Hurtworld Patch 0.3.4.0

Posted on March 9th, 2016 04:42 PM EST
hurtworld patch
Hurtworld Patch 0.3.4.0 has been released on Steam.

VERSION 0.3.4.0 (9-MAR-2016) 
  • Major refactor to the way maps are loaded to support the Map SDK. Player made maps can now be loaded into the engine. 
  • Added ambient sounds for each biome, and day/night 
  • Added 3 new ambient music tracks 
  • Added writable signs 
  • Added guard for players getting below terrain 
  • Added crosshair progress indicator when mining resource nodes 
  • Fixed issues with mouse remapping 
  • Fixed an issue where placing construction items while jumping could push you through walls 
  • Added Blizzard weather event, which will make you much colder if you're out in the open 
  • Improved UI performance 
  • Made pistol significantly cheaper 
  • Added ambient visual effects for Forest and Arctic biomes (leaves and snow) 
  • Made structures have a distance based LOD as well as screen space, to improve client performance 
  • Changed drill placement so the construction item itself enforces the exclusion distance - you will not be able to place drills close to each other 
  • Made ownership stake smoke significantly more efficient 
  • Made ownership stakes only begin smoking 20 minutes from their deathorisation 
  • The Goat's Mangler wheel can now be shot out properly 
  • Cars are now can't be claimed if they're not drivable (have 4 wheels, engine, gearbox) 
  • Cars are now able to be dissasembled with the Wrench if they are claimed, at a slower rate than unclaimed cars 
  • Disassembled cars now drop better loot 
  • Vastly improved server performance on player connection and disconnection 
  • Improved 3rd person crouched bow pose 
  • Infamy will now not be reduced by death 
  • Added a Binary Effects display to the hotbar (e.g. Burning, Hypothermia, Starving, etc) 
  • Added Binary Effects visuals for Burning, Wet, and Poisoned 
  • Being an outlaw will now make your nametag red for other players 
  • Added AFK kicker - players will be kicked automatically if they are detected as inactive. You can set this with afkkicktime <seconds> (default is 15 minutes) 
  • Fixed issue where savegames could fail to save player progress if they took too long to disconnect 
  • Upgraded to Unity 5.3.2p4 
  • Fixed a major server side performance issue when sending new objects to clients 
  • Added new console command bakenavmesh <map> which will create a new AI navmesh for player made maps 
  • Disabled some APIs being used to fake player numbers 
  • Made gunsmoke less intensive on FPS 
  • Extended server and client FPS readouts to format <average> (<min> - <max>) , the min and max show the fastest and slowest frame across the sample. Helping debug fps spikes. 
  • Added force single threaded renderer launch option, some machines see a large drop in input latency with this set. Framerates will be slightly lower, but overall feels tighter to me. 
  • Fixed some scenarios where the shotgun would get into a broken state and keep reloading 
  • Improved vehicle exits to make them less likely to push players through walls 
  • Fixed an issue where placing an ownership stake while there was currently one deauthorising would make that stake not work
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