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Graphics. Overhauled.

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2:22pm EST - The devblog and update are live!

1:55pm EST - Our update stream is live!

1:46pm EST - Server update just hit! This patch might be live soon...

1:45am EST - Rust will never look the same again. Today’s update not only forces a map wipe on all servers (no XP wipe), it features countless visual changes to the game. I might have gone a bit nuts with the screenshots, but if any update ever deserved it, it’s this one.

We never know exactly when the patch will hit, but they normally arrive between 2 and 5pm EST (7-10pm GMT). Our update stream goes live at 2pm EST - follow @Rustafied for news throughout the day. Now, let’s get into it...


Update summary video

Puddy is back with another update summary video for us!


The graphics overhaul is here.

At long last, Peturs improvements to the Rust landscape are ready to go live! This plethora of changes cause everything to look much better - and I mean everything. Nights are also darker and make gamma boosting less effective. It's not entirely about the looks either, there are several new elements to game play.

Tall grass can now be found in open fields, providing crucial cover and many new ambush opportunities. Cacti in the arid biome give fruit, providing much needed hydration. Watch out though, they’ll prick if you get too close! You’ll also find logs all over the place, but don’t bother whacking them for wood, they don’t provide shit.

Every computer is different, so I’m always hesitant to make declarations about performance. That said, I haven't heard any complaints of drastic FPS loss when running around.

A picture is worth a thousand and all, so here's several stacks:

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New bone armor

Bone fashion is on the rise! Say goodbye to the cartilage laden shirt and pants of old, a new ensemble has hit the shelves. Made of two parts - helmet and suit - this armor looks great and provides an entirely new option when it comes to mid level outfits. Note: the suit takes up 3 clothing slots.

Here are some details and pictures:

Helmet

Cost
10 cloth
200 bone fragments

Unlockable at
Level 12

Suit

Cost
100 cloth
300 bone fragments

Unlockable at
Level 9

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Military tunnels - woah!

Vince has done an incredible job with the dungeons in the past month, most notable being the military tunnels. Not only have a ton of gorgeous textures been applied, the tunnels have been expanded into 3 sub levels, with different ones flooded depending on the map seed. On top of that, there is a new network of mine shafts, building at the front, and huge spiral entrance in the back.

The whole thing looks phenomenal and provides a ton more loot - it's going to be a blast for exploration and PvP!

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New lighthouse

An entirely new version of the lighthouse monument has made it in. The inside of this larger, more complex structure is locked at the moment - pending more work on the internal components. Don’t fret though, you will be able to climb to the top at some point in the near future.

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Airfield hangars

Airfield recieved some lovin’ too. The hangars have been redone, each featuring a new layout and loot, along with the ability to easily climb on top. There’s also windows on the roof to peek in, although you can’t fire through them at the moment. On top of that, a power substation has been added, offering several more loot spawns.

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Power sub stations

Airfield isn’t the only place to get power, these sub stations have been added all over the map. There are several different versions, all of which provide a bit of loot.

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New bus stop

There’s also a new model for the bus stop along with some changes to where they spawn. They only spawn at monuments and are a bit further away from the road. Given building is blocked within the vicinity of monuments, it’s going to be a lot harder to build a bus stop base now.

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Savas changes

A new version of the Savas map is here which provides conventional Rust gameplay (as opposed to the king of the hill mode it was originally built for). In conjunction with this new version, an underground network of tunnels has been added. With the same look as the mines you’ll find near the new military tunnel, this low light series of tubes spawns rock nodes for your farming needs.

Will this mode work on such a small map? Only one way to find out! We’re opening a 75 slot server running this new Savas once the update hits - look for it on the official list!

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Other things

  • New LR 300 sounds
  • Polishing of some other sounds
  • Progress on hair, but no hair yet

Rustafied.com - EU Main

I’m happy to announce the launch of our newest EU server: Main. This 300 slot server will wipe weekly and hopefully make it a bit easier to play on Rustafied if you’re in Europe. This is a brand new server, so for all of you wanting an XP wipe, this is a great place to get that fresh start.


Reduced muzzle and more efficient hats

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5:00pm EST - The update and devblog are live!

2:00pm EST - Our update stream is live!

8:45am EST - Bone armor just got buffed (+10%) and diminishing XP for finding loot and gathering has been reduced (less diminish = more XP).

6:30am EST - A new month of Rust development is afoot and we’re seeing improvements to weapon view dynamics, more efficient hats, and progress on dungeons. 

Our update stream goes live at 2pm EST, follow @Rustafied for news throughout the day. Let’s get into it...


Update summary video

Here’s our update summary video from Puddy!


Muzzle flash reduction

Helk has made it easier to see while in the heat of battle. By significantly reducing the size and brightness of the muzzle flash along with removing the associated smoke, targets should be much less obstructed while firing. Here are some before and after examples:

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Weapon FOV changes

Along with the muzzle flash being reduced, field of view has been shifted in when aiming down the sights of guns. Also, the resting hold positions of weapons have also been tweaked to look more natural. Here are some before and afters:

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More efficient hats

To help with the darker nights as of late, the efficiency of candle and miner hats has been improved. Both now use half the fuel consumption as before, making less of a dent in your low grade fuel reserves.


Dungeon art progress

Vince is back to work on dungeon art. Along with fixing up some things with the new lighthouse, he’s started working on a new set of natural caves. No visuals on these yet, but expect more information in today’s devblog. As with all dungeon art, this work isn’t expected to go live till the next forced wipe (Oct. 6th).


Changelog

Muzzleflash smoke effect hidden when in ADS
ADS lowers near clip plane (less viewmodel clipping)
Weapon FOV lowered (stubbier guns)
Viewmodel sway is snappier and aims ahead of your look point
Much smaller muzzle flashes
Less bright muzzle flashes
Bone armor buffed 10% 
Reduced diminishing xp for finding loot and harvesting
Tracers once again visible in first person
Reduced horizontal recoil of semi auto rifle

Iron sight fixes and R.I.P. Blaster

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It’s a new week for Rust development and we’re seeing a couple bug fixes and progress on the new natural cave system. Rustafied is also have a trial community event tonight, read more about it on the bottom of this post. Let’s get into it...


