recursal/Fanatic-Fandom huggingface dataset:
215.0

Version

**Diffusée** - *24 septembre 2015*

* Le Dimorphodon, que l'on porte à l'épaule et que l'on peut lancer comme un faucon (attaque quiconque sur lequel vous le lancez)
* Paraceratherium et sa Plateforme pour Paraceratherium
* Toile de peinture, peignable et murale
* Activation de la dégradation automatique sur les serveurs officiels PvP
* Les Tourelle Baliste ailleurs que sur les plateformes ne peuvent plus être placées près des fondations ennemies. Leurs dégâts sont réduits de 50% sur les structures et leur portée réduite de 20%. Elles n'endommagent plus les Plante Spécimen X
* Correction de la pose incorrecte du personnage féminin sur les tourelles baliste
* Dev kit: les auteurs de Mods peuvent mettre des scripts personnalisés dans les options "Menu utiliser", avec mise en réseau et sauvegarde des valeurs. De même, ils peuvent supprimer les options existantes comme ils veulent. Cela permettra de bien meilleurs objets et interactions avec le personnage
* Les dinos sellés acceptent la tenue de plongée dans leur inventaire
* Correction de touches conflictuelles avec les volants
* Correction des dinos d'épaule et certainement du Mésopithèque qui disparaissaient aléatoirement
* Les joueurs n'apparaissent plus coincés sans entrées de données en se reconnectant monté sur un dino
* Correction d'un défaut en perdant la collision, si vous étiez assommé en montant un volant
* Réduction de 50% de la consommation d'Engrais par les Carrés de culture
* Correction d'un plantage relatif aux nouvelles fonctionnalités du Dev Kit (ModifyStatusComponent, etc.)
Watchman

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Medium**

*The Watchman is a long range attack craft that can control the battlefield from afar.*

## Summary

The Watchman is a long-range attack ship created by United Space Research. It contains two powerful, long range weapons mounted on turrets above and below the central axis of the ship. These turrets can deal significant damage to slow-moving targets at a very long range, and against fast-moving targets if the pilot has good aim. Up close however, the Watchman suffers due to its main armament's restricted firing arc and extremely poor armor, usually falling to the smallest of threats if it does not attempt to escape immediately.
Enforcer

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Medium**

*Enforcers are designed for close range domination of important objectives. They can turn around capture disputes and engage and trap escaping enemies. Their primary system is the Escalate weapon system that increases damage with every shot landed.*

## Summary

The Enforcer is all about closing the gap, and dealing massive amounts of damage at very close range. The powerful Escalate Weapons System sports the highest amount of burst damage of any weapon in the range, provided that the entire volley is landed within the Enforcer's very short optimal range. To this end, the Enforcer is equipped with multiple systems that facilitate this high-risk, high-reward playstyle. A powerful Boost system and a short-range targeted Blink allow for rapid movement, whether for attack or escape, and a Concussion system disables the target, leaving them vulnerable to the Enforcer's devastating weapon.

Outside of close range, however, the Enforcer lacks ability, especially against slippery and cloak-capable enemies. The strength of the Enforcer relies on it being at close range - if the enemy can stay out of this admittedly short range, the Enforcer can do little to counter.

## Tips

- Target Blink has a short range that belies its utility - not only can it target enemies, but it can also target allies. Use it as a chase tool as the enemy attempts to flee, or as a escape to flee from sticky situations.
226.0

Version

**Diffusée** - *1er décembre 2015*

* Nouvelle tenue: Tenue de camouflage (camouflage, diminution de 50% du rayon de visibilité des dinos et résistance à la chaleur)
* Nouvelle créature: Oviraptor! On les aura ces oeufs! (*a besoin d'un temps d'affinage*)
* Nouvelle structure: Cuisinière industrielle pour la cuisson en masse des vacances
* Nouvelle structure: Lits superposés
* Nouvelle structure: Table en bois (meuble sur lequel vous pouvez poser des structures)
* La Forge industrielle peut fabriquer jusqu'à 20 objets du même type à la fois, mais on ne peut plus les placer sur les Plateformes de selles
* Le collecteur de déchets est amélioré pour réduire les ralentissements et hoquets (il ne force plus un flux asynchrone qui générait un ralentissement quand une opération de flux survenait).
* Les mods sont désormais installés/extraits au menu principal pour éviter les ralentissements en jeu
* Correction d'un cas potentiel de déconnexion à l'explosion des projectiles du Lance-Roquettes
* Le Skin Coiffe de Chef Indien et Skin Masque de dinde apparaissent correctement sur les dinos
* Doublement des dégâts du Lance-Roquettes, et aussi un extra de 100% contre les dinos
* Affichage de la qualité et de la compétence utilisés pour la Cuisine des Consommables personnalisés dans les configurations serveur. Augmentation de 20% des qualités et compétences de cuisine

```
WindowsServer\Game.ini (ou LinuxServer)
[/script/shootergame.shootergamemode]
CustomRecipeEffectivenessMultiplier=1.0
CustomRecipeSkillMultiplier=1.0

