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