Iron sight fixes

After the changes to weapon holds and FOV last week, a couple tweaks were still needed. Along with the alignment of the AK47 getting centered, the bolt has a new tip on its iron sight, obstructing the view of your target much less. Here are some before and after shots...

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Goodbye Blaster : D

For quite a while now, certain players would sometimes appear with the wrong gender or skin tone, always rocking the name, “Blaster : D”. Those days are over, as Andre has fixed the bug, ensuring players should appear properly from now on.


P250 nerf incoming

A new ticket has been created to nerf the P250. Although it hasn’t been completed yet, the days of the OP P250 are numbered. More on this as it progresses.


Natural cave progress

Vince continues his work on the new system of natural caves first mentioned in the devblog last week. No visuals yet, but we did get confirmation of irradiated sacs today, so that's something! More on this as the next forced wipe approaches.


Community Event tonight!

I’m happy to announce we’re doing a trial run of a community event tonight and tomorrow. This event will take place on a separate server and feature games and activities. The goal for this event is two fold:

  • Try out games and events for our second annual Charitable Rust event coming at the end of November (stay tuned for more on this over the next few weeks).
  • Gauge community interest in these types of events (we may put them on in the future a day or two before forced wipes).

Starting at 8pm EST tonight, this event will run till the update hits on Thursday. Our team has put in a bunch of work creating a carnival, huge maze, parkour arena, town with shops and apartments, a bar by DOA, and much more! The event server features several mods aimed at speeding up gameplay and creating more action in a shorter period of time. Here are some teaser shots:

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If you’re interested in checking it out, simply paste the line below to connect to the server. Note: the server will not open till 8pm EST, the carnival opens at 9pm EST.

client.connect 74.91.119.142:28015

9/14 @ 8pm EST Edit: We shut the server down a bit early due to some some breakdowns with the mods. Thank you everyone who participated in this test event, we learned a lot and are excited to try another one of these soon!

 

Iron sights, optimizations, and fixes.

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12:43pm EST - And the client update is live!

12:35pm EST - Looks like it'll be an early update today, the server update and devblog are already out! Client update pending...

10:00am EST - The semi auto pistol just got nerfed: damage reduced from 50 to 40.

8:40am EST - Update time is upon us and we’re looking at optimizations, bug fixes, new iron sights, and some fresh explosion sounds. This update will not force a map or XP wipe, however, it’s the middle of the month, so many bi-weekly servers will wipe their maps once the update hits.

Our update stream goes live at 2pm EST, follow @Rustafied for news throughout the day. Let’s get into it...


Update summary video

Here’s another update summary from Puddy!


New bolt iron sight

The iron sights of the bolt action have been modified, now featuring a less obtrusive tip on the end. This should make it a bit easier to aim by obstructing the view of your targets less. Here’s a before and after:

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Semi auto pistol nerfed

As one of the final commits before the patch launch, damage on the semi auto pistol has been reduced to 40 (was 50).


Optimizations

The team has worked on several optimizations this week. First, you should see less FPS drops when there’s lots of gunfire, as Helk has optimized projectiles. Also, Andre has done several changes with regards player mesh pooling, lerping, and various other behind the scenes elements. Expect more details in the devblog, but long and short: shit is more optimized.


New explosion sounds

Alex has added several new sounds, giving each explosion type its own unique sounds. He’s also fixed an issue where a bunch of explosions had a second C4 sound on one of the smoke particle objects.


AK 47 sights now centered

Fans of the assault rifle will be happy to see the iron sights are now centered on the screen.


Misc fixes and progress

  • Effective combat range of pistol ammo slightly reduced (from 80 to 60)
  • Fixed players sometimes appearing with wrong name, gender or skin tone
  • Old bone armor no longer drops in loot crates
  • More progress on natural caves, but no visuals yet (maybe in the devblog…)

Building notices, revive, and displacement

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1:45pm EST - The update and devblog are live!

1:35pm EST - Our update stream is going live a bit early today!

1:10pm EST - The server update just went live - might see this update hit soon!

7:40am EST - Update day is upon us and we’re seeing some small but significant shifts along with progress on long term functionality. The recoil changes mentioned by Helk last week have not made it in as he has been working hard on the location component system (expect more on this in the devblog).

Our update stream goes live at 2pm EST (unless it’s an early patch like last week). Follow @Rustafied for news throughout the day. Let’s get into it...


Update summary video

Check out this weeks update summary video from Puddy!


Build privilege checks

In an unpopular move, Andre has made it so building privilege is also checked at the construction placement position, not just player position. This changes various building techniques, and nerfs raid towers in a big way.


Building blocked notices

Small bases will be a bit easier to hide as building blocked notices now only show when the hammer, building plan, or a deployable are equipped. Although yes, people can still just run around with a hammer out everywhere, this at least makes it a bit harder to detect hidden shacks.


Revive improvements

Helping your fellow wounded Newman up has been improved this week. The line of sight check has been made more forgiving, meaning the revive isn’t cancelled immediately if you lose focus.


Grass displacement

Finding items in the grass will be a bit easier also as Andre has added a new form of grass displacement. As you may recall from its previous implementation, this causes grass below your character model to shift a bit, making the ground more visible. Although this feature is not on by default at the moment, it can easily be turned on via a new toggle in the graphics options.


Natural cave hype

Vince has been trucking along on the new natural cave systems. Still no visuals yet, however, we’ve seen some interesting commits. With mention of glow worms, ore vein textures for gold and uranium, and more, excitement continues to build over this upcoming underground network. As with all changes to map generation, this body of work won’t go live till the next forced wipe at the earliest (October 6th).


Other things

  • Improvements to water aesthetics and reflections
  • Progress on the new lighthouse interior (expected by next forced wipe)

US Main slot increase

We’ll be upping the slots to 400 on our main US server when the update hits. This increase is not only to help with the large queues after wipe, but also to stress test the limits of the game. As with any test of this nature, if performance suffers, we will drop the slots back down to 350.


Gone next 2 weeks

I will be traveling the far East for the next two weeks and removed from most things Rust. Never fear, the Rustafied crew will be picking up the slack, so expect to still see update posts and streams on Thursday’s.