```
Raven

**Platinum Cost** | 990

## In-game Description

**Difficulty: Hard**

*The Raven is based around a radically new combat methodology, focusing almost entirely on the manipulation of energy systems on target vessels. Capable of reducing enemies' systems and boosting allies, it is capable of dealing great damage to vessels whose energy cells are currently drained.*

## Summary

The Raven sports one of the most powerful weapons in the game at present - the devastating Overcharge Beam. Using this weapon requires an immense amount of energy - something that the Raven cannot provide itself. As such, it uses its enemies as a secondary power source, draining their energy with its weapons and returning it back to them with the Beam. Although the Raven is powerful, it lacks significant defense, and is vulnerable to being focused. With the Raven, one must find a balance between sapping energy, using the Beam, and ducking behind cover to look for another opportunity.
Executioner

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Executioner is a flexible craft that revolves around its high-yield Gauss Cannon and mobility solutions despite is native slow engine speed and attack frequency. The craft fits the close-quarter hit-and-run archetype with its versatile and extendable mobility options which can be used in tandem with each other: the Overdrive diverts power from the main cannons to its engines for superior manoeuvrability and its Chrono Blink ability that allows it to return to its positon a few seconds in the past. With these systems in play, the Executioner can start off in a rear-guard position before rapidly moving to the vanguard with its weapons charged before retreating, ready for another attack.*
United Space Research

United Space Research (USR) is one of the three ship manufacturers in Fractured Space. USR builds its ship construction on a backbone of exploration and research. It grew from profits made exploring the galaxy and finding habitable worlds using self-sufficient ships designed for long distance travel. Eventually, the ships were adapted for military use.

See also List of USR ships
Reaper

**Platinum Cost** | 990

## In-Game Description

**Difficulty: 2\* (Normal)**

*The Reaper is a TDS attack ship designed to attack from mid-range and then close head-on using their forward facing turrets supported by the scythe beam. Its broadside shield helps defend it against flaking attacks whilst it concentrates on enemies ahead. Its fighter wing allow for ranged attacks against slower but more formidable opponents.*

**Rating:**

Offensive: 80

Defensive: 62

Support: 30

Mobility: 60

## Summary

The Reaper is a powerful medium attacker. Its primary weapon has a maxium range of 15k, allowing it to engage most other ships before they are in a position to retaliate. Its Scythe Beam is highly potent against armor, but can only be fired at targets in its forward arc. The ship is also highly maneuverable for a medium attacker, having flight characteristics more closely resembling an Equalizer than a proper medium fighter.

The Reaper costs 110,000 Credits or 990 Platinum to permanently unlock. It is also unlocked through the Daily Rewards system after logging in for 7 days.

## Tactics

### When playing as a Reaper

* Keep your nose pointed at the enemy, and stay at approximately the same height to maintain maximum firepower.
* Using the Scythe Beam and Missiles in combination with the Reaper's forward firing arc can cause devastating damage to even the most heavily armored enemies.

### When playing with a Reaper

* Take advantage of the Reapers' powerful Scythe Beam - it can sometimes even strip armor off multiple faces and enemies at once. Press the advantage this provides.
* When the Reaper's Shroud or its variants are active, allied captains can use the Reaper as cover between them and enemy fire, as the sides of the Reaper that the Shroud is active on are invincible to physical attacks.

### When playing against a Reaper

* Stay above or below the Reaper to prevent it from bringing all 4 turrets to bear on you.
* Aim to get behind the Reaper, as that is its most vulnerable point with no maximum firing power and no Shrouding abilities that could cover that area, so it is always open to attacks.
* Use non-physical attacking methods to by-pass the Reaper's Shrouding abilities. For example, the Aegis' Particle Accelerator can bypass the shroud, and deal damage directly to the Reaper.

## Tips

* Your weapons are not strictly front-mounted, but rather fire in a somewhat wide forward-facing arc. As a result, if the ship is slightly angled to the left or right, the shroud can be used to cover a portion of the ship while still delivering full firepower.
* The Reaper Cannon has almost no elevation, so attempt to stay on the same elevation as the target to deal full damage.
* The shots have *travel time*! Lead your enemies at long range.
* If positioned right, the Reaper's Shroud and it's variants can shield nearly all damage that is done to the Reaper, making it easy for the captain to jump to a safe area when outgunned. One should keep in mind that the Omni Shroud variant does not last as long, leaving the Reaper vulnerable whilst making the jump prep. If used right, the Shroud can help captains to survive and become near invincible.
Brawler

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Medium**

*The Brawler is the USR competitor to the Zarek domination of the front line. It is lethal at close range combining its AOE concuss with its primary weapon. As with the Zarek ships, the Brawler is designed to attack at close range, but rather than Blink to target, the Brawler pulls the target to him. The Brawler Harpoon system is a two stage system: first fire the harpoon at the target and once it has landed, use the Pull to drag the target into range.*

## Summary

The Brawler is a very powerful close-attack ship, featuring the extremely powerful Harpoon system, as well as the equally powerful Thumper main weapon. The Thumper is designed to be a point-blank powerhouse; the weapon itself has a terrific rate of fire and deals extreme damage at point-blank range, but the damage per second falls off very sharply with range. Be sure to keep a target as close as possible to maximize your killing potential.

