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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