Long term progress continues

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Not much new feature-wise with the update this week as the team continues work on long term functionality. Helk is diving head first into the new component system, Garry is working on some steamworks functionality, and Vince and crew continue carving away at the natural cave system. We also have some tweaked iron sights from Minh.

Check out the devblog later for more specifics on all that - I'm off to continue my trek through China. Have an awesome week!

<3 Bugs

Improved XP rate, open light house, and continued progress on the component system

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While there is little in the way of content changes this week, the next month should prove very interesting - faster XP in place means this will vastly affect how the game is played.


XP changes

2X XP is here! Alistair has confirmed that the XP progress rate will now be 2X. This means that the rate is doubled compared to the same amount previously awarded for each action. There will not be an XP wipe on Facepunch or Rustafied servers, though individual server owners may choose to wipe XP.  Garry has removed all remaining traces of the XP system from the prerelease branch.


Lighthouse and map changes

This week we will see some slight procgen fixes, and a reworked, accessible lighthouse! Andre has made continued progress on optimisation. Caves are still a WIP with many commits from the team on the natural_caves branch.


Steamworks

Garry has implemented the new Steamworks into the prerelease branch. This should eventually improve the integration with Steam more in the future. You can read more about the work Garry has done here.


Component system

Helk continues to work on the component system which we hope will be in for NEXT forced wipe, on Thursday November 2nd.


Turrets

Helk is changing the way turrets work to only store ammo, so no more hiding loot!


Update summary video

Check out this weeks update summary video from Puddy!

Announcing: Charitable Rust 2016

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Mark your calendars: November 20th will be our annual charity event to raise funds for those who are less fortunate. As a context setter, I’d like to share with you a recent experience…


Bugs goes to China

I have spent the last two weeks traversing the distant (for me) land of China. Accompanied by my amazing wife and in-laws, we scoured the continent, visiting distant relatives who are still alive and honoring those who have departed.

As with most trips, this one had its ups and downs. From stolen iPhones to lodged fish bones (in my throat) - this featured more downs than I am used to. I was sick from the water within hours of arrival and personal breakdown after breakdown continued presenting them self as I was faced with surroundings and experiences completely foreign to me.

As the days passed, I became aware to how insignificant my present discomforts were compared to the daily lives of those who are impoverished.

I don’t want to leave you with the impression that everyone in China is living in squalor. As with all countries, there is a wide diversity of income classes. Shit, I could have totally mistaken Hong Kong as New York City if they just shipped more Newman-looking motherfuckers in.

But there are countless poor villages. Those with no access to clean water - much less electricity - where the struggle to survive is a daily occurrence. People whose eyes, when met, bring about overwhelming feelings of guilt and desperation.

There's also the in between - up and coming neighborhoods if you will - where newly built high rises cast shadows on dilapidated buildings, deep in disrepair. Here, you can find a McDonald's, but to the majority of the population, it is a luxury they cannot afford.

One constant I saw: people are people, wherever you go. There's the kind, loving ones; there's the cold-hearted bastards (like that fucker who stole my iPhone). To my surprise, people in the poorest villages were some of the most generous, hard working individuals I have ever had the privilege of encountering.

Regardless of the person, I strongly believe everyone is entitled to the basic necessities: food, shelter, and clean water. I am also of the opinion that people who have access to the basics should do what they can to help those who don't.

This is the purpose of Charitable Rust 2016.


About Charitable Rust 2016

Date: November 20th, 2016 starting at 11am EST

Like last year, this year's event will be a 12 hour twitch stream which takes place in a special event server open to the public. We still have a bunch of details to work out, including which charity the proceeds will go to, although given my recent experience, I’m leaning towards Charity Water.

Our team is working on a ton of awesome server events and we have a bunch of prizes in the works. Stay tuned here for more information as we get closer to the date. If you’d like to help with this event in any way (production, promotion, prize offerings, etc.) please visit the Charitable Rust website and fill out the participate form on the bottom of the page.

I’ll be back Thursday with all the latest Rust update news. In the meantime, does anyone know how to fix 12 hour jet lag?


Caves, MP5, components, and more!

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2:12pm EST - Update is live and devblog is out!

1:50pm EST - Server update just hit and our update stream is live.

9:35am EST - This is an exciting week for Rust! We’ve got a new weapon and some solid changes hitting main today, along with a ton of great progress on the prerelease branch - including the new natural cave system.

Our update stream goes live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...


Update Summary Video

Check out the Rust update summary video from Puddy! 


Natural caves are in! …on prerelease

The long awaited natural cave system is available to roam for the first time. Live on the prerelease branch, this new set of subterranean structures is simply incredible! There are currently 9 different caves, sorted into 3 groups: small, medium, and fucking huge. Each group has ranges in difficulty and different amounts of areas you can build in (marked by tree stumps sticking out of the ground).

Beyond having build areas, these caves boast a variety of features such as rocky areas to climb (like ladders), holes to fall to your death, elevators, mine shafts connecting to rad towns, and more.

There is still work to go before it’s ready to hit main - the performance down there is shit and certain caves are completely underwater. All good though, the developers are aware and working on it. A huge shout out to Vince, Damien, Diogo, and the other dev’s who worked on the natural cave systems - this is one of the most exciting features ever added to Rust, amazing work guys!

Although there are known bugs, many are unknown still. If you find a bug, please report it to the devs using the F7 bug report tool!

Here’s a video and some pictures (although nothing does it justice like walking through it yourself):

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MP5 is in (main branch)

The newest member of the rust arsenal has arrived, the MP5A4 is officially going live on the main branch today. This medium damage machine gun, just implemented by Helk, features a 30 round clip and uses pistol ammo. Alex also swooped in at the last minute to add a refreshing new sound to the mix.

Here are some pictures and details:

Cost
35 High quality metal

Crafting time
3 minutes

Level Unlocked
25

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Silencer buff (main branch)

After adding the MP5, Helk answered a request of Reddit to buff the silencer. Not only do silenced guns now hide tracers, the sound of a silenced weapon gunshot only goes 40m (as opposed to 100m).