The Brawler also has varying degrees of armor thickness, making weapon strikes to particular surfaces far less powerful until the armor is broken through. The heaviest armor sections are along the flanks of the Brawler, which are nearly twice as thick as those of the Colossus, making it excellent at broadside engagements and turn fights.

## Tactics

### When playing as a Brawler

* The Harpoon travels very fast but has no tracking - make sure to hit your target or else you must close the distance yourself in order to deal meaningful damage.
* Use your heavily armored broadsides to soak damage when in battle. Their armor is comparable to that of a Leviathan or Colossus, despite the Brawler being a Medium craft.

### When playing with a Brawler

* Do not use abilities that cause their targets to move such as the Pioneer's Gravity Nuke or anything in the Displacer's arsenal when there is an allied Brawler nearby. You will likely cause them to miss their Harpoon, which has a long cooldown.

### When playing against a Brawler

* A Brawlers' firepower is quite literally unmatched at point-blank range - avoid getting harpooned at all costs unless you have escape options ready. Keep in mind that once the Brawler reels you within 5 km, it can concuss you to prevent your escape.

## Tips

The Thumper weapon is very powerful at close ranges, but very short range. It is not uncommon to find yourself taking damage from otherwise close-range ships such as the Colossus and Ghost while unable to effectively return fire yourself.

The Brawler is very powerful in point-blank broadside duels, but suffers due to weak armor facing when trying to deal with targets above or below it. Always try to keep your enemy shooting at your heavily armored sides, and never let them get significantly higher or lower than you.
Last Stand

*After the attack on the AI world of PR0VENANCE, the AI have deemed us as a threat. They have created the Swarm to drive us from the surrounding area of space. Judging by the readings we are receiving, we don’t have the firepower to defeat the Swarm. The best we can do is hold them off while we evacuate the civilians . Good luck, Commander.*

Last Stand is a game mode in fractured space and also the name of an optional campaign. It can be unlocked as a Legacy Episode to play the game mode and earn the rewards.

## Campaign

This campaign consists of 3 nodes with 3 missions each. Any player may play Last Stand for free and even earn progress towards the campaign, however, the rewards will only be awarded once the Last Stand Campaign Pack has been unlocked for 2,000 Platinum.

The rewards are:

1. Last Stand Hangar
2. single Last Stand Crew Pod
3. Leviathan: Synapse Skin
4. 50,000 Credits
5. single Last Stand Crew Pod
6. Superlifter: Synapse Skin
7. 50,000 Credits
8. single Last Stand Crew Pod
9. Ghost: Synapse Skin

The three nodes are:

* **PR0VENANCE**
The A.I. home world. The A.I. lived peacefully until human extremists crashed a TDS Aegis into the capital city and detonated the Jump Drive.
* **Lugou Bridge**
In response the A.I. developed the Swarm - formed around 3 self-replicating A.I. and tasked with driving out all humans within a 50 light year radius. Luguo Bridge was the first system they hit.
* **Salomon's Rift**
A small colony that stood in the path of the Swarm. Until this point no-one had survived their onslaught. Three brave Commanders stood their ground.

## Game mode

The aim is to keep waves of ever stronger A.I. enemies from destroying the players Base Core. Unlike other game modes, the team in Last Stand consist of only 3 ships and it is only available in SOLO mode since it was retired to a Legacy Episode. Originally, it was a CO-OP-only mode.

The map consists of 4 sectors, one with the base of the players and 3 (one for each player), which are empty aside from a forward station to the home base sector. While the base core is protected by turrets, these should not be relied on too heavily as they can be destroyed as well.

Some rewards can be obtained without having to buy the Campaign Pack. These include the Skill Medals, that track the highest wave reached for each individual ship, as well as the Last Stands Swarm skins, which are awarded for each ship a player managed to reach wave 9 with.
244.4

**Diffusée** - 07 juillet 2016

* Correction d'un problème avec les roquettes. Nécessite la destruction des anciennes roquettes. Nous sommes désolés, mais c'est nécessaire! Remerciements particuliers à "Rocketreporter" pour l'aide précieuse apportée à ce rapport! *Nécessite une mise à jour serveur, nous recommandons de mettre à jour au plus vite!*
Superlifter

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Superlifter has its origins in Zarek's vast shipyards, but retooled for an active support role. Capable of great speed and agility, it can bestow these qualities on slower ships by assigning them its fleet of Tugboat Drones. Armed with capable cannon and high grade missiles, the Superlifter is good on offence, but relies on its speed for defence, as a well as a powerful disable engines pulse.*

## Summary

The Superlifter is a capable support vessel that has significant armament, allowing it a limited combat role. It has stronger armor and more health compared to more conventional repair ships like the Protector, but has weaker healing ability as a result. Tactical usage of it's speed-boosting Tugboat Drones will allow a capable pilot to ease their allies' positioning, or rapidly reposition itself into a better location. The Superlifter's weapons are nothing to laugh at either: sporting the same excellent missile system as the Hunter, and the powerful Slug-throwing system as the Infiltrator. This versatile package is only brought down by it's less-than-stellar maneuverability and the weak armor that all light ships possess.

