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
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/
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
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)
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
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/
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
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'
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
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.