CET ] [ Original post ]

    Experimental Patch 0.5.0.0 Is Now Live



    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.

    Amber Protection + Full Loot + Durability Abolished
    Amber protection is designed to replace the security you would get from not having infamy in Legacy. In previous experiments containing full loot we were forced to reduce the cost of items and add durability to reduce the amount you stood to lose and to encourage you to actually use your gear.

    This was pretty crappy as investing in your items makes a lot of systems a lot more fun. This build brings back the concept of permanent expensive items.

    To reduce the risk of losing that amazing item you spent a day grinding for, we have introduced an amber protection system.

    To put an item into protected state, right click and select "Protect (#)".

    The number in the brackets will show a cost in amber that will be consumed when protecting said item.

    On death, all unprotected items will be dropped. Protected items will lose their protected state and drop 80% of the amber spent to protect them (20% will be burnt)

    You can re-protect items as many times as you like after death.

    Vehicle Beacons
    Vehicle chassis are now obtained through crafting Air Drop Beacons and calling in a drop somewhere in the world. This is in an attempt to make the vehicle farming process more balanced and less competitive as vehicles are such a crucial item and first person to get one has a big advantage.

    Vehicles are also destructible and can be repaired by the Vehicle Wrench.

    More Meteor Showers
    There are now 4 tiers of meteor showers that drop rich metals in their respective areas. These are marked on the map and announced in chat so will be competitive.

    Airdrops
    Airdrops remain with a heavily nerfed loot table. This is the only place to get weapon attachment upgrades.

    New Map
    We have an entirely new version of Mangatang which is inspired by diemensland structure with some super dense forests.

    Recycler
    The new recycler machine allows you to breakdown items for a portion of their original materials.

    Performance Issues
    Due to the creature and forest density of the new map, performance will be rubbish for a lot of people. We will do a big optimization pass very soon, until then, potato mode is your friend :)

    Enjoy!


    [ 2018-01-25 10:38:11 CET ] [ Original post ]

    Hurtworld Dev Blog #114



    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/


    [ 2018-01-24 07:46:43 CET ] [ Original post ]

    Hurtworld Dev Blog #113



    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/


    [ 2018-01-16 13:28:13 CET ] [ Original post ]

    Hurtworld Dev Blog #112



    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/


    [ 2018-01-09 11:40:00 CET ] [ Original post ]

    Hurtworld Dev Blog #111



    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/


    [ 2017-12-20 11:03:18 CET ] [ Original post ]

    Experimental Hotfix 0.4.8.4 Is Now Live



    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:


    • Added Totems to Wood Workbench
    • Fixed not being able to get out of vehicles
    • Vehicle Air Drops now come driveable
    • Did a pass on the female characters


    [ 2017-12-11 16:03:35 CET ] [ Original post ]

    Experimental Patch 0.4.8.3 Is Now Live!



    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!

    Changelog


    • Added airdrops that spawn all over the map and drop valuable packages of weapons and gear
    • Added meteor strikes that spawn rare resources, incoming and active meteor strikes will be displayed on the map, WARNING: meteor strikes can damage bases!
    • Added craftable vehicle air drop beacons to spawn a vehicle via air drop
    • Heavy slot type items have been added to the game, the player can only carry one heavy slot item at a time and is slowed down and cannot use other items while carrying a heavy item
    • Slug vehicles have been added to the game, they are a large heavy truck designed for transporting heavy slot items
    • Vehicles now have health and can be destroyed, vehicle health can be viewed in vehicle ui window
    • Vehicle repair wrench has been added for healing vehicles
    • Vehicle handling has been overhauled, vehicle weight plays a much greater factor as does engine power, the Kanga is easier to handle at low speeds
    • Vehicles will now accelerate at different rates based on the material type they are contacting (eg. snow, dirt, stone etc.)
    • Added a new crafting ui for items that have several different recipes (eg. arrows)
    • Biome based building restrictions have been removed
    • Weather systems have been re-enabled
    • Female player customisation options have been added
    • Gear stat progression has been flattened out, there are 2 tiers of workbench now (down from 4)
    • Vehicle wheels can be shot off again
    • A player vision cone has been added to the map for when the players line of sight diverges from the direction they are facing
    • Inventories now stack column first for easier management
    • Raid drills now create a nobuild zone similar to C4
    • C4 no longer contributes to machine build limit
    • Improved chat window message handling
    • Increased ladder climb speed
    • Shotguns can no longer be fired without having a shell chambered
    • Fixed a bug that would scale down some weapons while crouching and aiming down sights
    • Added option to have the aim down sights action work as a toggle rather than something that needs to be held 'Toggle Sights'
    • Fixed bugs with third person construction placement validation
    • Added camera shake to explosions
    • Fixed a bug where players in an attachable vehicle seat wouldn't be entered into the seat properly when initially loading them
    • Fixed a bug where multiple player entities could be spawned for a single player
    • Fixed several issues with vehicle lights not tearing down properly
    • Vehicles no longer show hit markers when shot
    • Fixed an issue where the skybox was not being rendered into the reflection map
    • Fixed several memory leak issues
    • Server memory usage improved


    [ 2017-12-08 11:18:06 CET ] [ Original post ]

    Hurtworld Dev Blog #110



    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/


    [ 2017-12-06 05:33:12 CET ] [ Original post ]

    Hurtworld Dev Blog #109



    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/


    [ 2017-11-28 06:27:05 CET ] [ Original post ]

    Hurtworld Dev Blog #108



    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/


    [ 2017-11-21 13:58:41 CET ] [ Original post ]

    Hurtworld Dev Blog #107



    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/


    [ 2017-11-13 14:38:59 CET ] [ Original post ]

    Hurtworld Dev Blog #106



    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/


    [ 2017-11-08 13:03:03 CET ] [ Original post ]

    Hurtworld Dev Blog #105



    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/


    [ 2017-10-31 12:09:16 CET ] [ Original post ]

    Experimental Patch 0.4.8.2 Is Now Live



    Hey Hurtworldians,

    Another quick bugfix patch for you tonight to fix up some problems with disappearing objects, vehicle wheel setup and invalid option configurations.

    Change log:


    • Chat connection messages are no longer generated server side when ServerConfig.ChatConnectionMessagesEnabled is false
    • Fixed a bug in the mesh baking cache system (fixes disappearing objects)
    • Fixed a bug where vehicle wheels could be created with the wrong steering angle
    • Shacks will no longer spam warning notifications when their destroy timer is getting close to running out
    • Options are now clamped between their min and max ranges on game start and when loading saved options (players with previously saved options that are now outside of min/max values will have their option clamped back to within range, fixes players being able to use invalid FoV settings)


    [ 2017-10-27 08:47:23 CET ] [ Original post ]

    Experimental Patch 0.4.8.1 Is Now Live



    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.

    Change log:


    • Fixed an issue that was causing OSX to fail initializing the input system
    • Fixed a bug that was preventing bhopfriction from being set on server startup
    • Fixed a bug where AWM pointer tip was unable to apply its extra pvp damage
    • Unbound player actions now try to assign a default binding (fixes a bug where the open map action was defaulting to unbound)
    • Fixed a server side error in GenericDeviceUsableInterfaceServer
    • Player disconnection messages are now affected by the ServerConfig.ChatConnectionMessagesEnabled setting
    • Fixed a server side error in PlayerConstructionManager
    • Slightly reduced construction hammer build time for faster building of multiple attachments


    [ 2017-10-24 13:09:45 CET ] [ Original post ]

    Hurtworld Dev Blog #104



    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/


    [ 2017-10-24 13:04:00 CET ] [ Original post ]

    Experimental Patch 0.4.8.0 Is Now Live



    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".