## Tips

- Tugboat Drones provide a small speed boost to their target, but are extremely vulnerable to point defense and enemy fighters. Keep them away from the front lines - they are much better suited for positioning allies before a battle.

- Remember your heal does more if it impacts your friendly target directly. Lead the target if you can, but don't hesitate if line of sight is broken and they need a heal. Fire the heal buoy as close as you can to the target around the intervening obstacle, the buoy will go past the obstacle then divert to heal the target

- The heal buoy works for yourself too. Without targeting a friendly ship (target anything else including an enemy), fire the buoy at anything very close by including enemy ships right next to you. The buoy will hit the obstacle then path back to you for a heal over time.

- The Superlifter has fairly fast turret traverse, making it decent in a close dogfight. Ensure you are not only shooting the enemy ship but bouncing the heal buoy off of it every fifteen seconds to keep your heal over time ticking.
Zarek Industrial

Zarek Industiral are one of the three ship manufacturers in Fractured Space. Their ships prioritize damage and speed over armor. Zarek was built upon a highly successful mining and construction corporation. They are specialists in zero-g construction and are responsible for building mining platforms, ship construction platforms and space stations.

See also List of ZAREK ships
Tips & tricks

The following are **Tips & Tricks** for playing *Hurtworld*.

-friendly

```
try to make some friendly's you can trade and help each other when you are figthing. But dont make to much,
because your friends can figth with each other and then you lose them to and it is a kind of risky to have to many friends.

```

-guns

```
dont make to much guns before using it because then your are just going to fire at everything and will people kill you very quick.
and go first on a battlefield (only weapons server where can do /kit weapon for weapons) to practice your aim.

```

-radtowns

```
here you can find stuff like ammo and car parts and some other crafting items.
you have radiatons around some places it is not recommenend to stand there to long because u die very quickly.

```

-house/base

```
try to make your base a kind of unraidebale by placing much doors and make many *fake* rooms(you set a locker in the room but its just empty)
and dont set in a to high population place you will be very quick raided over there.

```

-Dynamite

```
with dynamite you can destroy ores so you dont need to mine them with your pickaxe but its better to use on the big stones somewhere else in the map.

```

-enemy's

```
you can better just dont show to much of what you have like guns and cars etc. because then you will raided quick if you just dont go out with
5 cars and 10 guns then they dont raid you very quickly.

```

-animals

```
you need to kill animals for food but watchout not every animal runs away some of them are going to attack you(recommenended to kill with bow)

```

-yeti's

```
that are important animals they need to drop some stuff to craft weapons its easier to kill with 2 people and some hunting bows
its not recommendend to shoot at them cause the other animals around will attack you to

```

-biomes

```
some of them are really risky you die very quick
some of freezing and some of overheating

```
240.3

* Réduction du temps de lancement du serveur sur la durée.
* L’apprivoisement avec les viandes de poisson est 2 fois plus rapide (comme pour la viande normale).
* Correction d’un chevauchement sur le téléporteur du Mégapithecus.
* Redémarrage automatique de l’arène du Mégapithecus quand tous les joueurs sont morts.
* Réduction de 150 Mo sur la mémoire Shader, réduit aussi le chargement du jeu.
Episodes

**Episodes** are events that introduce temporary game modes and tell snippets of the Lore of Fractured Space. Each Episode offers its own, unique Rewards. Both, the game mode and the rewards, are still available as Legacy Episodes after the event finished.

## Episode Rewards

There are two kinds of Episode Rewards:

* the free rewards, that can be obtained by simply playing the corresponding game mode enough, without the need for any purchase, and
* the Episode Pack rewards, that can be obtained by purchasing the corresponding Episode Pack for 2,000 Platinum from the in-game store.

Both are unlocked as soon as the respective conditions are met while the Episode is active. Additionally, the Episode Pack rewards can also be unlocked by purchasing the corresponding Legacy Episode later on.

## Legacy Episodes

All previously released Episode Packs are available again for purchase with all their exclusive content and that episode's game mode unlocked to play in SOLO.

Currently, the following Episodes are available this way:

* Last Stand
* Episode 1: Discovery
* Episode 2: The Rift
* Episode 3: Catalyst

Each Legacy Episode costs 2,000 Platinum, just like the respective Episode Packs did, and will be automatically unlocked for anyone who bought said Episode Pack.
Point Defense

The Point defense system of a ship has 3.25km range and can shoot down missiles and squadrons that near the ship.
It lasts for only 10 seconds if uninterrupted, however, its cooldown is very short.
There are two missile countermeasure options available to every ship:

* Manual Point Defense (MPDS) is a harder to use but more effective missile countermeasure.
	+ Deals high damage to incoming missiles
	+ Deals damage to squadrons in range.
	+ Must be activated and deactivated manually (default key: 4).
	+ Uses energy on activation, depleting until deactivation.
* Automatic Point Defense (APDS) serves as an alternate option, to weaken missiles but not outright stop them, sacrificing power for ease of use.
	+ Automatically deploys countermeasures 1.2s after missiles have been fired at the ship.
	+ Deals low damage to incoming missiles in range.
	+ Deals low damage to squadrons within in range.
	+ No energy cost.
Basilisk

