Tom

Hey Hurtworldians,

Last week I finished implementing the weather system and delivering the 0.6.1.0 experimental update.
The new weather events play a bunch of client side effects as well as affecting temperature inside their range. This allows players some new options like being able to poke into the next biome earlier by using a weather system that reduces the environmental pressure, be careful though as others may have this same idea. Vise versa a weather system that increases the environmental pressure can serve as a nice safe zone if you have enough protection to survive it.
I’ve seen several players questioning why we chose to display the weather systems on the minimap and much of the reason was to allow players to spot those opportunities so they can plan and make decisions on how to best utilize the systems. The other major reason is that we didn’t want to spawn a weather system on top of a player when it could kill them without 1. Some kind of a warning and 2. An indication of where the weather systems end so the player can find their way out without guessing.

b134

I also did a small rebalancing pass over the gear progression trying to simplify it a bit by removing a few pieces and combining some others. I also changed the Titranium Workbenches cost to have a much larger titranium ore cost, this was done to give more reason to live in the Titranium biome for longer. Previously as soon as you had stabilized in the Titranium biome you didn’t really have a reason to be there any more and should be thinking about poking into the end biomes.
I think whilst the workbench cost change does give a reason to stick around and establish yourself more in a zone it does so in a way that makes it a requirement rather than a choice which isn’t ideal (although a choice is harder to balance to make sure all options are viable).
Ideally unlocking this ‘gate’ would also open up new opportunities rather than just more of the same stuff but with bigger numbers, for instance I think this might be an interesting point to first introduce dynamite and using it to farm specific resources.
The progression balance still isn’t locked down so it’s likely we’ll be making more tweaks here soon.

I’ve also been working on a small bugfix patch I hope to be able to push out to you guys extremely soon to fix some map issues (like the spawn point on ‘death rock’ and the shrunken town event indicators) as well as fix a nasty bug where vehicle inventories could cause items to disappear sometimes when auto-moving or splitting items.

Mils

Hey ya’ll. I got the suppressor named ‘ Jacket’ for the FR18 95%of the way finished this week. It’s looking sexy, really enjoyed working with fabric on this one. Was a challenge to get the fabrics looking right. There’s still a couple more minor passes for this one but it’s very close.

FR18Jacket

I also got the first mag called ‘Rack’ done as well. This was pretty easy as it’s very similar to the basic mag for the AWM. Got this done nice and quick. I should be onto the scope for the FR18 next week, which is going to look quite cool and old school. Probably minimal plastic parts and that old school scope styling.

FR18Rack

 

Spencer & Splatt

We have been on holidays for the last week, and are back in the office at full strength today. More from us next week.