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Hurtworld is an open world, survival FPS/TPSEdit

Official serversWe have placed orders for new dedicated hardware worldwide. We know there aren't enough official servers, and they go down too often. Hopefully we can get the new servers up this week which should greatly increase our capacity and stability. 

Full Patch Notes: 

VERSION 0.3.2.3 (19-DEC-2015) (Server Only) 
Fixed wipe schedules wiping before needed 

VERSION 0.3.2.2 (19-DEC-2015) (Server Only) 
Fixed full servers reporting over max players to steam 

VERSION 0.3.2.1 (19-DEC-2015) 
Fixed some EAC installer issues 
Fixed the command line arguments being passed to the game 
Fixed interaction colliders on doors being glitchy 
Fixed serverstatus command 
Server update is recommended 

VERSION 0.3.2.0 (19-DEC-2015) 
This update includes Easy Anti Cheat and includes better server browser information about wipes. 
If you open the browser you'll notice the wipe schedule column. This shows how long since wipe, and if scheduled, how long until wipe. 
Commands: 
autowipe <0/1> 
wipeinterval <seconds> 

Full Change List 
Added EAC 
Fixed some performance issues related to shitloads of drills eventually killing server FPS 
Made door colliders thicker to prevent people glitching through them 
Fixed the ability to place ownership stakes inside rocks 
Fixed AuthTicketAlreadyUsed again (hopefully properly this time)

Patch 0.3.1.8 Is LiveEdit

DECEMBER 13 - SPENCERHi guys 

This patch is the first part of a series to address the cheats that have appeared over the weekend. This is not the final solution but should heavily reduce the impact of cheats until I finish my security refactor and add EAC later this week. This patch also adds a much needed global banlist. If you see anyone cheating, please report them via reddit and we will ban them from all servers. 

Changelog: 

  • Speed Hacking is now impossible 
  • Mele weapons can not attack over restricted range and attack speed 
  • Added global banlist 
  • Fixed k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed being returned by steam after spamming connect

Hurtworld Dev Update #15: Post Launch RecapDECEMBER 12 - SPENCERSpencer This last week has been insane! We went from our tiny closed alpha of ~20 people online at a time, to over 10000 concurrent users across 1000 active servers in just 7 days. We still don't quite believe that number is real. 

This update will be short and sweet, once things settle down a bit I will lay out our roadmap in detail. 

You guys have been thrashing the new build, tracking down heaps of bugs and giving us loads of awesome feedback. 

With so much going on it's easy to get caught like a deer in headlights watching it all go by. We've been trying to read everything everyone's posted, we were drowning in communication but I think we're finding our feet. 

This week I've been in full damage control mode. Putting out patches, breaking stuff, fixing it again etc. The main focus has been keeping everything running and patching out any major exploits that come up. 

Exploits 
The first wave of exploits were caused by our own bugs. All that we know of are now sorted. The next wave of exploits that are starting to pop up are client side cheats. 
I am aware of a few security holes in our server protocol that I'm working on patching right now. We also plan to implement Easy Anti Cheat this week which will give us access to an extra team of people dedicated to hunting down and stopping client side cheats. 

Metagame 
I've been collecting heaps of feedback on things that affect the metagame like respawn time, infamy balance tweaks, loot frequency etc. Unfortunately I haven't even had a chance to play the game since launch I've been so flat out, so I can't really make judgements on these mechanics until I can really experience them myself. Priority one is stomping out cheats, metagame will be next on the agenda. 

Official Servers 
We don't have enough, some keep disappearing. We've outgrown our current operation and need rethink our approach. I have someone on the task of sourcing our own dedicated servers and will be automating more of the process so we can manage the official servers much better. This might take a week or two but will be worth it. 


Cowtrix Spencer: Cowtrix wasn't in the office for this dev update so I will summarise. He built the awesome new server browser, put more languages in and has been on bug fixing duty. 

Gavku Well its been a pretty crazy week for which we have all you guys to thank.....SO THANKS! 
Once things settled down a bit I have gotten back to cranking out content.We wanted more ways for players to be able to individualize themselves, so I have started to make a bunch of masks crafted from the various Hurtworld animals. First up is a BorMask as they are probably still my favorite creature so far :wink: 
Oh yeah and we have a handgun now! 



Mils Wow, what a week! In between responding to as many emails and forum posts as possible, I also managed to work on some wheels. So I'm working on more sexy wheels for the cars. This new wheel is inspired by the style that suits, 1960's - 70's muscle cars. I have a bit of a passion for these vehicles. 
Will be making a few more varied sizes and styles over the coming days. Will be nice to see you all rolling these down the road soon. 


Dazzler Pretty intense 6 days! I haven't posted that much on Forums in 6 years! Good to get to know a lot of you. Anyway, will keep the support coming, but I have animation tasks that I have to get moving on. First up is taking the Pistol from Gav and making it move. Few small bugs and improvements to be made to state-flow too (they will go in with patches). Expect some gyfycats in coming weeks! 155  Rate up  See all 64 comments Patch 0.3.1.5DECEMBER 10 - COWTRIXPatch is live. Sorry we had to kill all the servers without clean shutdown, too many to do properly by hand now. We will put an autoupdate in soon to make things cleaner. You may experience a 5 min rollback. Let us know if you got wiped, we have backups now. 
Late devblog going out in 10 hours 

VERSION 0.3.1.5 (10-DEC-2015) 