LR300 is now craftable (main branch)

Helk also has made the LR300 craftable, as he felt not enough people were using it (and I don’t think anyone would disagree). Here are the details:

Cost
40 High quality metal

Crafting time
3 minutes

Level Unlocked
30


Optimizations and fixes

Andre has continued his work on optimizing and fixing shit. You know the drill: less NRE’s - more FPS. Stay tuned to the devblog for the details.


Fps improvement command

Speaking of optimizations, in case you missed it on reddit the other day, there is a great little addition to the launch options which is improving FPS for most (if not all) people.

To try it, simply go to your Steam library, right click on Rust, hit properties, and click the ‘Set Launch Options’ button. Then paste this in:

"-window-mode exclusive"

Viola! You should see at least a couple frame increase next time you load into a server. Big props to bobbygfresh for bringing this to the attention of the community!


Player blur thorough wall fix (main)

A nasty little glitch snuck its way in last week, allowing users with motion blur on to see little teenie bits of other players through walls. Thankfully, that has been resolved with this update.


Component system (prerelease)

Helk continued hacking away at the component system, laying the foundation by adding several new ‘components’ (if you will) including glue, propane tank, roadsigns, sheet metal, and sticks.


Workshop bullshit (prerelease)

With a brevity only Garry can provide, he continues his progress on the steam workshop integration with commits such as, “Bullshit”, “Boilerplate”, “Menu wip”, and “UI niceness”. Long and short (more short), he’s getting shit prepared so we can actually see some new skins in the game.

Nothing against the Cuda87 hoodie or anything, but I can't wait to see some of the 5600+ designs that have been sitting idle in the workshop make it in game!


Prerelease launch: November 3rd

So when will we see the component system, natural caves, and workshop bullshit make it in? Helk told me last night, come hell or high water, it’ll be by the next forced wipe on November 3rd. Fucking sweet!


Other stuff

  • In preparation for Halloween, the pumpkin has been fixed so it shows on players heads after initial use.
  • Diogo did a whole bunch of shit, but I never know what the hell his commits mean, so let's just wait for him to describe on the devblog.

Rustafied.com - Prerelease server launch

With all this awesome shit on prerelease, I figured it was high-time we get our prerelease server live again. Look for it today on the official list!

Workshop progress and cave deflooding

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The team is rocking out some great progress, getting ready for the ever exciting forced wipe coming November 3rd. Although not much new stuff may make it in this week, next month is going to start with a barrage of changes to the game, including: component system, natural caves, and new skins….


Workshop hype

Garry continues to bang out commits on the prerelease Workshop branch. As mentioned in the devblog two weeks ago, this body of work aims at getting all the Steam specific code in one place (for faster porting to consoles in the future) while also laying the groundwork to make it easier to add new skins in the game.

Although we have no visuals or ability to test this quite yet, his commits show good progress being made on setting up a test scene, adding in clothing items (including a new tanktop, collared shirt, and shorts!), and several other things. The goal is to get this live for the next forced wipe (Nov. 3rd), so we’ll hopefully see a bunch of new clothing and skins hitting the game come November!


Cave deflooding

Diogo is has been tinkering with some water visualization triggers in an effort to unflood many of the new natural caves. Chatting with him, he told me it’s live on prerelease and just needs some thorough testing. So, if you’re looking for something to do tonight, load up the prerelease branch, join a server, and go spelunking for a bit.

If you do find any issues while playing, please use F7 to report the bug (please take note of the cave number and any specifics needed to recreate the issue).


New MP5 muzzle flash

The newest gun in the Rust arsenal is getting some FX love as Minh has added a new muzzle flash effect. This is still a work in progress as the viewmodel is currently disappearing after some shots. Check back on Thursday for a first hand look at the new FX.


Dungeon art

Damien is working on the dungeon art branch, adding in the new shipping containers mentioned in last weeks devblog. These containers not only have higher quality graphics than the current ones, some will have accessible interiors for cover, loot, and more. Don’t expect to see them in game this week, however, as with all dungeon art changes, these won’t go live till the forced wipe November 3rd.

Big things around the corner...

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3:50pm EST - The client and server update are out along with the devblog!

2:00pm EST - Our update stream is live! 

1:00pm EST - Both or EU Main and Medium servers just wiped (more info on bottom of this post). No sign of the update yet...

10:30am EST - It’s update day, and although there isn’t a ton of new stuff making its way to main this week, the team has completed a bunch of progress for the anticipated forced wipe on November 3rd.

Tune in to our update stream starting at 2pm EST and follow @Rustafied for news throughout the day. Let’s get into it...


Update summary video

Here's an update summary video from Puddy!


Component system taking shape

Helk continued his progress on the new component system this week. Due to replace XP on November 3rd, this next iteration of how items unlock makes everything available to craft from the start, provided you have the proper components (which are found in loot around the map).

Coming under scrutiny after a commit which makes early game items require components, this system could really go either way in my opinion. If component drops and crafting recipes aren’t balanced properly, or if groups are able to monopolize certain component spawns, this new way of doing things could turn into an unfulfilling grind quickly.

Given proper balance, however, I think components could provide some real benefits. First, it could extend early gameplay through limiting the crafting of high tier items. Along with that, switching servers no longer requires you to unlock blueprints again - something both BP and XP could not boast.

This is all to say, it’s too early to tell. One thing you can count on, Helk and crew are working their asses off to make the system awesome, and will be quick to add critical balance after its launch.

As it stands, most of the crafting recipes have not been updated yet and there's a good amount of work to be done before this is ready for prime time. Here are some specific changes we’ve seen this week:

  • Water and double shotgun require pipes
  • Barrels drop components
  • Updated early game items to require components (mainly just shotguns and crossbows at the moment)
  • Added SMG and rifle body
  • Added components: spring, sewing kit, metal pipe, and metal blade.

Here are a couple screens of the new crafting recipes:

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Workshop live on prerelease

Garry has merged his workshop progress into the prerelease branch, along with tweeting a teaser video. This video reveals the new, more straightforward process for creating and editing skins for the game.