**Platinum Cost** | 990

## In-game Description

**Difficulty: Very Hard**

*The Basilisk is a stealth-support vessel designed to infiltrate enemy lines while cloaked to stall an enemy advance. With its flexible weaponry able to ensnare either a dedicated target to great effect or multiple targets with lesser force, it is an unconventional presence on the field of battle. Most of the Basilisk's arsenal uses gravity as a means to undermine the enemy's flight model, establishing traps that draw in an unsuspecting enemy, or firing gravitational anchors to restrict their movement, including Blink and Boost capabilities, at the cost of making the Basilisk vulnerable. While its' damage output can be potent, the ship best excels through situational awareness and communication with allied ships to capitalize on the encumbered enemy vessel.*

## Summary

The Basilisk is all about counter-mobility - maintaining its own while hampering that of its enemies. Its loadout is focused on effective slows - a Gravity Well to draw in opponents, Graviton Anchors to further slow a target and amplify damage against it, and a massive Pulsar Charge to decimate their hull. Like most other stealth vessels, the Basilisk cannot hold under pressure, and must retreat if it is targeted. A capable harasser, the Basilisk shines when played like one - as a result its playstyle is extremely different from other stealth craft, focusing more on crowd control than on high burst damage.

## Tactics

### When playing as a Basilisk

* Pick your battles - the Basilisk can deal substantial damage to a single target but will be left without escape options after decloaking. Have cover nearby to slip behind and recloak.
* The Plasma Cannon deals no impact damage and ignores armor. Don't waste time trying to hit exposed sections of the enemy ship and risk missing your shots. Your damage output will be unaffected.

### When playing with a Basilisk

* Try to draw the attention of enemy craft and delay long enough for the Basilisk to sneak behind them undetected. This way they will be unprepared for the ambush.

### When playing against a Basilisk

* Once the Basilisk reveals itself, use a detection buoy or pulse to keep it visible long enough to be destroyed. If allowed to recloak, it will have the opportunity to use its' high burst damage against you again.
* Do not fly in a tight formation - If activated in such a circumstance, the Basilisks' Gravity Well will pile your team together and allow for any AoE weapons to strike all of you at once.

## Tips

* Try to remain above or below enemies - the Basilisks' armor is quite thick on the top and bottom of the craft.
* The time delay on Pulsar Charge is quite significant, such that you will need to fire it first before launching Graviton Anchors to amplify its' damage.
* While its' effect is extremely powerful, the Gravity Well takes some time to arm before it can be used, making usage during battle difficult.
* Place your Gravity Well from a point where the enemy does not see you - this will make it harder for them to avoid the trap.
Raider

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*Raiders are light attack craft. They carry a lot of fire-power for a ship their size and have the speed and manoeuvrability to wield it far more efficiently than much larger ships.*

## Summary

The Raider is a light attack ship created by Zarek Industrial.

The Raider's role is of a light attacker. It uses its very high agility and Screen ability to protect itself while harassing at enemies with both its lasers and missile batteries.

## Tips

The Raider is a tricky ship to play. Utilizing it's agility and shields are key. In order to use the Raider well, the player has to be familiar with other smaller craft. The best way to play the raider is with hit-and-run tactics. Have a Leviathan or a similar ship teleport you into the midst of the enemy ranks, or have a larger ship cover your entry After that, use your large arsenal to pound the enemy ships. After the shock has worn off and the ships are scrambling to get their defenses ready, use your shield or an larger ship to cover your retreat. Doing this to an individual ship who is alone and is not very agile can be a good way to eliminate enemy ships.

Another tactic is to distract the enemy by darting in, harassing the enemy, and then drawing them out while using your shields to cover your retreat. While the enemy is focused on you, your teammates can hammer them from behind. This can be especially deadly on smaller, unsuspecting groups of ships.
196.0

Version

**Diffusée** - *12 août 2015*

* Il est possible de switcher entre les modes PvE et PvP à des horaires spécifiques (IG ou IRL) depuis les options d'initialisation du serveur.
* Ajout du "Re-Fertiliseur" craftable depuis le bac à compost, il peut être utilisé sur le terrain pour faire repousser les feuillages perdus au fil du temps même si c'est proche de structures (évite le check des structures proches, impossible de faire repousser si une structure bloque).
* Ajout d'une option pour régler la distance maximale entre le joueur hôte et ses invités sur les sessions multijoueurs non dédiées.
* Les dommages des prédateurs Alpha sont réduits de 80% sur les structures en pierre.
* Les prédateurs Alpha ont tendances à n'apparaitre que dans les zones intérieures ou montagneuses.
* La zone d'agression des prédateurs Alpha est réduite de 40% afin de permettre de l'éviter ou de s'enfuir plus facilement.
* Les prédateurs Alpha récupèrent maintenant TOUJOURS l'inventaire des tués. (Carno and Rex)
* Ajout d'une option permettant de désactiver les prédateurs Alpha ("NPC Replacements") sur les serveurs custom.
* Sur les serveurs personnalisés, il est maintenant possible de spécifier le multiplicateur de "ResourceNoReplenishRadiusStructures" & "ResourceNoReplenishRadiusPlayers" pour permettre aux ressources de repousser plus près ou plus loin des joueurs et structures.
* Les tourelles automatiques visent et tirent maintenant sur les grenades ennemies. (et toutes les autres munitions peuvent maintenant être utilisées pour détruire les grenades)
* Il n'y à plus plus de vérification d'obstruction lors d'un remplacement de structures. (et donc plus d'échecs))
* Les serveurs PvP ont une 1 minute de respawn supplémentaires en option qui double à chaque fois si vous êtes tué par une équipe dans les 5 minutes qui suivent votre dernier décès dû à cette équipe (Temps indique sur l'interface de respawn). Cette option est activée par défaut, et sur ​​les serveurs officiels. (Aide à prévenir le gaspillage de munitions des tourelles automatiques contre les joueurs suicidaires)