    Change Log:


    • Added map, minimap and compass system
    • Fixed map issues where the road network didn't clear intersecting objects properly
    • Fixed a bug where undamaged resource nodes could appear cracked
    • Fixed a bug where the mesh baking system wasn't being cleared properly that could lead to partially invisible players
    • Added new item poses for weapon attachment icons
    • Fixed a bug where player renderer bounds weren't being set properly that could lead to the player being culled too early
    • Fixed a bug where the vehicle ui window would lose sync with it's target when switching tabs
    • Bumped loot cache spawn points up higher to stop them occasionally falling through the world
    • Fixed an issue where player hitbox history wasn't being written correctly whilst in vehicles
    • Fixed a rare bug where players could be saved with incorrect rotation data
    • Updated the spawn window with a scrollable view for when the options list overflows
    • Silencer weapon attachments have been added
    • Added several new sound effects
    • Tweaked creature sound falloff curves
    • Added the ability to interact with spawned entities in a network cell that has not been fully loaded (fixes 'no touch on server' issue when trying to interact with objects after respawn)
    • Changed entity spawn order when loading a cell, the new order is: Doors, Storage Containers, Machines, Ownership Stakes then everything else
    • Enabled caching for the mesh baking system
    • Fixed a bug where camera position validation raycasts were running from the wrong position whilst in vehicles (fixes erratic camera movement while crashing)
    • Changed log resource nodes to use a more accurate collider
    • Fixed a bug where raid drills would not despawn if the attachment they were on was destroyed before the raid drill was turned on
    • Reintroduced the machine wrench, it can be crafted from the titranium or mondinium workbench
    • Removed compass item
    • Increased drop chance of drill bits for the raid drill
    • Fixed a bug that was causing attachment point previews not to spawn on initial equip of the construction hammer


    [ 2017-10-20 08:59:48 CET ] [ Original post ]

    Hurtworld Dev Blog #103



    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/


    [ 2017-10-16 14:03:19 CET ] [ Original post ]

    Hurtworld Dev Blog #102



    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/


    [ 2017-10-10 08:07:11 CET ] [ Original post ]

    Experimental Patch 0.4.7.0 Is Now Live



    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)

    Full Changelog:


    • Most clothing and some weapons now have a range of different looks, one is selected based on probability when the item is created. Some looks are much rarer than others
    • Items with internal storage (like items that can take attachments) can now be inspected through the right click context menu, this allows you to see what items are equipped in what slots and see their tooltips
    • Weapon attachments have been configured for the AR15 and AWM rifles, when an attachment is equipped (by dragging the attachment into the item or into a slot in the inspection window) the attachment it is replacing will be destroyed
    • Server loot mode can now be configured, choose between: None, BackpackOnly, BackpackOnlyPlusOne, BackpackOnlyPlusTwo, BackpackOnlyPlusThree, Everything or DestroyAll
    • Bunnyhop friction can now be set on or off through 'bhopfriction '
    • Improved shot validation in third person to properly account for camera offset
    • Added world item meshes for Stone Brick and Armor Panel construction materials
    • Reduced compass world item scale to a sensible level
    • Fixed a bug that was causing player animation transitions to become much longer than intended
    • The raid drill has been reintroduced and simplified by removal of the coolant mechanic
    • Set a more aggressive falloff profile for several creature sounds (so distance has an increased effect on volume)
    • Roaches can now spawn with doors in the right attachment slot
    • Improved subframe primary input detection to make it easier to single fire automatic weapons


    [ 2017-10-06 12:32:31 CET ] [ Original post ]

    Hurtworld Dev Blog #101



    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/


    [ 2017-10-03 11:23:39 CET ] [ Original post ]

    Patches 0.4.6.1 0.3.8.9 Are Now Live



    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

    Experimental 0.4.6.1 Changelog


    • Removing vehicle seats with players in them will act the same as vehicles being destroyed. Players will be kicked if there is space for them to get out, otherwise they will be killed.
    • Fixed the long standing bug where creatures would render client side a long way from their actual position if their last movement happened beyond your subscribed network cells.


    Legacy 0.3.8.9 Changelog

    • Removed bakenavmesh command which was being used as an exploit.


    [ 2017-09-28 13:21:10 CET ] [ Original post ]

    Hurtworld Dev Blog #100



    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/


    [ 2017-09-27 14:35:56 CET ] [ Original post ]

    Experimental Patch 0.4.6.0 Is Now Live



    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



    Full Changelog:


    • All vehicle parts are now removable and swappable
    • Build biome is much larger
    • Added shitty red desert
    • Ultranium from red desert can craft entry level vehicle parts
    • Reworked build biome layout scattering and detail
    • Updated roads rendering


    [ 2017-09-25 05:14:59 CET ] [ Original post ]

    Hurtworld Dev Blog #99



    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/


    [ 2017-09-19 12:13:07 CET ] [ Original post ]

    Patch 0.4.5.1 Is Now Live



    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.

    Change Log Experimental 0.4.5.1


    • Changed the way the bandage item works, now you click primary fire to start using the item, any movement will cancel the item being used (previously using the item would block any movement input)
    • Fixed a bug causing loot cache spawns to instantly despawn
    • Fixed a bug causing loot caches to spawn outside their explicit spawn locations
    • Changed vehicle and Antor node spawning mechanics, these spawns have been massively sped up on low population servers
    • Antor nodes no longer have a despawn timer and remain until mined by a player or server shutdown
    • Fixed plants not serializing their planted time properly (fixes owrongs appearing unresponsive after server restart)
    • Increased precision of input sensitivity option
    • Fixed a validation check for a roof corner construction piece being ran on the wrong layer
    • Fire pits can now be removed with the construction hammer
    • Fixed a series of issues where build limit costs and attachment point previews would persist after a constructable item had been unequipped
    • Fixed a bug where the creature navigation mesh was not being properly created in some areas
    • Fixed incorrect label on ignite button for several machines
    • Fixed an error in the way clients were being registered with EasyAntiCheat


    [ 2017-09-14 12:14:42 CET ] [ Original post ]

    Hurtworld Dev Blog #98



    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/


    [ 2017-09-12 12:15:14 CET ] [ Original post ]

    Patch 0.4.5.0 Is Now Live



    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.


    Change Log Experimental 0.4.5.0


    • Added DartBugs and Antors into game
    • Fixed a bug where other players could appear as if they were emoting when they aren't
    • EasyAntiCheat version upgrade
    • Reduced crafting time of construction materials
    • Many new creature sounds have been added
    • SendBufferSize can no longer be adjusted on the client
    • Fixed a bug that was preventing the in game music playing
    • Added a consumable healing item to handcrafted recipes
    • Aggressive creatures will now drop loot again
    • Fixed a bug that made drills unplaceable
    • Slightly reduced 556 ammo cost
    • Increased scout rifle and AWM equip times
    • Bunnyhopping has been re-enabled
    • Reduced Tendon cost on C4 by half
    • Added asset override feature to SDK ahead of SDK release
    • Reworked localization framework to support Steam Workshop
    • OSX Should now be working again


    Change Log Master 0.3.8.8

    • Improved accuracy of IsInRock check, should result in less false positives
    • SendBufferSize can no longer be adjusted on the client
    • Improved accuracy of trap door / hatch overlap check on close
    • Vehicles now block doors from closing


    [ 2017-09-08 09:33:38 CET ] [ Original post ]

    Hurtworld Dev Blog #97



    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/


    [ 2017-09-05 06:39:09 CET ] [ Original post ]

    Hurtworld Dev Blog #96



    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/


    [ 2017-08-29 05:54:59 CET ] [ Original post ]

    Experimental Patch 0.4.4.0 Is Now Live



    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.

    Full Change Log


    • New Mangatang map with a new biome. You may now only build bases in the new central green biome and the starting biome. You may only place ownership stakes in the central green biome.
    • Fixed voice chat - Unity was reporting incorrect target frequencies for microphone input
    • Increased cull distance on vehicles and Yetis
    • Removed titranium cost from Beretta m9 recipe
    • Fixed a bug where storages could appear empty on spawn
    • Rebalanced mondinium costs
    • Changed how town loot spawns to be more evenly distributed


    [ 2017-08-25 09:05:16 CET ] [ Original post ]

    Hurtworld Dev Blog #95



    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/


    [ 2017-08-22 08:24:43 CET ] [ Original post ]

    Experimental Patch 0.4.3.3 Is Now Live



    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.

