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
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
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 servers from 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
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
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/
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/
Exp Hotfix 0.6.5.1 Is Live!
UPDATE:
Hey Hurtworldians,
Tonight we've got the first hotfix for the 0.6.5.x patch cycle fixing up some critical issues and rebalancing loot drops.
Owned vehicles will no longer despawn and their map markers will work correctly.
Vehicle loot has been rebalanced to make getting a Goat easier than getting a Kanga or Roach.
Military town loot has been rebalanced so the more powerful guns (AR15 and AWM) are much rarer.
Town event and air drop loot has been improved so it is still valuable relative to the persistent town loot.
As always the 'oldversion' steam branch will contain the last patch (0.6.5.0) so you can continue to play on community servers that have not updated yet.
0.6.5.1 Full Changelog
Fixed issue where vehicle chassis spawning inside towns would later be automatically removed
Fixed vehicle map marker tracking not updating properly
Fixed handcrafting window not always opening as a fallback for the interaction tabs
Player character customisation is now updated before respawning (fixes gear visuals from the wrong gender being applied)
Removed vehicle protection fragments from all loot trees
Roaches are now properly immune to explosive damage
Vehicle chassis spawning outside of towns can now also spawn as Goat chassis
Rearranged bow visuals so all bows are using the new PBR style
Added new recipe to craft bark into wood planks
Updated hatchet and axe visuals
Iron axe is now customizable (colorable)
Reduced bandage crafting cost
Reduced vehicle paint mask drop rates
Rebalanced military town gun rates so pistols are more common and AR15s and AWMs are rarer
Goat chassis spawn chance increased to be higher than Roaches and Kangas
Vehicle town loot crates have a higher chance of spawning Goat loot than other types
Slightly increased vehicle town chassis respawn rate
Improved loot in airdrops and town events
0.6.5.0
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!
0.6.5.0 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
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/
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/
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!