This does not, however, mean you'll be painting smiley faces and dongs on all your armor then immediately seeing it and game come November 3rd. There will still likely be an approval process for all skins before they actually show up on the community market. That said, this makes it much easier for creators to make new skins, and should also make it easier to get those skins live in the game. Oh, and as an added bonus, there are 3 new articles of clothing: shorts, collared shirt, and tanktop.

Here are some screens of the workshop process:

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Cave improvements

Vince has continued his work on the natural cave system, removing water from the various flooded parts along with adding ore spawns throughout. Like the components and workshop, these caves will not be live on the main branch till November 3rd.


Optimizations and networking fuckery

Andre continued his daunting task of miscellaneous optimizations and fixes. Like the past several weeks, we're seeing various NRE fixes and optimizations on both the main and prerelease branches. Stay tuned to the devblog for all the details.


New muzzle flashes (main)

Every weapon has received a new muzzle flash effect this week. Live on main today, these new muzzle flashes are less obtrusive, making it easier to see who you're shooting at.

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New world model drops (main)

You'll be seeing less burlap sacks on the ground after the update today as several new world models were added including: LR300, double barrel shotgun, bota bag, scope, silencer, holosight, muzzlebrake/boost, and building planner. Here are some screens:

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Other things

  • New textures / model for the recycler
  • New sounds for the MP5 deploy / reload
  • Fixed some MP5 clipping issues
  • Ramp music intensity up during loading screen
  • Voice limiting tweaks + some sound optimization
  • Progress on dungeon art and industrial props

EU Main / Medium early wipe

We're trying something new today: wiping EU Main and Medium at 5pm GMT (before the update hits). This comes after several requests to do so given the time difference and optimizing gameplay on wipe day. If it is well recieved, we will do this other weeks (unless it's a forced wipe).

Progress and buffs

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It’s a new week for Rust development and the team is working hard in preparation for the November 3rd launch. Given this, most of the work being done will not go live this week (prerelease), however, we are seeing some pistol buffs which will make their way in Thursday…


Pistol buff (main)

Pistol wielders will be happy this week as Minh lowered the draw time on the semi auto pistol and revolver to .5 seconds. Get a peek at the new speed here.


Silencer buff (prerelease)

Although not making it to main this week, another change in gun play is afoot: Silencers are now cheaper (8 hqm instead of 10) and their aimsway (amount of wobble when you look down the sights) and recoil have both been reduced. This, coupled with the recent change to distance the gunshot sound travels and removal of tracers, is making the silencers more and more attractive.


Component recipes (prerelease)

Helk is rocking out on crafting recipes for the much anticipated component system. So far we’re seeing a bunch of work on higher tier weapons and mods, specifically the holosight/laser sight, smg, bolt, and double barrel. Here are some shots of what things are costing on prerelease:

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Workshop progress (prerelease)

Garry continues fixes and additions to the workshop. Although there are still errors popping up and it’s hard to load into things, there are a ton of new skins already submitted. This new method of editing and submitting skins to the game is set to go live with the components and natural caves, but you can check it out now by opting your client into the prerelease branch.

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Dungeon art (prerelease)

Progress continues on the dungeon art branch as Damien and Vince rock out commits. This week we’re seeing improvements to warehouses, new trucks and forklifts, along with several commits about the new harbor dungeons. No visuals on any of this yet as it is still on a separate branch, but we’ll get some more info as November draws near.


Top of dome build fix (prerelease)

A small fix has been made to prevent people from building on top of the dome monument. Like with most of this other stuff, it won’t be live till November 3rd at the earliest.

Buffs, balance, and prerelease progress.

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3:20pm EST - Devblog is up and update is live!

2:00pm EST - Our update stream is live!

1:00pm EST - Waiting on the update to hit. Our main EU server just wiped and our update stream starts in 1 hour!

11:45am EST - With just one week left before the forced wipe, the team at Facepunch has been cranking out changes in preparation for the big launch. Given this, most of the progress this week is still on the prerelease branch, however, we are seeing some balance and fixes hitting main today.

Our update stream goes live at 2pm EST, and follow @Rustafied for news throughout the day. Let's get into it…


Update summary video

Here's a fresh update summary from Puddy:


Pistol buff (main)

Pistol wielders will be happy this week as Minh lowered the draw time on the semi auto pistol and revolver to 0.5 seconds, allowing you to fire much quicker when you pull them out!


Muzzle brake buff (main)

The muzzle brake will give you a bit more accuracy this week as its aimcone penalty has been reduced, resulting in less bullet spread while firing.


Bolt animations redone (main)

Wielding the bolt action rifle will look a bit different after the update as Minh redid the deploy, attack, and reload animations. Don't get your hopes up for proper number of bullets reloaded though, it still reloads 3 bullets regardless of how many are left in your clip.


LR-300 fixes (main)

The LR-300 will also look a bit different, as the iron sight has been improved and some clipping issues have been fixed. Here are some screenshots:

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Component system (prerelease)

Helk has been rocking out the component system, prepping for launch (which is still planned for next week). Making some great progress, he's completed his first pass on all crafting recipes, added component spawns to various loot tables around the map (including no more empty barrels), and made some tweaks to how the recycler works (it now takes condition into account and components produce scrap parts when recycled).

Although a bunch of balance is going to be needed over the next several weeks, the foundation of this system is pretty much in place on prerelease. Below is a look at a bunch of new crafting costs for various items. The higher tier stuff is looking good, but I’m really not sure about low tier items like shirts and tools requiring components…

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External wall nerf (prerelease)

In a potential effort to lessen groups ability to wall off dungeons and monuments, external walls have received a huge nerf. Not only has their health been reduced by 20%-33%, the cost of high walls and gates has been doubled.


Silencer buff (prerelease)

The silencer has received yet another buff. It is now cheaper to craft (8HQM instead of 10) and has less recoil and aimsway.


Workshop stuff (prerelease)

Garry has continued his work on the new in game skin workshop. With several improvements made and many bugs fixed, this workshop is almost ready for mainstream. There’s already a bunch of new skins submitted, you can check them out by opting into the prerelease branch and clicking the blue workshop button on the home screen.