    Full Change Log


    • Fixed a bug where the mesh baker wouldn't clear itself properly and multiple sets of gear could end up baked to a player
    • Fixed an exploit where construction hammers could remove machines from inside shacks
    • Fixed an issue where crashing a goat would cause the server to spam errors
    • Fixed a bug that disabled several animation transitions
    • Fixed a bug where vehicle claims wouldn't show in the vehicle UI
    • Vehicles now block doors from closing so they don't get stuck inside them
    • Improved door close validation for trap door (hatch)
    • Trap doors, windows and pillboxes can all be destroyed by c4 again
    • Fixed a server side SessionItemSerializationData memory leak
    • Fixed a bug where player customisation options could be set to out of range values
    • Mac version now defaults to OpenGL Core rather than metal, this should fix crashing on boot
    • Added extra details to several error messages
    • Fixed some other non-gameplay related bugs, this should improve server stability


    [ 2017-08-18 13:46:40 CET ] [ Original post ]

    Hurtworld Dev Blog #94



    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/


    [ 2017-08-14 16:50:40 CET ] [ Original post ]

    Experimental Patch 0.4.3.2 Is Now Live!


    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!

    Full Change Log


    • Adjusted workbench visuals to better match their names and reflect their colors in their icon
    • Fixed radiation effect not being removed
    • Rebalanced resource drop rates for higher level drops to stay in sane ranges, recipe costs have automatically adjusted to be the same time investment per item, just drop and cost numbers will be lower.
    • Player customisation options are now stored in server saves as well as the last configuration being stored locally. If no configuration is found on the server it will fall back to the last used configuration instead
    • Improvised bow has been given custom colors to distinguish it from the wood bow
    • Rancid steaks now stack
    • Drastically reduced C4 costs
    • Longbow has been given a new look
    • Reduced scale of iron ore world item to match the other ores
    • Added new arrow crafting recipes at each workbench tier using tier appropriate resources
    • Construction now uses intermediate resources for all types similar to planks. Stone crafts into Stone Bricks, Shaped Iron crafts into Armor Panels.
    • Made Concrete cheaper
    • Building from Stone, Wood and Iron now end up more expensive
    • Fixed not being able to shoot the driver of a roach
    • Did another pass on item durability for bows and tools
    • Made AWM more expensive
    • Setup color mask on AWM, set default color to sexy stock green
    • Resource nodes should disappear in front of you much less
    • Mangatang Changes
    • - Added several more unique features and buildings to map areas
    • - Increased animal spawns
    • - Added several new dirt roads


    [ 2017-08-11 12:57:52 CET ] [ Original post ]

    Hurtworld Dev Blog #93



    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/


    [ 2017-08-09 17:10:53 CET ] [ Original post ]

    Experimental Hotfix 0.4.3.1 Is Now Live!



    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.

    Full Changelog


    • Mondinium and Rich Titranium resource nodes in the snow biome are now mineable with the Titranium pickaxe
    • Concrete costs reduced by 2/3rds
    • Workbenches now return their correct type after disassembly
    • Bors in the second biome now inflict attack damage
    • The general crafter machine will now place correctly and won't turn into an ammunition crafter on your client
    • Roaches and Kangas can now be disassembled again
    • Standing under certain houses will no longer heal you
    • Reduced owrong seed world item size and fixed missing construction hammer mesh when equipped
    • Increase speed that tools lose durability
    • Fixed fail hit response on vehicle deconstruction
    • Rebalanced vehicle wrench durability
    • Rebalanced gasoline cost to require less ash
    • Fixed machine icons in workbenches


    [ 2017-08-09 17:10:31 CET ] [ Original post ]

    Experimental Patch 0.4.3.0 Is Now Live



    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.


    Multiple Tiers of Workbench

    You will find high workbench costs and relatively lower gear, tool and weapon costs across the board. We hope this will provide some security to your progression investments, limiting setbacks caused by death.

    You will also find that the progression has a strong requirement on gear protection. As we are still working on the mechanics for this, we have implemented a placeholder gating system using radiation that ramps up as you pass into each new biome. The only way around this is to craft and wear gear. We will be iterating on this to soften the gating and balance it out over the coming weeks.




    New Map

    We have the first look at the fruits of our new map tools, the aptly named "mangatang", which is currently a frankenstien of lots of elements we've pulled together over the last week. The progression in this build is limited to half the map (the forest/snow progression) in an attempt to better focus our efforts on one thing at a time. Over the coming weeks we will be fleshing out the other half of the map with an entirely new parallel progression that will compete with the current cold one. New items, new resources, new enemies.

    Finally, we see the 95% finished AWM Sniper rifle craftable from the new Tier5 workbench, and low durability high protection PVP armor on most gear throughout the progression.

    We believe this is a massive step in the right direction. While we are only a small way through our work on this build, we are excited that we are starting to build a solid base we can iterate on to create something amazing once again.

    We haven't had a heap of time to test this progression, so expect some bugs and blockers. We will try to push out hotfixes for the progression on Monday.

    Peace!



    0.4.3.0 CHANGELOG


    • Re-designed the entire progression
    • Most machines can be disassembled by the construction hammer once again
    • Enabled characer customisation preview
    • Added Mangatang map
    • Added hard radiation gating to biome transitions
    • Added AWM Sniper rifle
    • Added placeholder scout rifle
    • Added multiple workbench tiers
    • Added multiple tiers of clothing geared at each biome
    • Added yellow forest biome
    • PVP weapon damage now scales up on high tier creatures
    • EmoteManagerServer.BeginEmoteServer now makes sure emote index is in range
    • Fixed standard roach engine being the wrong slot type (is now roach engine instead of roach paint mask)

    • Improved accuracy of the inside rock check
    • Fix for item custom colors not serializing the alpha channel properly
    • Added console command 'teleport ' for admins to warp to a specific position
    • Swapped positions of stone and iron ore in the Automatic Red Drill loot tree, stone now drops more frequently than iron ore
    • ServerConfig.ChatDeathMessagesEnabled now works correctly again
    • Most machines can now be picked up / disassembed with the construction hammer removal option
    • Fixed a bug where wood log resource nodes weren't showing cracks when being harvested
    • Added a new scaled PVE damage type which applies damage to creature types evenly, ignoring health scaling due to progression (its like PVP damage for creatures)
    • Fixed crafting icons not displaying custom colors
    • Added scout rifle weapon type which is a fast firing, semi-auto rifle
    • Reduced bow refire and draw back speed back to legacy levels
    • Construction hammer attachment points no longer show in owned cells you aren't authorized on


    [ 2017-08-04 21:27:23 CET ] [ Original post ]

    Hurtworld Dev Blog #92



    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/


    [ 2017-08-02 14:59:18 CET ] [ Original post ]

    Experimental Patch 0.4.3.0 Will Be Delayed One Week



    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.


    [ 2017-07-28 08:50:35 CET ] [ Original post ]

    Hurtworld Dev Blog #91



    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/


    [ 2017-07-25 12:07:30 CET ] [ Original post ]

    Hurtworld Dev Blog #90



    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/


    [ 2017-07-18 13:21:42 CET ] [ Original post ]

    Experimental Patch 0.4.2.0 Is Now Live



    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!

    Change Log:


    • Added ability to craft entry level bow, cold protection, pick and backpack to the workbench in fabricator form. This allows you to progress if you can't find a blueprint early on that you need. Recipies are more expensive than researched blueprints.
    • New impact framework fleshed out with a ton new impact sounds for different scenarios
    • Added bullet and arrow whizby effects
    • Buffed PVE damage on wood bow
    • Fixed bug in equipment where proxy players wouldn't show their correct animation state when loading in
    • Fixed bug where Items that didn't load fast enough wouldn't be equipped on proxy players, making them look like they were unarmed
    • Fixed AI navmesh in new diemensland towns
    • Hitbox specific armor stats have been added, when items with these stats reduce damage the matching item will lose durability
    • All creatures can now spawn at different rarities which creates changes to their appearance, behaviour and loot
    • The log resource node model has been updated and now has some biome specific variants
    • Fixed a bug where ragdolls could appear as the wrong color and randomly change colors
    • Fixed a bug where pickaxes could recolor your hat
    • High tier pickaxes will no longer generate with huge mining power values


    [ 2017-07-14 21:04:45 CET ] [ Original post ]

    Hurtworld Dev Blog #89



    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/


    [ 2017-07-10 19:24:08 CET ] [ Original post ]

    Experimental Patch 0.4.1.5 Is Now Live

    Hey Hurtworldians,

    Experimental Patch 0.4.1.5 is a small bugfix patch with a couple of little changes.

