Home // Blog // Experimental Update 0.5.6.0 Is Now Live!


Hi Hurtworldians!

In this weeks experimental update we focus on increasing the challenge from environmental pressure for all biomes, mainly focusing on making the heat progression more in line with cold. This includes an overhaul of player temperature + gear to be much more consistent and transparent. You will notice a thermometer beside the minimap which lets you know exactly what is going on with your temperature and hot/cold protection.

This patch also introduces the ability to visually override any gear item you have equipped allowing you to choose how you want to look regardless of the stats on an item.

We introduce a new type of item that has 0 amber protection cost, meaning it never drops on death and have applied this to all gear as an experiment. We feel that given gear has little to no PVP benefit, keeping it on death allows us to invest more value in gear while still requiring you risk your tools and weapons. Have a play, let us know how it feels.

The first attachments for the Pistol are now in along with a reduced amber cost. The pistol should be much more viable this patch.

Rare creatures and fragment drop rates have been buffed a lot, along with a restructure of fragment types so lower tier fragments are still useful.

Enjoy ūüôā

Full Changelog:

  • Players now have a safe temperature range within which their internal temperature will return to or stay at the baseline
  • When players are in an area outside their safe tewmperature range their internal temperature will change in proportion to how far outside the safe range they are
  • Safe temperature range starts at 10-25 degrees
  • Cold/Heat protection no longer dampens internal temperature changes directly but instead now increases the low/high temperature limits respectively
  • Nutrition no longer affects internal temperature directly, instead a ‘well fed’ buff is given when at 75% nutrition or above that gives +12 cold and heat protection
  • Cooked steaks now add a ‘nutritious meal’ buff for 5 minutes giving +12 cold and heat protection (this stacks with the well fed buff)
  • Added a thermometer UI to the side of the minimap window, this shows your current temperature limits and the current temperature at the players location
  • Temperatures are now consistent throughout daytime/nighttime with a very short transition between the two (this has changed from constantly blending between two extremes making the temperature constantly change and the cold/heat bar timers to always be incorrect)
  • Cold biomes are now cold during the day (not as cold as night but protection is still needed) and hot biomes are warm during the night
  • Increased several spawn rates in Sand Dunes
  • Added yeti variants to Red Desert
  • Shigis and yetis in Red Desert now drop strong animal pelt
  • Ultranium is now a sidegrade to Mondinium rather than an upgrade and has been made minable by the Titranium pickaxe
  • Increased Ultranium spawns in Red Desert and increased Mondinium spawns in Snow
  • Introduced a river of death on the Forest/Sand Dunes border, falling in instantly kills however the land bridge only applies radiation and can be crossed quickly
  • Added visual override slots to the character window, items equipped in these slots will replace the visuals of the item equipped in the equivalent base slot
  • Added rare statless items to town event loot, airdrops and rare creature spawns. These are designed to be used in the visual override slots
  • Gear items are now permanently amber protected
  • Beretta 9mm has new visuals and attachments
  • Beretta 9mm amber protection cost reduced (12 -> 7)
  • Added many new fragments and rebalanced fragment tier assignments, point costs and stat values
  • Fragment drop rates increased
  • Adjusted Bor hitboxes so they are slightly easier to headshot
  • Removed large no build area around ownership stakes that was previously used to reserve spawn space
  • Campfires can no be placed in no build areas
  • Extended no build and out of bounds to cover the entire wasteland area of the Mangatang
  • Removed ground flint and ground log spawns from all biomes except the start desert
  • Reduced blast furnace shaped iron cost (50 -> 30)
  • Increased rare creature spawns
  • Changed rare creature colors to be more obvious at a distance
  • Increased meteor shower spawns and decreased yield
  • Reduced iron tipped spear shaped iron cost (20 -> 10)
  • Iron workbench changed into Titranium workbench
  • Increased improvised bow pvp damage (20 -> 25)
  • Gasoline is now crafted individually (was 5 at a time)
  • Reduced storage locker shaped iron cost (40 -> 20)
  • Disabled torch sounds
  • Reduced Bor and Tokar spawn density around sand dunes landmarks
  • Translations have been improved
  • Fixed campfire temperature UI
  • Fixed biome particle effects not playing
  • Fix for Ultranium resource node’s effect zone border stopping projectiles
  • Fixed binary effect tooltip timer
  • Fixed missing no build zones around town events
  • Fixed emission map not showing on tokar
  • Fixed Chemsuit mask removing players hair
  • Fixed Ultranium rich resource nodes appearing as standard resource nodes (rich nodes are spawned from meteor strikes)

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