Harbor/dungeon progress (prerelease)

A bunch of commits have been pushed up to the dungeon art branch, including work on the new harbors. Although we haven't seen these in game yet, it looks like there's a small chance we’ll be seeing them next week. In the meantime, here is the concept art from Devblog 111:



Other stuff

  • Female variants / improved LODs of shorts, collaredshirt and tanktop  (prerelease)
  • Added new recycler art (prerelease)
  • Top of dome buildable fix (prerelease)

Halloween event this weekend!

In celebration of Halloween (and to test out some of the events for our Charitable Rust event on November 20th) we are putting up our event server this weekend. Starting Saturday afternoon, we'll be running carnival events, special game modes (like gun game and team deathmatch), parkor, and an art contest with prizes.

Stay tuned here and on @Rustafied for the server details as we get closer to the event.

Component System: What you need to know

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Going live this Thursday, the component system stands to be one of the biggest shifts to gameplay Rust has ever seen. Completely redefining player progression, components change everything.

This article is aimed at giving you an overview of the new system, providing distinctions to help come update time. The system is not yet complete and there are many changes still to come, so I’ll be updating this post as new commits come out. Let’s get into it...

* In the interest of this not turning into a cluster fuck, I've moved change notes to the bottom of this post.


Component System Overview

For the first time in recent Rust history, all items are able to be crafted by anyone from the get go. There is no more learning blueprints; no more unlocking items with XP. In fact, there are no more levels, XP, or blueprints at all. Everyone can craft anything, at any time, provided they have the required components.

This brings some interesting new dynamics. Nothing at all carries over between map wipes - every wipe brings a complete fresh start on every server. It also means you have to do more than just farm resources to prosper. You now need to actively go to places where loot spawns (monuments, dungeons, power sub stations, etc.) in order to get any high tier loot.

Not everything requires components, thankfully. Many early to mid game items still have the same crafting recipes you’re used to: Metal tools, sleeping bags, code locks, low tier clothing, large boxes, hunting bows, etc.

Here is a list of all major components along with their rarity, where to find them, and what crafting recipes use them (quantity required is in parenthesis next to each item).


Gears

A prerequisite to any secure base, quarry, or crossbow, gears are one of the core components - and in very short supply at the moment.

Rarity
Uncommon

Found in
Barrels and Crates

Stacks to
20

 

 

Used for
Crossbow (1)
Armored Door (5)
Armored Double Door (5)
Ladder Hatch (3)
External Wooden Gate (5)
External Stone Gate (10)
Mining Quarry (15)
Reactive Target (1)
Snap Trap / Mines (1)


Metal Blade

Used mainly for melee weapons and salvaged tools - both of which have been buffed - blades are a welcomed addition to any loot crate.

Rarity
Common

Found in
Barrels

Stacks to
20

Used for
Metal Barricade (3)
Salvaged Axe (2)
Salvaged Icepick (2)
Salvaged Sword (1)
Long Sword (4)


Metal Pipe

Looking for fire power? You'll need pipes - and a lot of them. It’ll take stacks of this uncommon component to complete your Rust armory.

Rarity
Uncommon

Found in
Barrels and Crates

Stacks to
20

Used for
Water Pipe Shotgun (1)
Double Barrel Shotgun (2)
Salvaged Tools (1)
Revolver (1)
Pump Shotgun (5)
Bolt (5)
Semi Auto Pistol (1)
Semi Auto Rifle (3)
Rocket Launcher (10)
Rockets (1)
Flame Thrower (5)


Metal Spring

Speaking of firepower, you won't have much till you have the springs to back it up. Required by every high tier weapon in the game, springs are bound to be one of the most sought after components.

Rarity
Uncommon

Found in
Barrels and Crates

Stacks to
20

Used for
LR-300 (2)
AK (4)
Bolt (2)
MP5 (1)
Custom SMG (2)
Thompson (2)
Semi Auto Pistol (1)
Semi Auto Rifle (1)
Pump Shotgun (2)
F1 Grenade (1)


Rope

A necessity for a variety of things from armor to ladders, rope will always find a good use.

Rarity
Common

Found in
Barrels

Stacks to
50

Used for
Crossbow (5)
Wood Armor (1)
Bone Armor (3)
Satchel Charges (2)
Ladder (5)
Wooden Barricades (1)
Survival Fish Trap (1)


Sewing Kit

Don’t expect to be doing any expeditions to the snow biome without using several of these, sewing kits are a requirement for all high-tier clothing and armor - oh, and beds.

Rarity
Common

Found in
Barrels and Crates

Stacks to
20

Used for
Bed (2)
T-Shirts (1)
Leather Gloves (1)
Jackets (2)
Boots (1)
All Helmets (1)
Road Sign Armor (2)
Metal Armor (6-8)


Road Signs

One of the lesser used components, road signs are good for two things at the moment. 

Rarity
Uncommon

Found in
Barrels and Crates

Stacks to
20

Used for
Road Sign Armor (1)
Salvaged Cleaver (1)


SMG / Rifle Body

A key piece of several firearms, rifle and smg bodies are found rarely in weapon crates.

Rarity
Rare

Found in
Crates

Stacks to
10

Used for
SMG
Bolt
AK
LR-300


Tarp

Although not very relevant yet, the tarp could quickly become more valuable as hazmat suits and radiation is brought back into the mix - no sign on when that’ll be though.

Rarity
Common

Found in
Barrels

Stacks to
20

Used for
Water Catchers (1-2)
Water Barrel (1)


Tech Trash

On of the most prized components - a key to raiding and some attachments - tech trash is rarely found in weapon crates.

Rarity
Rare

Found in
Crates

Stacks to
50

Used for
C4 (3)
Holosight (2)
Laser sight (1)


Empty Propane Tank

A key ingredient for the flamethrower, and also used in water purification (but seriously, who does that anyway?), propane tanks are likely to be found more often than needed.

Rarity
Common

Found in
Barrels

Stacks to
5

Used for
Water Purifier (1)
Flamethrower (2)


More loot!

In the interest of making components more accessible, Helk has added procedural junk piles around the map, so you no longer need to follow a road or go to a dungeon/monument just to get loot. These piles spawn randomly throughout the map, reset every 20 minutes, and have either a couple barrels, a wood crate, or both.

11/3 Edit - A commit just came out which causes more loot to spawn as more people are in the server... nice!