[PLUS A VENIR]
Vehicle Attachments

**Vehicle Attachments** is one of the Vehicle Parts in the world of Hurtworld. They appear randomly on vehicles.

## Goat attachments

 **Goat Judge Frontpanel:**

+50 Weight

Lights (Toggle by R key).

 **Goat Racer Frontpanel:**

+30 Weight

 **Goat Stasher Frontpanel**:

+100 Weight

+8 Storage Capacity

 **Goat Judge Backpanel:**

+50 Weight

 **Goat Racer Backpanel:**

+30 Weight

 **Goat Stasher Backpanel:**

+100 Weight

+8 Storage Capacity

* Judge Frontpanel
* Racer Frontpanel
* Stasher Frontpanel
* Judge Backpanel
* Racer Backpanel
* Stasher Backpanel

## Roach attachments

 **Roach Skull Bumper:**

+50 Weight

 **Roach Sharkweek Bumper:**

+30 Weight

 **Roach Chaser Bumper:**

+30 Weight

 **Roach Front Seat:**

+50 Weight

 **Roach Sharkweek Hood:**

+30 Weight

+8 Storage Capacity

 **Roach Chaser Hood:**

+30 Weight

+12 Storage Capacity

 **Roach Triple Door Panel:**

+100 Weight

 **Roach Sharkweek Side Panel:**

+30 Weight

 **Roach Chaser Side Panel:**

+30 Weight

+8 Storage Capacity

 **Roach Roof Lights:**

+20 Weight

Lights (Toggle by R key).

 **Roach Sharkweek Roof Scoop:**

+30 Weight

 **Roach Chaser Roof Scoop:**

+30 Weight

+8 Storage Capacity

 **Roach 44 Galon Armor:**

+50 Weight

 **Roach Sharkweek Rear Panel:**

+30 Weight

 **Roach Chaser Rear Panel:**

+30 Weight
228.0

Version

**Diffusée** - *22 décembre 2015*

* Début de l'événement ***ARK: Winter Wonderland***!
* Forte amélioration de la vitesse de chargement et de flux du jeu (réduction des accrocs), en utilisant des paquets "sans recherche" (note: cela a ajouté 10GB à la taille d'installation du jeu)
* Optimisations CPU, du rendu et du flux pour les consoles
* Possibilité pour les mods de réécrire ou ajouter les cartes ARK, ce qui permet plus de mods de cartes dynamiques (empilables également)!

*Correctif à chaud sans version: correction client qui résout un problème de Légumes "énormes".*
*Correctif à chaud sans version: correction client du Schéma de la Matraque électrique offert par les cadeaux Winter Wonderland. Il n'était pas censé être encore diffusé ;)*
Overseer

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Very Hard**

*The Overseer is a Zarek long range attack craft equipped with the versatile Vector Cannon and the massive Flux Beam.*

## Summary

The Overseer is a long range attacker, largely depending on accuracy to eliminate enemies. It's primary and only weapon is the Flux Beam, a mining beam capable of firing across and entire sector (much like the Watchman) and dealing incredible amounts of destruction to ships. The Flux Beam is mounted inside the actual ship, so players must use Auto-Orientate to move the entire ship in order to line up the beam. The massive potential damage comes at a cost, with the Overseer being very vulnerable to close range attacks due to its low turn speed and lack of secondary armament, using its Reverse Boost and Shield Wall Buoy to avoid damage.
Paragon

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Paragon is a specialist ship that is focused on Launch Bay systems - primarily fighters, bombers, and utility drones. The Paragon can establish refuelling/rearming waypoints that it can use to setup forward defensive areas or established ambush points. Juggling the Paragon's multiple wings in the in a combat arena is not a task for the faint hearted and it should be noted that the further the Paragon's reach, the less defenses it can call on in case of attack.*

## Tips

As a Paragon, you are mainly focused on strategic area denial with your charge bombers and CapBuoy. However, even though you may be a support-based ship, you are still a heavy, so do not be afraid to get in there and take a couple of hits for your team, also, your minicannon can destroy small ships if you target them, allowing your team to get rid of bombers, fighters, and drones quicker. The minicannon can also do small consistent damage to large ships, making it an effective cloak killer. Do not underestimate the power of your primary weapon, do not run away from every engagement.
Implants

**Implants** are a way to make your Crew even more useful. Each crew member can have up to three Implants, but can never have the same Implant more than once. Therefore, a ship may benefit from one specific implant up to five times. Each implant slot has a color and may only take an implant with a matching color (red: Attack, blue: Defense, yellow: Utility). However, each time an officer reaches sufficient Experience to level up, one of their slots (from left to right) will turn into a golden Chroma slot and be able to take an implant of any type.