    Changelog


    • Fixed bugs causing hit impact sounds not to play
    • Fabricator machines can now be disassembled with the machine wrench
    • Items are no longer destroyed when running out of durability but instead go into a broken state until they are repaired
    • The researcher machine is now easier to find a legal spot to deploy
    • Shacks can once again be damaged with an axe


    [ 2017-07-04 13:54:16 CET ] [ Original post ]

    Hurtworld Dev Blog #88



    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/


    [ 2017-07-04 13:44:41 CET ] [ Original post ]

    Experimental Patch 0.4.1.4 Is Now Live



    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.

    Repairs
    Once you have a research fabricator setup for an item, you can repair your items for a fraction of the re-craft cost in blueprint durability. If you manage to hold onto your items, one research fabricator will allow 16 full repairs of a single item for free, while only allowing 4 recrafts of the item if you lose / destroy it.

    Performance
    This patch also aims to get performance better than the master branch with lots of optimizations and a new Potato mode for maximum fps targeted at bottom spec machines.

    Happy hunting!

    Changelog


    • Performance has been greatly improved
    • Potato mode has been added to graphics options for low spec computers
    • Fixed a bug preventing C4s and signs from being placed on surfaces that aren't aligned with the world axis
    • FR18 sniper has been replaced with the AWM Greybox sniper
    • Added new icon and world item for 9mm ammo
    • Added new icons and world items for vehicle engines and gearboxes
    • Fixed a bug where equipping seed items could recolor your hat
    • The resolution picker in the options menu should now work correctly
    • Removed lower tier pickaxes from the higher tier pickaxe research costs
    • Fixed vehicle spawn locations so chassis should spawn in towns once again
    • Fixed some bugs with durability on the recurve bow
    • Fabricator machines can now repair items that match their installed blueprint for a small blueprint durability cost
    • Fabricator machine has a new mesh and has been textured
    • Pickaxe textures have been updated
    • Radiation protection gear now correctly protects from radiation instead of heat
    • Added vehicle wrench recipe into workbench
    • Fixed player disconnection message appearing as a connection message in chat
    • Reduced crafting costs for compass, storage chest, shack and campfire
    • Shigis will now always drop a raw steak on death
    • Shigi run speed and flee distance have been reduced
    • Forest Shigis now have an increased chance to drop a raw steak on death
    • Increased flint, stone and wood drop counts from the starting zone world items you can pick up
    • Increased Shigi and Owrong spawns in the starting zone
    • Increased player nutrition levels on spawn
    • Blast furnaces now return to your inventory after being disassembled with the machine wrench
    • Added new hit impact sounds for players as well as old hurt notification sounds


    [ 2017-06-30 15:57:36 CET ] [ Original post ]

    Hurtworld Dev Blog #87



    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/


    [ 2017-06-28 16:23:07 CET ] [ Original post ]

    Hurtworld Dev Blog #86



    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/


    [ 2017-06-20 14:58:37 CET ] [ Original post ]

    Mu-Mu-Multi Patch - Master 0.3.8.6 and Experimental 0.4.1.0 Is Now Live

    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.

    Master Branch 0.3.8.6


    • Crash get up check now checks for machines as well
    • Added checks against players and machines for pillbox construction
    • Changed the is player inside rock check to run much more frequently
    • Fixed a bug in the configuration of the is door blocked check for the trap door hatch
    • Fixed a bug where construction items could be validated at one rotation but placed at another rotation
    • Updated StructureAttachmentDependency to check for dependent attachment points even in owned cells (You now need to keep the door frame for doors, keep the window hole wall to have a window etc.)
    • Added protections in console to prevent clients trying to host games


    Experimental Branch 0.4.1.1

    • Fixed OpenGL shader support and added experimental Vulcan fallback support.
    • Melee cast raycasts now always use the first person cam position, this will stop being able to "Axe" you questions through walls.
    • Increased backpack storage amounts and reduced the spread of the random rolls.
    • Fixed spear not showing durability loss from throws
    • Fixed some naked ragdoll issues


    [ 2017-06-20 12:33:38 CET ] [ Original post ]

    Experimental Patch 0.4.1.0 Is Now Live!



    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.

    The Loot Hunt
    Very rarely will 2 pieces of gear be identical. When hunting in the world, you will find lots of hardcases that contain blueprints. Sifting through these to find the optimal gear before deciding on which item to invest the research costs in is critical, and super addictive.



    Better Balanced Full Loot
    Killing people and not getting their gear sucks. Getting killed and losing that item you spent days working towards sucks more. Our hope is that the research / fabrication system avoids both these situations.

    With durability, no item lasts forever. But with the ability to re-craft a limited amount of your damaged or lost items for a small cost, we can put an upper cap on how much you risk / lose when out in the world.

    On the other hand, robbing a player for their gear nets you... all their gear. No more running around with 0 infamy with immunity. Despite the gear only lasting as long as its durability holds out, if you manage to take down a player with much stronger gear than you, it will give you a massive boost in progression in both PVE and PVP. The only downside is that once the gear is broken / lost you can't recraft it until you steal another set or invest in the research costs yourself.

    Research Raiding
    Your research might be safe if you get killed in the world, but it still lives in your base. Successfully raid a base, with it you can take their fabrication machines and research investment. More reason to make sure those airlocks are air tight.

    Diemensland V2
    We decided to bring Diemensland into ItemV2 this week so we could spend more time on the progression and mechanics. We did however give it a decent rework to keep things interesting, lots of new stuff to explore!



    This is also a good chance to do some more performance testing, as generally the graphical load of Diemensland hasn't changed from the master branch, it allows us to isolate perf losses from ItemV2 that aren't map specific. Please let us know on the forums how your performance compares to the master branch in Diemensland.



    Other Experiments
    A major point of conflict since our first closed alpha has been bunnyhopping. You either love it or hate it. I put it in intentionally as a big fanboy of the Q3 engine and CS Surf / BHop maps. I love how it adds a very high skill cieling to PVP.

    That said, we've been doing a lot of work on taking our gunplay to the next level. I am starting to feel that maybe the insane agility that our character controller has is limiting what we can do as a shooter. In this experimental build I have disabled bunny hopping and slightly reduced the jump height.

    This is by no means a permanent thing, as we are toying with the formula a lot, I feel its a good place to see how things feel without it. Either way its trivial to add a console setting for it in the long run. But like all console settings, we need to balance the game towards a standard config.

    Happy hunting.


    [ 2017-06-19 14:09:55 CET ] [ Original post ]

    Experimental Patch 0.4.1.0 Will Be Delayed Until Monday



    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.


    [ 2017-06-16 11:57:05 CET ] [ Original post ]

    Experimental Patch 0.4.0.8 Is Now Live



    Hi Everyone,

    Patch 0.4.0.8 for the experimental build is now live.

    Changelog:


    • Fixed bugs in compass so it shows nearby machines
    • Added health pack consumable
    • Tweaked loot tables
    • Added ammo to gun machines
    • Made more items scrappable and tweaked scrash return values
    • Fixed a bug where machines weren't syncing properly
    • Fixed a bug allowing extra items to be addded to the FR18 receiver
    • Rebalanced damage values on most weapons
    • Fixed a bug that was causing the player to take PVE damage from weapons
    • Added recurve bow as a possible drop from weapon machine crates


    [ 2017-06-14 14:34:08 CET ] [ Original post ]

    Hurtworld Dev Blog #85



    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/


    [ 2017-06-13 19:23:14 CET ] [ Original post ]

    Experimental Patch 0.4.0.7 Is Now Live



    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.