Loot drop shifts

As you can imagine, the loot that spawns around the map has completely shifted. Along with all the additional components, loot around the map no longer spawns completed items like weapons or tools (airdrops still do though, meaning they are extra valuable). Instead, you’ll be seeing a bunch of components and wood, along with the usual resources and junk. One big plus: you should no longer find empty barrels (although that still needs a bit of work).

11/2 @ 5:40pm EST Edit: The team is also working on loot scaling, which would have more loot spawn if the server is more popular. This is not in yet, and will be a stretch to have live before the update, but we'll keep you posted on the status.


Introducing: The Recycler

A new deployed tool is in the mix, the recycler takes items or components and returns a percentage of the materials back (depending on condition of the item). Recyclers cannot be crafted at the moment, you can only find them in dungeons and monuments around the map.


Research and Repair

RIP Research benches - there are no blueprints which need to be learned. The repair bench remains in play though, as items still lose condition over time. Good news: repairs only require raw materials - no components are necessary to repair an item.


Changelog

11/2 @ 11:30pm EST - Added 'stacks to' amounts for each component.

11/2 @ 6:00pm EST - Added section on procedural junk piles.

11/2 @ 4:20pm EST - The newest staging build is out and our servers are back up! Go opt your client into the staging branch if you'd like to test.

11/2 @ 2:50pm EST - With one day before launch, the team has merged prerelease into main. We're still waiting on a successful build to go through in order to test on staging, I'll keep you posted when that goes live.

Several more balance changes have come down the pike today, here's a summary:

  • Added barrel spawns to airfield
  • Decreased HQM from crates (increases chance of everything else)
  • Lower chance of oil in junk piles
  • Removed spring requirement from beartrap/landmine/reactive target
  • Started work on radiation

11/1 @ 11:20pm EST - The latest prerelease server build succeeded - servers are back up!

11/1 @ 8:58pm EST - The latest server build on prerelease failed after the client update was pushed, meaning people who updated to the latest client will not be able to join servers. We're waiting on the server to build again to get servers back up, that should be complete shortly...

11/1 @ 8:50pm EST - Helk has pushed a bunch of changes to the component system. Updated the post below, here are the highlights:

  • Added procedural junkpiles that spawn in fields - more loot!
  • Removed ammo spawns from loot crates - more components!
  • Hazmat is uncraftable (for the time being)
  • Roadsign armor jacket now require roadsigns
  • CCTV camera/targeting computer now recycle into techparts/hqm
  • Recyclers fixed and added to more places
  • Components max stacksize increase

It's component time!

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5:40pm EST - The server and client update are out and the devblog is live!

1:00pm EST - Our update stream is live!

11:24am EST - With the update still pending, we’ve seen a bunch of commits in the past several hours. Here are some highlights:

  • Radiation is officially back in parts of monuments and dungeons
  • Loot spawns now scale up based on player count of server!
  • Metal facemask and chestplate now cost more HQM
  • Workshop now has latest, trending, and popular categories
  • Sound occlusion is now enabled by default

12:30am EST - This is a huge day for Rust! Accompanying the monthly forced wipe, a new form of player progression is here: The component system. There's also a new item workshop, more skins on the way, and a bunch of balance changes.

Given the magnitude of this patch, our update stream will go live an hour early (at 1pm EST). Stay tuned to @Rustafied for news throughout the day. Let’s get into it...


Update Summary Video

Check out our update summary video from Puddy!


Components have arrived.

The pinnacle of today’s update, components completely change how players craft and gain access to items. Gone are the days of learning blueprints and leveling up, looting is the new name of the game. Long and short: everything can be crafted from the get go, providing you have the proper components (which are found in barrels and crates around the map).

For full details on this new system, please check out my post from earlier this week:

Component System: What you need to know


Return of Rads

A last minute addition, radiation has made a comeback to certain parts of dungeons and monuments. Given this is a first re-implementation, Helk told me they are going timid with the levels, and keeping the convar so they can disable it if it doesn’t work well.

With this, hazmat gear has been added back to the loot spawns (although you still cannot craft it as of this moment).


New skins incoming!

Garry has done a ton of work overhauling how skins are created, submitted, and added to the game. The resulting 'Workshop' is accessible via a big blue button on the Rust home screen and lets you view and vote on skins. It also allows you to create your own skins from scratch and submit them to the community for vicious scrutiny.

There’s a bunch of new skins submitted already - 20 pages worth - some of which have been accepted into the game. Nothing is available to purchase quite yet, but that should change shortly after the update hits.

Edit: New items are available for purchase on the steam store

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New clothing

Skins aren’t the only change coming with the Workshop, three new pieces of clothing have been added: Shirt, Tanktop, and Shorts. Finally, I have an article of Rust clothing that resembles what I wear around the house - a filthy, stained, white shirt. These items provide moderate protection (see below) and do not require components to craft.

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Shirt

Cost
50 leather

Crafting time
30 seconds

Tanktop

Cost
30 leather

Crafting time
30 seconds

Unlocked at level
Ahh, just kidding!

Shorts

Cost
30 cloth

Crafting time
30 seconds

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External building nerf

The health of all external building parts (stone/wood gates and walls) has been lowered to 500 - meaning it takes only 2 C4 to get through. In addition, gates now require gear components to be crafted. Long and short: High external gates are no longer worth it.


Fog of war: no more

Rust cartographers are out of a job as crafted maps no longer have a fog of war. That means you can see the entire map from the start as opposed to only the places you’ve actually traveled. This should make it easier to plan your upcoming loot runs (of which there will be many).


All melee buffed

With the advent of components - and subsequent less high tier weapons in play - damage on all melee weapons has been increased.


Silencer: Cheaper, less recoil

The silencer has received another buff with this update. It is now 2hqm cheaper (8 instead of 10) plus the aimsway and recoil have both been reduced, allowing you to be more accurate while going ninja on Newmans.


Salvaged tools gather more

Given metal tools can be crafted without components, salvaged tools (which require blades and pipes) have been buffed. Although they yield more resources per hit, I imagine most people will want to save their metal pipe components for crafting weapons - especially considering salvaged tools lose their durability about twice as fast as metal ones do.