  • Added timer to respawn - if you are authorised at an ownership stake, your respawn time will increase by <IncreaseOnDeath(default 10)> seconds every time you die. You respawn time will fall down back to 10 seconds over time. These values are configurable per server. spawncooldown <FalloffSpeed> <IncreaseOnDeath> - see wiki for details 
  • Added combatlogtimeout server setting, players will stay in the game for <default(10)> seconds after they disconnect, you can't reconnect while your dummy is still in game (this is not the best solution but will do for now) 
  • Added ability to ban players by SteamID (ban <steamid64>, unban <steamid64>) 
  • Fixed groundsliding bug 
  • Fixed megajump exploit 
  • Tweaked the town crate loot tables a bit 
  • Fixed storms only happening once per restart 
  • Moved doors from deferred spawn to instant spawn on client 
  • Fixed vehicles falling through the world / moving around while idle (this turned out to be a bug in physx so is pretty hard to nail down completely, looks to be stable now though) 
  • Changed server browser to handle high number of servers, as well as implemented favorites. 
  • Fixed some issues with spawners where vehicles and loot could stop spawning 
  • Added no-build zones to relics that were missing them 
  • Removed stupily high sun protection from T-Shirts

Hurtworld Dev Update #15: Post Launch RecapDECEMBER 12 - SPENCERSpencer This last week has been insane! We went from our tiny closed alpha of ~20 people online at a time, to over 10000 concurrent users across 1000 active servers in just 7 days. We still don't quite believe that number is real. 

This update will be short and sweet, once things settle down a bit I will lay out our roadmap in detail. 

You guys have been thrashing the new build, tracking down heaps of bugs and giving us loads of awesome feedback. 

With so much going on it's easy to get caught like a deer in headlights watching it all go by. We've been trying to read everything everyone's posted, we were drowning in communication but I think we're finding our feet. 

This week I've been in full damage control mode. Putting out patches, breaking stuff, fixing it again etc. The main focus has been keeping everything running and patching out any major exploits that come up. 

Exploits 
The first wave of exploits were caused by our own bugs. All that we know of are now sorted. The next wave of exploits that are starting to pop up are client side cheats. 
I am aware of a few security holes in our server protocol that I'm working on patching right now. We also plan to implement Easy Anti Cheat this week which will give us access to an extra team of people dedicated to hunting down and stopping client side cheats. 

Metagame 
I've been collecting heaps of feedback on things that affect the metagame like respawn time, infamy balance tweaks, loot frequency etc. Unfortunately I haven't even had a chance to play the game since launch I've been so flat out, so I can't really make judgements on these mechanics until I can really experience them myself. Priority one is stomping out cheats, metagame will be next on the agenda. 

Official Servers 
We don't have enough, some keep disappearing. We've outgrown our current operation and need rethink our approach. I have someone on the task of sourcing our own dedicated servers and will be automating more of the process so we can manage the official servers much better. This might take a week or two but will be worth it. 


Cowtrix Spencer: Cowtrix wasn't in the office for this dev update so I will summarise. He built the awesome new server browser, put more languages in and has been on bug fixing duty. 

Gavku Well its been a pretty crazy week for which we have all you guys to thank.....SO THANKS! 
Once things settled down a bit I have gotten back to cranking out content.We wanted more ways for players to be able to individualize themselves, so I have started to make a bunch of masks crafted from the various Hurtworld animals. First up is a BorMask as they are probably still my favorite creature so far :wink: 
Oh yeah and we have a handgun now! 



Mils Wow, what a week! In between responding to as many emails and forum posts as possible, I also managed to work on some wheels. So I'm working on more sexy wheels for the cars. This new wheel is inspired by the style that suits, 1960's - 70's muscle cars. I have a bit of a passion for these vehicles. 
Will be making a few more varied sizes and styles over the coming days. Will be nice to see you all rolling these down the road soon. 


Dazzler Pretty intense 6 days! I haven't posted that much on Forums in 6 years! Good to get to know a lot of you. Anyway, will keep the support coming, but I have animation tasks that I have to get moving on. First up is taking the Pistol from Gav and making it move. Few small bugs and improvements to be made to state-flow too (they will go in with patches). Expect some gyfycats in coming weeks! 155  Rate up  See all 64 comments Patch 0.3.1.5DECEMBER 10 - COWTRIXPatch is live. Sorry we had to kill all the servers without clean shutdown, too many to do properly by hand now. We will put an autoupdate in soon to make things cleaner. You may experience a 5 min rollback. Let us know if you got wiped, we have backups now. 
Late devblog going out in 10 hours 

VERSION 0.3.1.5 (10-DEC-2015) 

  • Added timer to respawn - if you are authorised at an ownership stake, your respawn time will increase by <IncreaseOnDeath(default 10)> seconds every time you die. You respawn time will fall down back to 10 seconds over time. These values are configurable per server. spawncooldown <FalloffSpeed> <IncreaseOnDeath> - see wiki for details 
  • Added combatlogtimeout server setting, players will stay in the game for <default(10)> seconds after they disconnect, you can't reconnect while your dummy is still in game (this is not the best solution but will do for now) 
  • Added ability to ban players by SteamID (ban <steamid64>, unban <steamid64>) 
  • Fixed groundsliding bug 
  • Fixed megajump exploit 
  • Tweaked the town crate loot tables a bit 
  • Fixed storms only happening once per restart 
  • Moved doors from deferred spawn to instant spawn on client 
  • Fixed vehicles falling through the world / moving around while idle (this turned out to be a bug in physx so is pretty hard to nail down completely, looks to be stable now though) 
  • Changed server browser to handle high number of servers, as well as implemented favorites. 
  • Fixed some issues with spawners where vehicles and loot could stop spawning 
  • Added no-build zones to relics that were missing them 
  • Removed stupily high sun protection from T-Shirts

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