There are some stats (ie. Missile Range and Hull Strength) implants provide which no crew members has. On the other hand, Energy Efficiency is the only stat a crew member offers for which there is no implant. If a certain stat is provided by both, the bonus from the best crew member(s) for that stat is as high as the bonus from equipping the corresponding implant five times.

## Attack

 Turret Traverse | 5% | 25% (50%) | Increases turret turn rate.

## References

1. ↑ 1.0 1.1 1.2 If used on all 5 crew members. Value in parenthesis is if also using the crew member with the maximum value for that stat.
Experience

*This article is about the crew feature. See resources for the income earned during battle and used to upgrade ships.*

Experience can be gained by crew members either through combat, by finding duplicates in Drop Pods or by spending Elite Exp. They start at level 0 and whenever they level up, one of their Implant slots looses its color-restriction, from left to right. However, the crew members stats remain unaffected. Each level requires more Experience than the previous and the maximum level is 3 at which point none of the slots has a color-restriction anymore. Unrestricted slots are called Chroma Slots and show a golden insignia instead of a red, yellow or blue computer chip icon.

## Elite Exp

Elite Exp is a specialized currency, that can only be spent to level up crew members. Each new player receives 100.000 Elite Exp at the beginning of the game. More can be obtained through certain Milestone Rewards of the daily reward system, by finishing Missions, directly through Drop Pods or by finding duplicates of a max level crew member in them. Once a crew member reaches level 3, they turn legendary and will grant the player 20% of the experience they would earn during battle as elite exp, which can then be spend on leveling other crew members.
Missions

Missions are the main source for Drop Pods. There are different kinds of missions and your current progress can be inspected in the Hangar. They can be completed in casual PvP and CO-OP, but not in PvP-Custom Games or SOLO mode.

Any mission can be completed on any map and progress for multiple missions will be tracked in parallel, even when they have the same objective (ie. the Quick mission "Capture Gamma X times" and the weekly mission "Capture Gamma Y times", will both gain progress each time Gamma is captured).
However, there are certain missions which are bound to specific maps; ie. Play X games in The Rift or capture X Mines can obviously only be completed in a rift map or a map that has mines.

Some missions have multiple objectives. In that case all objectives must be completed before the reward can be claimed.

## Event Missions

The current event mission revolves around playing 6/25/60 games in the Awakening game mode to obtain unique rewards.

## Campaign Missions

The story line of the game is told through campaigns. To complete a note of a campaign, each Mission of that note must be completed, in descending order.

## Weekly Missions

Each week, on tuesday at 10am (pm?) UTC, a fresh set of five missions will be offered, which must be completed in descending order. While the missions increase in difficulty, the later ones also offer better rewards.

The rewards for the first 3 missions is an Epic or Crew Drop Pod, for the 4th the player gets 10,000 Elite Exp or another Crew Drop Pod and for the final mission one of 250 Platinum, an Implant Pod with 5 random implants or a Crew Pod containing one random Crew member.

## Quick Missions

Quick missions are short missions with easy objectives that award Drop Pods. Once finished, the next will be available at 10 pm UTC. Progress is tracked indefinitely, however, a reroll to a differend missiontype will be available once per day if no progress is made.
Drop Pod

**Drop Pods** are the loot chests of Fractured Space. There are different kinds of Drop Pods:

* Regular Drop Pods contain 3 random items (see table blow).
* Crew Pods contain 1 random Crew member.
* Implant Pods contain 5 random implants.

Drop Pods can be obtained by playing the game, mainly through the quick missions and the weekly missions, but also through campaigns and the Daily Rewards system. Additionally, Drop Pods can be bought from the Store for credits or platinum.

Some Crew Pods have special prefixes like *Pirate Crew Pod*. These are guaranteed to contain a random crew member of the specified crew.

## Possible Drops

Regular Drop Pods may have a rarity, in which case they are guaranteed to drop at least one item of that rarity. For example, all Drop Pods obtained as login rewards are Epic and will therefore drop an epic item, like a crew member. Possible drops are:

1: Chance to get a drop from that rarity from a common drop pod.

2: Drops within each rarity are not equally distributed. Noted are the chances to get that specific item, when the drop pod contained a item from that rarity.