    [ 2017-06-10 02:08:54 CET ] [ Original post ]

    Experimental Patch 0.4.0.5 Is now Live

    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:


    • Fixed vehicles getting negative weight
    • Fixed spearing Goat and Kanga
    • Fixed C4 doing nothing if a window was near by
    • Inventories repair reference dupes items instead of just complaining about them
    • Fixed FPS cap
    • Possible fix for massive physics spike on the server
    • Fixed crash caused by bake thread around massive bases
    • Rewrote item dirty tracking to use a fraction of the memory, should scale to infinite items now. Should solve some of the memory leaks on the servers.



    [ 2017-06-07 17:49:29 CET ] [ Original post ]

    Experimental Patch 0.4.0.4 Is now Live

    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


    [ 2017-06-07 09:25:02 CET ] [ Original post ]

    Experimental Patch 0.4.0.3 Is Now Live

    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:


    • Changed default level to nulliustest (host.bat in server files will work again out of the box)
    • Fixed a sync issue with item level and spawn position causing inventory screwups
    • Suppressed send buffer full notifications
    • Fixed inventory items not being written properly when moved around in the same container
    • Fixed memory leak in animal pathing
    • Fixed issue with cancelling item icon renders on disconnect
    • Fixed construction prefabs placing on non-terrain surfaces
    • Added Shack to handcrafteable recipes
    • StructureAttachmentDependency will now check for required attachment points in owned cells (previously was only checking unowned cells)
    • DirectX11 now defaults to borderless window mode (exclusive fullscreen mode can be activated with the command line argument -window-mode exclusive)
    • Display index picker has been reenabled in options menu (doesn't work using exclusive fullscreen)
    • Resolution options should now display and set resolution correctly
    • Mouldy Owrongs are now stackable to 255


    [ 2017-06-06 17:43:06 CET ] [ Original post ]

    Hurtworld Dev Blog #84



    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/


    [ 2017-06-06 14:37:37 CET ] [ Original post ]

    Experimental Patch 0.4.0.2 Is Now Live

    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.

    Change Log:


    • Fixed sleeper creation happening before player destroy
    • Fixed Bow Sounds
    • Fixed hit feedback when being damaged
    • Fixed hit feedback when you attack something with a melee item
    • Fixed spear being invisible when thrown at you (most of the time)
    • Made it impossible to dupe items even if 2 storages get references to the same item
    • Fixed seeds missing hammer
    • Added some quick fix guards around infinite stacks of placeable items
    • Fixed ownership stake window invalidation
    • Fixed player name plates
    • Fixed C4 not disarming
    • Defensive sleepers created after server crash will now retain their items
    • Put better error handling around mesh baker
    • Changed AR15 to use actic pelts instead of sassy ones
    • Vehicles now spawn with attachments instead of them being in loot caches
    • Lowered environment audio volume


    [ 2017-06-05 20:19:11 CET ] [ Original post ]

    Patch 0.4.0.1 Is now Live



    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:

    Servers
    Server stability has been my highest priority, we have a couple of issues with savegames being corrupted when items were destroyed during save operations. This lead to all sorts of server issues cascading throughout itemv2.

    I fixed up that bug and while I was at it rewrote the item savegame format to be much more robust.

    Now if an item bugs out for whatever reason it will be isolated to the single item and not bring down the whole savegame.

    Downside of this, is a new save format means wipe. Good news is, this "should" be the last unplanned wipe this week.

    Server memory is the second major issue, full servers have been leaking a fair bit of ram, causing them to reboot more often. Our server console should detect this and safely shut them down and restart them when they get too greedy. Servers should now cleanup orphaned items on start which should free up a lot of ram. Finding the source of the leak will take a few more days.

    OSX
    Launching under OSX should now work fine. However we are aware of some serious shader issues which may prevent the game from being playable. They are on our radar and will have a look this week.

    Client Performance
    The ingame perf is currently rubbish. Something trivial has regressed in the last few days causing a significant reduction in FPS. Bugged out ragdolls are one of the temp causes but overall the game has no reason not to be performing a lot better than master branch. I will look into this over the coming week.

    I recommend typing targetfps -1 into console to uncap your FPS. I will remove this default in the next patch.

    Resolution / UI Issues
    We are aware of the issues with mouse offset in the UI based on screen issues. Tom posted a thread with a workaround command that should help:

    http://steamcommunity.com/app/393420/discussions/0/1291817837624065525/

    Alt+Enter may also resolve the problem. We will look into a more permanent fix this week.

    Keep the bug reports coming. Getting things stable is currently priority for the whole team.

    See you out there


    [ 2017-06-03 14:51:50 CET ] [ Original post ]

    Hurtworld ItemV2 Experimental Is Now Live!



    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.

    HERE BE DRAGONS
    We've re-written very big parts of the game, we fully expect this build to break in many ways. We will spend this week debugging and fixing issues in our new systems, and push forward with rolling out more of our gameplay experiments next week.



    I opted for pushing this out in a slightly broken / incomplete state rather than holding off to polish so you guys can have a play around with what we've been working on and allow us to stress test our new systems. This also has given us a much needed kick in the ass to focus on pulling everything together into a game again.



    Despite its broken state, I'm pretty excited about the path we are on. We've got so much stuff up our sleeve, I hope this small preview gives you some insight into what we've got coming. The next few months are gonna be crazy in the Hurtworld.

    SDK
    This update comes with an enormous SDK update (no longer called MapSDK as it can modify the entire game).
    I will do my best to get this packaged up in the next week.

    WIPES
    These experimental servers will be wiping very often, don't get too attached to your base. We will be releasing weekly updates which will include forced wipes as we drastically change lots of stuff. There may also be bugs that require wipes mid week.



    Happy hunting.

    CHANGELOG


    • A metric shitton of stuff


    [ 2017-06-02 19:21:28 CET ] [ Original post ]

    Hurtworld Dev Blog #83



    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/


    [ 2017-05-29 15:56:41 CET ] [ Original post ]

    Hurtworld Dev Blog #82



    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/


    [ 2017-05-24 03:08:24 CET ] [ Original post ]

    Hurtworld Dev Blog #81



    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/


    [ 2017-05-16 08:31:18 CET ] [ Original post ]

    Hotfix 0.3.8.5 Is Now Live


    • Instant kill triggers have been added to the border of the Diemensland map to stop players from wandering too far
    • No build colliders have been added to doors and the hatch preventing players from placing things inside their space while opened
    • Fixed a range of bugs related to crouch behaviour, player height is now synced with crouch state more reliably
    • Fixed the attachment dependency for the hatch, hatches will no longer destroy themselves incorrectly in unoccupied construction grids
    • Added a temporary no build zone to c4 explosions, this prevents defenders instantly replacing destroyed constructions
    • Improved player movement correction, desyncs should no longer allow players to briefly peek through walls, rocks and other geometry
    • Improved construction validation against machines, this fixes a range of bugs related to hiding an ownership stake inside a construction
    • Fixed the vehicle exit check so it correctly checks trees aren't blocking the exit, players should no longer be able to get inside trees
    • Reduced size of c4 collider and improved placement validation check, fixes a bug where you could place c4 inside a player to push them around
    • Improved UI performance while the character window is open
    • Added a check against invisible player names for player nameplates, if hidden characters are detected the players name will display as PLAYER instead
    • Removed ItemV2 experimental launch option in preperation for upcoming new experimental build


    [ 2017-05-12 10:14:28 CET ] [ Original post ]

    Hurtworld Dev Blog #80



    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/


    [ 2017-05-08 19:08:02 CET ] [ Original post ]

    Hurtworld Dev Blog #79



    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/


    [ 2017-05-01 16:58:00 CET ] [ Original post ]

    Hurtworld Dev Blog #78



    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/


    [ 2017-04-24 14:14:43 CET ] [ Original post ]

    Hurtworld Dev Blog #77



    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/


    [ 2017-04-19 06:14:44 CET ] [ Original post ]

    Hurtworld Dev Blog #76



    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/


    [ 2017-04-10 17:24:07 CET ] [ Original post ]

    Hurtworld Dev Blog #75



    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/


    [ 2017-04-03 16:07:47 CET ] [ Original post ]

    Hurtworld Dev Blog #74



    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/


    [ 2017-03-27 12:29:31 CET ] [ Original post ]

