HurtWorld V2

Игра HurtWorld V2 1.0.0.6

  • 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
  • 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.
  • 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
  • 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
  • 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)
  • Interactions are no longer blocked by ragdolls (can now loot items through a creatures/players corpse)
  • The vehicle crash system has been made more robust by the addition of extra spawn safety checks before initiating the crash, if these fail the player will be
  • killed instead
  • Fixed shack map markers not being loaded properly on server restart
  • Updated rare creature colours
  • Beds can now be rotated during placement
  • Added 2 extra storage slots to the camping backpack
  • Improved pistol ironsight icon poses
  • Ironsight attachments now use the hardcase for their world item representation
  • Massively improved network performance when syncing binary effects to proxies
  • Added several safety checks and additional debug data into item serialization
  • Fixed stat modifiers not displaying on several items tooltips
  • Fixed error related to ammo storage on player disconnection
  • Item masks no longer destroy themselves on client when applied
  • Fixed a sync issue with non-standard world items
  • Fixed an issue with how stat effects were being bound to projectiles
  • Updated Unity to 5.6.6f2 (SDK users, please update Unity to 5.6.6f2)
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Реакции: LORDOV2202
  • Inventory getting bugged and showing blank items
  • Creatures not dropping loot / loot invisible
  • Players looking naked despite having gear
  • Players shooting you with bare hands (weapons not showing)
  • Players now have a safe temperature range within which their internal temperature will return to or stay at the baseline
  • When players are in an area outside their safe tewmperature range their internal temperature will change in proportion to how far outside the safe range they are
  • Safe temperature range starts at 10-25 degrees
  • Cold/Heat protection no longer dampens internal temperature changes directly but instead now increases the low/high temperature limits respectively
  • Nutrition no longer affects internal temperature directly, instead a 'well fed' buff is given when at 75% nutrition or above that gives +12 cold and heat protection
  • Cooked steaks now add a 'nutritious meal' buff for 5 minutes giving +12 cold and heat protection (this stacks with the well fed buff)
  • Added a thermometer UI to the side of the minimap window, this shows your current temperature limits and the current temperature at the players location
  • Temperatures are now consistent throughout daytime/nighttime with a very short transition between the two (this has changed from constantly blending between two extremes making the temperature constantly change and the cold/heat bar timers to always be incorrect)
  • Cold biomes are now cold during the day (not as cold as night but protection is still needed) and hot biomes are warm during the night
  • Increased several spawn rates in Sand Dunes
  • Added yeti variants to Red Desert
  • Shigis and yetis in Red Desert now drop strong animal pelt
  • Ultranium is now a sidegrade to Mondinium rather than an upgrade and has been made minable by the Titranium pickaxe
  • Increased Ultranium spawns in Red Desert and increased Mondinium spawns in Snow
  • Introduced a river of death on the Forest/Sand Dunes border, falling in instantly kills however the land bridge only applies radiation and can be crossed quickly
  • Added visual override slots to the character window, items equipped in these slots will replace the visuals of the item equipped in the equivalent base slot
  • Added rare statless items to town event loot, airdrops and rare creature spawns. These are designed to be used in the visual override slots
  • Gear items are now permanently amber protected
  • Beretta 9mm has new visuals and attachments
  • Beretta 9mm amber protection cost reduced (12 -> 7)
  • Added many new fragments and rebalanced fragment tier assignments, point costs and stat values
  • Fragment drop rates increased
  • Adjusted Bor hitboxes so they are slightly easier to headshot
  • Removed large no build area around ownership stakes that was previously used to reserve spawn space
  • Campfires can no be placed in no build areas
  • Extended no build and out of bounds to cover the entire wasteland area of the Mangatang
  • Removed ground flint and ground log spawns from all biomes except the start desert
  • Reduced blast furnace shaped iron cost (50 -> 30)
  • Increased rare creature spawns
  • Changed rare creature colors to be more obvious at a distance
  • Increased meteor shower spawns and decreased yield
  • Reduced iron tipped spear shaped iron cost (20 -> 10)
  • Iron workbench changed into Titranium workbench
  • Increased improvised bow pvp damage (20 -> 25)