3: One of: "Attack", "Fall Back", "Gamma Time", "Good Luck, Have Fun", "Negative", "Need Backup" and "Need Repairs"

## Gallery

* Level 2 crew member obtained from regular drop pod.
* Pirate drop pod. Guaranteed to make you want to sail the 7 galacseas.
222.3

**Diffusée** - *6 novembre 2015*

* *Correctif à chaud sans version: suppression de l'objet "Matraque électrique" qui n'était pas prêt*
* *Correctif à chaud sans version: correction de touches de fermeture d'inventaire erronées. Correction d'un plantage que certains pouvaient subir avec un vieux sous niveau TheIsland\_Seasonal*
* Gain de performance GPU d'environ 15-20% dans la plupart des cas de végétation dense (il nous faut encore tester, la disparition du feuillage n'est pas drôle, mais 60 fps sur ma 980 GTX, c'est haut). Également gain de performance pour les ombres en Élevé/Épique
* La taille du Bouclier à la troisième personne n'est plus proportionnel à la taille des mains
* Correction de cas potentiels où vous ne pouviez pas masque la voile d'un Radeau
* Les serveurs qui se mettent à jour avec cette version n'auront plus de structures Halloween, comme prévu
* Correction de problèmes de disparition des projectiles sur les cartes très, très grandes (je te regarde la Conversion Totale "ARK Pirate World")
* Augmentation (doublement) de la vitesse de nage du Gigano et il nage correctement en surface pour ne pas se noyer
* Ajout d'une valeur de configuration serveur pour BabyFoodConsumptionRate:

WindowsServer\Game.ini
(ou LinuxServer)
[/script/shootergame.shootergamemode]
BabyFoodConsumptionSpeedMultiplier=1.0
Vous pouvez la régler plus bas, de même qu'un plus faible 'BabyMatureSpeedMultiplier' si vous voulez que les bébés dinos de vos serveurs se comportent plus comme des... vrais bébés?
Destroyer

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Destroyer extends the USR Heavy line with a ship bristling with turrets and built around ranged offensive capability. The ship carries large scale turrets capable of a range of 25km with an optimum range of around 15km. Its optimum attack is broadside bombardment from range and it must be stationary to maximize its accuracy. Captains must be aware that at close range, the ship and its turrets cannot react quickly enough to be effective and the ship is best deployed at range for use as fire support.*

## Summary

Boasting massive cannons with a range surpassed only by that of the Watchman, the Destroyer is capable of putting severe firepower downrange before other ships are able to engage it. The Destroyer is also a strong ship in close-quarters combat, although it is not suited for that role. The main armament struggles with hitting light craft due to the shells' slow velocity, but is very potent against mediums and other heavies. Its bomber wing and missiles give it added striking power against larger ships. Capable Destroyer pilots must know how to effectively utilize their Jamming systems to deny valuable intel to his enemy, and properly lead the massive cannons of the Destroyer to accurately and effectively hit and destroy his target.

## Tactics

### When playing as a Destroyer

* The Destroyer is one of the best long range damage dealers, be sure to fight in a zone with good line of sight.
* Avoid shooting at anything above, below or behind you, the Destroyer's turrets have a limited arc of fire
* The cannons aboard the Destroyer have poor muzzle velocity and below average accuracy. Prioritize targeting the slowest/largest enemy ships to ensure hits.
* Learn to lead your shots when shooting at fast-moving targets. The Destroyer's long range is hampered by it's poor muzzle velocity (the speed of it's shells)

### When playing against a Destroyer

* The Destroyer can only fire two out of it's six guns when it's target it directly above and below the ship. Stealth ships and fast attack ships should take advantage of this weakness.
* The Destroyer is not only a very slow ship, it's turrets are also very slow. Fast attack ships such as the Hunter or the Sentinel can actually outrun the Destroyer's guns. Circle the Destroyer at point blank range to avoid death.
* At long range, the Destroyer is the most destructive ship. Be sure to maneuver aggressively and utilize cover to avoid it's shells.

## Tips

Your broadside is the only place where you can fire your six-gun full salvo. Do not, under any circumstances, engage enemies from below or above - your firing arcs are quite restricted. Always attempt to stay on the same elevation, and keep your guns pointed at the enemy - at the worst case scenario, you'll get 4 of your guns firing forward.

Protect your weak points! You can't fire very well behind you, nor above or below you. Maneuver so that enemies stay out of these vulnerable sectors and stay in your effective arcs.

Explosive charges can be used to depth charge out cloaked enemies.
Infiltrator

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Zarek stealth attack ship is very different to its USR cousin - instead of high alpha damage - the Infiltrator uses its cloak to sneak behind enemy lines. It then uses Ion Drones to prepare targets for its Ion Blast which delivers an AOE attack that causes damage to enemies that have been marked by its drones. Like any stealth ship, the Infiltrator must escape after delivering its payload. Without a blink or boost to use, the infiltrator fires a disarm AOE that allows it to slip back into cloak and escape.*
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News

**DEVS V COMMUNITY - - 2018/11/08 17:52**

We're going maverick tonight, no community managers, all the devs are here, and we're going to 5 stack!! Try your luck, I don't think you'll stand a chance though......

**Infection Hotfix #1 - 2nd November 2018 - - 2018/11/02 10:29**

Removed Infection from Coop. Removed Bots from PvP games. PvP now matches all players in one band and MMR will be adjusted to match. Added in Point Defence active widget to HUD. Increased si...

**Episode V: Infection - Update - 30th October 2018 - - 2018/10/30 11:01**

Infection The shockwave from Sigyn’s breath caused more damage than originally thought; word of the Eye’s awakening in Sudenica DA-9C reached across the galaxy, but this was just one of the many chan...

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