    Hotfix 0.3.8.4 Is Now Live

    .3.8.4 Changelog


    • Plant placement validation has been reverted to previous behaviour
    • The collision mesh of the desert aircraft carrier has been fixed so it will no longer incorrectly report players as being in a rock while inside
    • The get up from crash check now also checks the stand up space against vehicles (can no longer stand up inside a vehicle)
    • When player movement is rewound due to an incorrect move, vertical velocity is reset to 0
    • Fixed a bug where emotes could get out of sync from the emote manager allowing player movement and item use while playing emote animation
    • Fixed a bug where crouch state could get out of sync between client and server
    • Removed many unnecessary rigidbodies from objects, this will help make collision more robust as well as improve performance


    [ 2017-03-27 08:39:20 CET ] [ Original post ]

    Hurtworld Dev Blog #73



    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/


    [ 2017-03-20 14:31:15 CET ] [ Original post ]

    Hurtworld Dev Blog #72



    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/


    [ 2017-03-14 10:56:48 CET ] [ Original post ]

    Hurtworld Dev Blog #71



    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/


    [ 2017-03-07 01:43:24 CET ] [ Original post ]

    Hotfix 0.3.8.3 Is Now Live


    • Inside rock check has been improved again to deal with a certain configuration of overlapping colliders
    • Added rock checks to machine placement
    • Added rock checks to players, if a player is found inside a rock they will be killed
    • Fixed construction volume checks on several machines and construction items
    • Added a raycast check when entering vehicles to check the path to the vehicle seat is clear
    • Vehicle crash positions have been made safer for the Goat and Kanga (or any other vehicle with an AttachedBodyCrash component)
    • Reduced acceptable margin of error during server side player movement
    • Added extra validation to sever side player movement
    • Changed wheel sleep colliders so they no longer collide with the player causing desyncs
    • Servers should now be able to change their query port when using a seperate IP


    [ 2017-03-03 09:50:49 CET ] [ Original post ]

    Hurtworld Dev Blog #70



    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/


    [ 2017-02-27 10:49:50 CET ] [ Original post ]

    Hurtworld Dev Blog #69



    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/


    [ 2017-02-21 09:26:53 CET ] [ Original post ]

    Hurtworld Dev Blog #68



    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/


    [ 2017-02-13 16:36:07 CET ] [ Original post ]

    Hotfix 0.3.8.2 Is Now Live

    Hey Guys,

    Hotfix 0.3.8.2 is now live. It addresses some exploits that have come up over the last week.

    Hotfix 0.3.8.2


    • Inside rock check has been made more robust and can deal properly with overlapping colliders
    • Added defensive checks for corrupted data during level loading, corrupted objects will be skipped over
    • Removed door overlap check on close from client. This prevents the client getting desyncronised from server
    • Improved construction validation checks on trapdoors and shacks
    • Fixed a bug with player colliders that could cause desyncs during player to player collisions
    • SimpleVehicleWindow.WindowName can now be overridden with
    • SimpleVehicleWindow.ExplicitWindowName (SDK change)


    [ 2017-02-08 07:07:18 CET ] [ Original post ]

    Hurtworld Dev Blog #67



    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/


    [ 2017-02-06 10:10:24 CET ] [ Original post ]

    Hurtworld Dev Blog #66



    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


    [ 2017-01-30 12:16:46 CET ] [ Original post ]

    Hurtworld Dev Blog #65



    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/


    [ 2017-01-23 12:19:13 CET ] [ Original post ]

    Hurtworld Dev Blog #64



    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/


    [ 2017-01-16 09:32:40 CET ] [ Original post ]

    Hurtworld Dev Blog #63 / ItemV2 Combined with Main Branch



    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/


    [ 2017-01-10 10:30:43 CET ] [ Original post ]

    Happy Holidays and Happy 2017!



    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!


    [ 2017-01-04 08:40:10 CET ] [ Original post ]

    ItemV2 Deathmatch Preview / DevBlog #61 Is Now Live



    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/


    [ 2016-12-26 17:03:22 CET ] [ Original post ]

    Hurtworld Dev Blog #60



    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/


    [ 2016-12-12 13:18:53 CET ] [ Original post ]

    Hurtworld Dev Blog #59



    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/


    [ 2016-12-05 15:16:28 CET ] [ Original post ]

    Hurtworld Dev Blog #58



    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/


    [ 2016-11-29 09:57:27 CET ] [ Original post ]

    Patch 0.3.8.1 Is Now Live


    • Fix for spawning after having your sleeper killed. Will now correctly respawn you inside your shack or at your stake if possible
    • Patched up a small hole in the corner of the shack collider that people could use to access chests inside in certain setups
    • Fix for TimedEffectZones not working properly, should make Medusa Vine behaviour more consistent
    • Spear right click has been tweaked to make it a bit easier to flip over Goats
    • Fix for the camera clipping through walls at some angles
    • EffectManagerServer.PlaySoundFromGroup() added for oxide mods
    • EffectManagerServer.DestructionServer() made public for oxide mods


    [ 2016-11-29 08:28:30 CET ] [ Original post ]

    Patch 0.3.8.0 Is Now Live



    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.

    Changelog:


    • Sleeper objects have been added to the game. After disconnecting a fesh cube will be spawned into the world to represent your sleeping player. These cubes can be shot, hit, exploded and ran over like a regular player. When they die they will drop the same loot as the player would have if they were killed. Killing a sleeper will apply infamy to you as if you had killed a player
    • If your sleeper is killed you will be treated as dead when you next login, which will spawn you at either the beach or your selected spawn point if you have one
    • Due to sleepers holding your items while you're offline they will continue to simulate (meaning food will go mouldy)
    • Sleepers will block construction where they are placed to prevent people glitching through walls
    • Sleepers can be enabled and disabled with the server command, 'enablesleepers <1/0>'
    • Sleeper names can be shown on sleepers using sleepernames <0/1>, this is disabled by default due to old saves with thousands of sleepers on the beach causing perf issues. Fresh wipes should have no issues with this enabled as the public sleeper population should cull itself.
    • Sleepers are enabled on all official servers by default
    • CombatLogTimeout has been reduced to 5 seconds by default
    • GiveItemTrigger has been fixed, deathmatch servers should hand out guns again
    • Shacks can no longer be constructed partially inside of rocks and other terrain
    • Fixed bug in how rigidbodies sleep, spear items should affect vehicles more consistently now
    • Extra validation added to all construction items to check against players more consistently
    • Constructions dependent on attachment points will now decay if no attachment points are found (ie. doors). Constructions destroyed in this way will drop their refund amount as loot
    • Fixes to mitigate physics drift over long periods of time, this should reduce vehicles tendency to move on their own when parked


    [ 2016-11-25 08:58:02 CET ] [ Original post ]

    Hurtworld Dev Blog #57



    Hi Hurtworldians,

    Official Server Wipe and Patch This Friday
    See post for details...

    In this weeks update, we take a look at the new Team Deathmatch mode and starter map, we added sleepers, we've started grey boxing snipers and other rifles, new kicks, coloring of player gear is coming along really well, and the procedural map gets one step closer to DiemensLand quality.

    Check out the full update here:
    http://hurtworld.com/hurtworld-update-57/


    [ 2016-11-21 11:42:11 CET ] [ Original post ]

    Patch 0.3.7.5 Is Now Live

    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.

    To switch branches:


    • Ensure Hurtworld isn't running
    • Right click on Hurtworld in Steam
    • Click properties
    • Open the Betas tab
    • In the dropdown select "oldversion"


    Once your server updates to the latest version, you will need to switch back to the "None" branch to revert back to the most recent version.