  • Gasoline is now crafted individually (was 5 at a time)
  • Reduced storage locker shaped iron cost (40 -> 20)
  • Disabled torch sounds
  • Reduced Bor and Tokar spawn density around sand dunes landmarks
  • Translations have been improved
  • Fixed campfire temperature UI
  • Fixed biome particle effects not playing
  • Fix for Ultranium resource node's effect zone border stopping projectiles
  • Fixed binary effect tooltip timer
  • Fixed missing no build zones around town events
  • Fixed emission map not showing on tokar
  • Fixed Chemsuit mask removing players hair
  • Fixed Ultranium rich resource nodes appearing as standard resource nodes (rich nodes are spawned from meteor strikes)
  • Added player connection queue for full servers
  • Reserved slots can be added with the addreserved console command similar to addadmin
  • Several serverside optimizations
  • Optimized structure downloads
  • Many new gear items added
  • Balance tweaks to several gear items
  • Changed several gear crafting recipes so they work as upgrades transferring the installed fragments from the upgraded item into the new one
  • Removed pushing force from primary attack on spear, added secondary attack that only applies push force
  • Fragments have been categorized into 3 rarity tiers (uncommon, rare, legendary)
  • Fragments can now be recycled into fragment dust through the right click context menu
  • Fragment cases can be crafted from the wood workbench that give a random fragment from the appropriate tier when opened
  • Reduced steepness of many hills
  • Added no build areas to player spawn points that were missing them
  • Changed how rare creature spawns are calculated to give a more consistent spawn rate
  • Rare creature health increased
  • Rare Gavkus no longer run away
  • Fixed incorrect effect zone positions on Ultranium and Mondinium resource nodes
  • Player animators are now properly culled when off screen
  • [SDK] Fixed inspector issues with EntityBinaryEffect and EffectZoneBuilder
  • [SDK] Base content general clean up
  • Changed the way rare creatures are spawned to be more consistant
  • Fixed entity overflow on initial connection to a busy server.
  • Fixed massive server lag spike whenever a player connects.
  • Increased enforcement for server simulated projectiles to deny hits for clients when their structures bug out.
  • Rebalanced armor and size coefficient values for small doorways.
  • Added failsafe for meteors and airdrops to not leak if something goes wrong.
  • Fixed memory leak on binary effects.
  • Mangatang map update
  • Rebuilt a large part of the low level network engine to open the doors for some heavy optimizations. See dev blog for details.
  • Added network traffic profiler (startnetworkprofiler / stopnetworkprofiler) for admins
  • Added rare creature variants of each creature type. These have a ~1% chance of spawning in place of a regular creature
  • Added creature mask items as rare drops from rare creature variants
  • Removed vehicle engine tiers (Just one engine per type now. No weak, standard, powerful versions)
  • Vehicle engines can now be upgraded with engine fragments
  • Item Colorer is now stackable and cannot be amber protected
  • Fixed several spawn mutators that were breaking client / server determinism
  • Added SpawnMutatorCreatureHearing for adjusting creature hearing sensitivity
  • SpawnMutatorCreatureHealth now correctly sets health reset value
  • Item namer max stack size reduced (255 -> 10) and can no longer be amber protected
  • Wood Workbench now has the correct return item on disassembly
  • Increased Iron Tipped Spear pve and pvp damage (30 -> 31)
  • Increased Improvised Bow pve damage (20 -> 30)
  • Reduced Recurve Bow pve damage (70 -> 50)
  • Reduced Fibreglass Recurve Bow pve damage (90 -> 70)
  • Adjusted normalized health on creatures (affects scaled pve damage)
  • Removed Bow Snare Fragment
  • Added Fibreglass Recurve Bow to Iron Workbench
  • Added spray can visualisation and mask preview to item mask consumables
  • Fixed an issue where item masks were not considered in icon uniqueness calculation
  • Fixed an issue where Yetis and Sasquatches could spawn with multiple horns
  • Item masks are no longer amber protectable
  • Reduced drop rates for item masks, item namers and item colorers
  • Item coloring window now has manual controls for preview rotation and zoom
  • Fixed incorrect name key on AR stock cache item
  • Fixed scale of AR15 and AWM world items
  • Updated AR15 icon poses
  • Removed Melee Move Speed Fragment
  • Increased upgrade point cost of Gear Move Speed Fragment (1 -> 3)
  • Increased heat and radiation protection on respective gear fragments (1 -> 5)
  • Fixed an issue where overheating would stop at 60%
  • Increased heat levels during day time in the sand dunes biome
  • Made sand dunes and red desert biomes cooler during night time
  • Toned down a lot of steep hills
  • 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
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