    Full Changelog:

    • Vehicle depenetration force has been increased
    • Door closing logic has been changed so collider only turns on clientside at the end of the close method after passing an overlap check
    • Door prefabs have been resized to remove game object scaling and also slightly increase collider size
    • Crafting categories scroll menu now correctly resets on opening the crafting window
    • Increased size of radiation zones in the salt flats of Diemensland so the corners are no longer safe
    • Reduced interaction trigger size for Kangas and Goats
    • The get up method of the crash vehicle has been made more robust, the size of the capsule check has been increased to full character height and an additional inside geometry check has been added
    • When vehicles are disassembled passengers now correctly check for legal vehicle exits rather than exiting at the vehicle root, if no legal exits found (ie. they are all blocked) the passengers are killed
    • Vehicle drivers now correctly receive infamy when running over players
    • Fixed bug that was causing community servers to be sorted incorrectly when sorting by descending player count in the server browser
    • CharacterControllers now check against large unexpected changes in position and rewind when needed
    • CharacterController position corrections from the server now occur over a larger time frame
    • Wheel sleep colliders have had their bounciness removed
    • The right click push on spear items has been reduced in power and is now affected by the weight of the pushed object
    • An option to change the display has been added to the options menu under Options > Graphics > Resolution > Display Number


    [ 2016-11-15 09:58:01 CET ] [ Original post ]

    Hurtworld Dev Blog #56



    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/


    [ 2016-11-14 09:31:09 CET ] [ Original post ]

    Hurtworld Dev Blog #55



    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/


    [ 2016-11-08 07:14:01 CET ] [ Original post ]

    Hurtworld Dev Blog #54



    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/


    [ 2016-10-31 10:28:13 CET ] [ Original post ]

    Patch 0.3.7.4 Is Now Live

    CHANGE LOG


    • Vehicle reverse behaviour changed, much more force is applied at low speed but this quickly falls off as speed increases. Can hillclimb in reverse again while speed is still capped
    • Ownership stake validation has been improved again, it should be even harder to place stakes inside rocks
    • Ownership stakes now check if they are inside a rock on server startup and destroy themselves if so
    • The door obstructed check has been improved making it harder to close doors on players to push them in unintended ways
    • Bugfix for VehiclePassengerUnsafeEntry, Goat and Kanga entries are now correctly blocked by doors
    • Crash vehicle spawning has been made more robust. An additional raycast check has been added to check the crash vehicle spawn location, if it fails the crash will be cancelled
    • Entering a vehicle in first person with a bow equipped will no longer leave the players hands in the bow pose
    • Window removal marker is no longer offset from window
    • Removed unused fire prefab from SDK and vehicle default pack


    [ 2016-10-26 09:35:10 CET ] [ Original post ]

    Hurtworld Dev Blog #53



    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/


    [ 2016-10-24 12:25:41 CET ] [ Original post ]

    Hurtworld Dev Blog #52



    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/


    [ 2016-10-11 19:00:24 CET ] [ Original post ]

    Patch 0.3.7.3 Is Now Live [HOTFIX]

    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:


    • Bug fix for Roach wheel radius being incorrectly set to wrong wheel
    • Bug fix for vehicle passenger explosions, can no longer explode passengers at their original entry position
    • Should now be able to consistently kill vehicle passengers with explosions
    • Client now correctly shuts down when failing to load a default mod pack (ie. constructions and vehicles)
    • Bug fix for footsteps being played when entering vehicles sprinting in third person
    • Roach and goat vehicle exits reverted to prepatch settings
    • Made vehicle sleep behaviour more consistent, wheels sleep instantly on driver exit and wheels can now set themselves up for sleep when not grounded


    [ 2016-10-06 06:51:39 CET ] [ Original post ]

    Patch 0.3.7.2 Is Live [HOTFIX]



    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.


    [ 2016-10-05 06:05:23 CET ] [ Original post ]

    Patch 0.3.7.1 Is Now Live [HOTFIX]

    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


    [ 2016-10-04 14:00:31 CET ] [ Original post ]

    Patch 0.3.7.0 Is Now Live

    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.

    VERSION 0.3.7.0 (3-OCT-2016)


    • New Dirtbike AKA "Kanga" Added
    • Crash system added, when crashing the player enters an uncontrollable physics capsule and tumbles around until they come to a stop
    • Damage and broken legs occur when changing velocity too fast (ie. being stopped by hitting stuff)
    • After coming to a stop the player will get up if safe and if not will be able to crawl around into a safe location using movement keys
    • Bail crashes (crashing from exiting a high speed vehicle) added to all vehicles
    • Goat has had orientation crashes and rider capsule crashes and velocity delta crashes added.
    • Goat cannot be entered unless room for the rider is clear
    • Player weight is now added to vehicles on entry and more vehicle handling attributes are affected by weight.
    • Camera fixed so orientation is maintained on vehicle enter and exit and while switching perspectives inside a vheicle
    • Ownership stakes can no longer be placed inside of rocks or other geometry.
    • Vehicle brake lights now brighten when braking
    • DynamicLOD system added for vehicles, LOD budget (currently marked as vehicle renderer budget) and High/Low bias can be set in the graphics options menu. This will give massive performance gains around stockpiled vehicles. Lower budget is recommeded for older machines.
    • New low level of detail models added for vehicles that work with the vehicle paint system
    • Vehicle scales fixed, removes physics rebaking step on spawn which helps considerably when loading many vehicles at once
    • Goat texture resolution increased to match Roach
    • The small 2m square foundation construction piece has had its volume scale corrected, making it take the correct amount of damage (was previously taking too much damage because volume scale was too small)
    • vFixed bug where the player’s position in the physics system was not being updated whilst in a vehicle
    • Vehicle wheels now spin correctly in the air maintaining take-off RPM
    • Vehicle reversing is now much slower than accelerating forward
    • Vehicle steering assist is now a twisting force rather than a pushing force
    • Using the reverse key to slow a vehicle down will no longer reverse its steering direction
    • Projectiles no longer penetrate and hit claiming should be more consistent
    • Storage capacity tooltip no longer displays as storage capacity per second
    • Vehicles now pass explosion damage onto their passengers
    • Explosions now apply heat to players in range (can ignite players if close enough)
    • Vehicles will again respect volume settings
    • Vehicles can now have animated suspension and steering armatures
    • SDK update with all kanga and crash components added
    • Items from the raid drill update have been added to the SDK
    • BanManager AddBan() and RemoveBan() have been made public so they can be used by Oxide mods
    • Fix to SDK build paths for OSX systems


    [ 2016-10-03 15:07:02 CET ] [ Original post ]

    Hurtworld Dev Blog #51



    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.

    Update
    Tonights patch had some issues we are still working out, should be good to go in the next few hours.

    Check out the full update here:
    http://hurtworld.com/hurtworld-update-51/


    [ 2016-10-03 11:17:56 CET ] [ Original post ]

    Hurtworld Dev Blog #50



    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/


    [ 2016-09-26 13:17:29 CET ] [ Original post ]

    Hurtworld Dev Blog #49



    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/


    [ 2016-09-19 12:13:54 CET ] [ Original post ]

    Hurtworld Dev Blog #48



    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/


    [ 2016-09-12 10:39:29 CET ] [ Original post ]

    Hurtworld Dev Blog #47



    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/


    [ 2016-09-05 09:22:08 CET ] [ Original post ]

    Hurtworld Dev Blog #46



    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/


    [ 2016-08-30 08:55:34 CET ] [ Original post ]

    Hurtworld Dev Blog #45



    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/


    [ 2016-08-23 05:32:47 CET ] [ Original post ]

    Hurtworld Dev Blog #44



    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/


    [ 2016-08-16 05:16:56 CET ] [ Original post ]

    Hurtworld Devblog #43



    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/


    [ 2016-08-08 10:21:50 CET ] [ Original post ]

    Patch 0.3.6.6 Is Now Live (Hotfix)

    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


    [ 2016-08-04 12:38:21 CET ] [ Original post ]

    Hurtworld Devblog #42



    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/


    [ 2016-08-01 12:48:04 CET ] [ Original post ]

    Hurtworld Dev Blog #41



    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/


    [ 2016-07-25 14:25:03 CET ] [ Original post ]

    Patch 0.3.6.4 Is Now Live!

    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)


    • Added Raid Drill, a new raiding tool craftable in the workbench. Attach this to structures, and insert gasoline and coolant, to slowly drill through the wall. Will sometimes jam, which will cause it to quickly heat up and require unjamming. Don't let the temperature get too high or the machine will explode!
    • Added structural decay - structures in unclaimed territory will slowly decay over time if they have not been modified for a given amount of time. Under the hood, a structure will select a random attachment every `structuredecayfrequency` seconds, and do `structuredecaydamage` damage to it.
    • Added console command `structuredecayenabled ` - enable or disable structural decay. Default is enabled (1).
    • Added console command `structuredecayfrequency ` - the amount of time between decay damage. Default is 5 minutes (600).
    • Added console command `structuredecaydamage ` - the range of damage done when decaying a structure. Default is 5-10.
    • Added console command `structuredecaymodifytime ` - the amount of time a structure must be unmodified before it begins to decay. Default is 24 hours (86400).
    • Added console command `structureframepacketlimit` - this will throttle the speed at which your server will send structures to connecting clients. Default is 200.
    • Improved removal point visualisation to show a ghost of the object you are removing
    • Fixed incorrect timeout issue when downloading structure data
    • Adjusted loadbalancer costs - if you have low server FPS after this patch and have increased your loadbalancerframebudget, consider lowering it again.
    • Added 5 new music tracks
    • Added new workbench category - "Raiding" - which contains all items relating to raiding. C4 has been moved to this category.
    • Added new items - Rough Diamond, Diamond Dust, Diamond Saw, Cut Diamond, Tokar Acid, Raid Drillbit, Raid Drill Motor, Raid Drill Base, Raid Drill
    • Fixed pillbox being immune to C4 due to it being on the wrong physics layer


    EDIT: Hotfix time!

    VERSION 0.3.6.5 (21-JUL-2016)


    • Fixed Raid Drill being disassembleable on the other side of walls
    • Fixed Raid Drill not being disassembleable if not authorised on a territory
    • Fixed problem where Raid Drills would detach on loading a savegame
    • Fixed Raid Drills being damaged on the other side of walls by dynamite


    [ 2016-07-21 07:16:47 CET ] [ Original post ]

    Hurtworld Dev Blog #40



    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/


    [ 2016-07-18 09:44:33 CET ] [ Original post ]

    Patch 0.3.6.3 Is Now Live!

    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)


    • Improved load message feedback when joining a server
    • Improved structure load times when joining a server
    • Improved disconnect times
    • Fixed autowipe receiving an incorrect path
    • Mods that fail to load will no longer be listed as a dependency in the savegame
    • You can now force a savegame to load when there are missing mod dependencies. USE WITH CAUTION AS THIS MAY BREAK SAVEGAMES. Use the `forceload` command in your autoexec.


    [ 2016-07-14 07:08:13 CET ] [ Original post ]

    Hurtworld Dev Blog #39


    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/


    [ 2016-07-11 07:56:13 CET ] [ Original post ]

    Hurtworld Dev Blog #38



    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/


    [ 2016-07-04 09:20:29 CET ] [ Original post ]

    Patch 0.3.6.2 Is Now Live!

    This patch includes a number of bugfixes, as well as support for custom vehicle mods.

    VERSION 0.3.6.2 (4-JUL-2016)


    • Fixed missing bottom on 2m concrete foundation
    • Teleport command can now take Steam IDs as parameters
    • Enforced protocol versions more - you will no longer be able to connect to older/newer servers through the console
    • Fixed structures sometimes failing to load in busy servers, due to BitStreams not being pooled correctly
    • Itemslots will now show if they are locked or one-way
    • Fixed error message for failing to load mods
    • Added support for custom 4-wheeled vehicles from the modding SDK (see https://steamcommunity.com/sharedfiles/filedetails/?id=714026119)
    • Fixed structure damage cracks not displaying when a structure is damaged


    [ 2016-07-04 05:50:21 CET ] [ Original post ]

    Hurtworld Dev Blog #37



    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/


    [ 2016-06-27 09:09:55 CET ] [ Original post ]

    Patch 0.3.6.0 Is Now Live!

    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.

    VERSION 0.3.6.0 (24-JUN-2016) [BREAKING UPDATE]


    • Construction Attachment Points will now show possible rotations
    • Changelog was overhauled to format better and alert when new updates have been created
    • Added support for custom mods, including Construction Packs. Mod makers will now be able to create new sets of attachments. Servers can opt in to a Construction Pack, and clients will automatically download it upon joining. See http://hurtworld.gamepedia.com/Installing_a_Construction_Pack for information for server owners on installing Construction Packs.
    • Fixed issue where zero-health attachments could be invincible
    • Fixed issue where explosions could send unnecessary updates to clients
    • Fixed issue where construction rotations were mangled and unmangled in savegames
    • Fixed issue where attachment points would sometimes show up when they didn't have sufficient weight, due to rotations not stacking correctly
    • Possible fix for "Structures taking too long to load" kick issue, where shared timing objects could have been causing erratic behaviour
    • Changes to doors to allow for slightly more convenient Oxide modding
    • Fixed issue with the spears vehicle flipping ability (right click). Hit detection now directly lines up with crosshair.
    • Fixed issue with how explosions apply forces. Explosive force will now effect each physics object only once.
    • Fixed issue with Vehicle depenetration force limit being overwritten (no more vehicle launching from resource nodes and other objects).
    • Fixed issue with Vehicles ignoring the depenetration limit when overlapping with players (no more launching vehicles by ducking under them)
    • Added 'savepath ' command. You can now specify the path where your server will load and save savegames
    • Added 'loadmod ( ...)' command. Use this command to add a mod(s) to the server. This command can only be run before hosting a game.
    • Put in guard against unicode names that are not displayable


    Please post any issues or bugs you find in the Bug Reports forum!

    VERSION 0.3.6.1 (24-JUN-2016) [HOTFIX]

    The Shack now costs 50 wood instead of 100
    Fixed trapdoors not being placeable
    Fixed chat incorrectly filtering messages
    Fixed console throwing an exception with an empty message


    [ 2016-06-24 07:22:37 CET ] [ Original post ]

    Patch and Wipe Info: Friday 5 AM UTC

    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.

    This patch will enforce a wipe.

    If you are a server owner, upgrading to this version will automatically wipe your server. Old savegames will not be compatible, and will not load.

    This patch vastly extends our modding capabilities. New mod types will be rolled out soon, including custom vehicles. Got a cool idea for a mod? Start here!

    Here's the preliminary changelog:

    VERSION 0.3.6.0 (24-JUN-2016) [BREAKING UPDATE]


    • Construction Attachment Points will now show possible rotations
    • Changelog was overhauled to format better and alert when new updates have been created
    • Added support for custom mods, including Construction Packs. Mod makers will now be able to create new sets of attachments. Servers can opt in to a Construction Pack, and clients will automatically download it upon joining. See http://hurtworld.gamepedia.com/Installing_a_Construction_Pack for information for server owners on installing Construction Packs.
    • Fixed issue where zero-health attachments could be invincible
    • Fixed issue where explosions could send unnecessary updates to clients
    • Fixed issue where construction rotations were mangled and unmangled in savegames
    • Fixed issue where attachment points would sometimes show up when they didn't have sufficient weight, due to rotations not stacking correctly
    • Possible fix for "Structures taking too long to load" kick issue, where shared timing objects could have been causing erratic behaviour
    • Changes to doors to allow for slightly more convenient Oxide modding
    • Fixed issue with the spears vehicle flipping ability (right click). Hit detection now directly lines up with crosshair.
    • Fixed issue with how explosions apply forces. Explosive force will now effect each physics object only once.
    • Fixed issue with Vehicle depenetration force limit being overwritten (no more vehicle launching from resource nodes and other objects).
    • Fixed issue with Vehicles ignoring the depenetration limit when overlapping with players (no more launching vehicles by ducking under them)
    • Added 'savepath ' command. You can now specify the path where your server will load and save savegames
    • Added 'loadmod ( ...)' command. Use this command to add a mod(s) to the server. This command can only be run before hosting a game.
    • Put in guard against unicode names that are not displayable


    [ 2016-06-23 12:34:37 CET ] [ Original post ]

    Hurtworld Dev Blog #36



    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/


    [ 2016-06-20 09:25:40 CET ] [ Original post ]

    Hurtworld Dev Blog #35



    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/


    [ 2016-06-14 08:50:35 CET ] [ Original post ]