Even so, here is a per hit comparison for wood and stone.

Hatchet
30 wood
per hit

Salvaged Axe
45 wood
per hit

Pickaxe
62 stone
per hit

Salvaged Icepick
93 stone
per hit


Torch is cheaper

The cost of the torch has been reduced, now only requiring 1 low grade fuel (as opposed to the previous 5). This may have been in preparation for the new natural caves, however, they are not making it in today...


No Caves

Unfortunately, the great looking new natural caves had to be ripped out at the last minute due to performance issues. Don’t worry, we will see them in the future (maybe next month), but they need a bunch more optimizations before they don’t suck the life out of your video card, bombing your FPS.

Another downer with this is there are no longer any caves at all, not even the old ones we’re so used to securing our loot in. Will we ever see those again? Probably not.


Rust forecast: Clear skies

Leave your umbrella in the base after this update - rain has been temporarily disabled pending the developers ability to make it not just fall through everything.


Skin Bags and Balance

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4:00pm EST - The client update just hit and devblog is live!

2:00pm EST - Our update stream is live!

1:18pm EST - The update is still pending as the team pushing more changes today. Here are some highlights:

  • New Hazmat suit is in!
  • Reduced cost of deer helmet, bone armor and wolf headdress
  • Wolf headdress now provide protection
  • Skin bag stuff is working now, along with a high quality bag (100 cloth)
  • Semi auto rifle recoil/damage has been balanced - now easier to hit stuff
  • New placement sounds for deployable building parts (doors, ladders, etc)

12:00am EST - It’s update day for Rust and the component system is getting some balance shifts. Also, we’ve got new skin bags from Garry!

Our update stream goes live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...


Update Summary Video

Don't feel like reading? Check out Puddy's video summary of today's update!


Garry’s Skin Bags

Garry is implementing a new way to trade in (or up) the various skins in your steam inventory. Bags are basically like weapon crates in CS:GO, only you don’t need a key to open them. Players can craft them by hitting escape, going to the inventory menu, and breaking down items.

The idea is simple: Break your current skins into cloth (the amount of which varies depending on the item, but low tier generally yields 1 cloth), craft a bag with 25 cloth, open said bag to get a new skin. It doesn't appear completely functional at the moment - can't seem to open a bag - but I imagine this will be working shortly. Also, there are only low quality bags now, but I wouldn't be surprised if higher quality ones come down the line.

Edit: Garry has fixed opening bags, added a new High Quality bag (which costs 100 cloth), and a big warning before you start breaking stuff up:

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New Component: Semi Auto Body

Helk has made it a bit harder to roll out with semi auto guns with the addition of a new component: the semi automatic body. Like the rifle and SMG bodies, this is found rarely in weapon crates and is now a core ingredient in crafting a Semi Auto Pistol or Semi Auto Rifle (R.I.P.).

Edit: That RIP for the Semi Auto Rifle may have been premature - Helk has balanced the damage and recoil to make it easier to hit things...

Rarity
Rare

Found in
Barrels and Crates

Stacks to
10

Used for
Semi Auto Pistol
Semi Auto Rifle

Recycler return
4-5 high quality metal
60-71 metal frags


Waterpipe no longer needs a pipe

In an effort to become a bit more obtainable, the waterpipe shotgun no longer requires a pipe component to craft. Irony not lost on Helk, he acknowledged in his commit message, "this is derpy, but needed for now."

Cost
300 Wood
100 Metal Frags

Crafting Time
60 seconds


Rocket cost increase

Rocket raiding is becoming significantly more expensive this week. Launchers now cost 100hqm instead of 60hqm and rockets cost an extra pipe each. With this, the notion of rocketing through your neighbor's door just got a bit more costly.

Cost
100 High Quality Metal
10 Metal Pipes

Crafting time
3 minutes

Cost
2 Metal Pipes
150 Gunpowder
10 Explosives

Crafting time
10 seconds


Flamethrower nerf

Helk has made a bunch of shifts to the flamethrower, making it less effective on buildings but more effective against players. Here are the highlights:

  • Uses twice the fuel per second as before
  • It holds twice the ammo (100 instead of 50)
  • You can no longer tap flamethrower for 1 fuel to create a fire
  • Direct damage against players has increased

Radiation shifts

After its addition last week, radiation has been tweaked so it no longer goes from nothing to full exposure immediately. Instead, there is now a gradient effect, allowing you to back the fuck up before getting full blown radiation poisoning.

Edit: The new Hazmat suit is in! It's all one piece and can be found in loot.


Easier Oil

Breaking oil barrels has gotten easier this week as Helk has lowered the health points to 50, allowing you to shatter that metal with 3 hatchet hits.


More food boxes

Along with getting a snazzy new model, food boxes have been added to junk piles around the map. They will spawn in the center of junk piles (where wood crates spawn) and provide the normal stuff you see in food boxes: Water, snacks, and rad pills.


Recycler nerfs

Recycling was nerfted on two components - you’ll now get slightly less high quality metal when recycling sheet metal and metal springs.

Sheet Metal Yield
43-48 Metal Frags
2 High Quality Metal

Spring Yield
43-48 Metal Frags
2 High Quality Metal


Other stuff

  • Rad pill spawns decreased
  • Attempted fix for empty crates/barrels
  • Water bottle viewmodel work (but not in game yet)
  • Enabled all player pooling functionality by default on 64bit systems (better performance!)

Balance and bug fixes

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4:40pm EST - It’s a fresh week for Rust development and we’re seeing a bunch of balance tweaks and bug fixes. Also, Charitable Rust is happening this Sunday! Check the bottom of the post for more on that. Let’s get into it…


Cost reductions

The crafting cost of two key items has been reduced - crossbow now costs less wood, frags, and rope while the code lock no longer requires wood at all!

Crossbow
300 Wood
50 Metal Frags
2 Rope
1 Gear

Code Lock
100 Metal Frags


Revolver changes

The revolver is undergoing some interesting shifts this week. Helk has nerfed damage by 5% while increasing the aimcone slightly (making it less accurate). On the flip side, he’s made it cheaper to craft and it once again accepts silencers.

 

Cost
1 Metal Pipe
25 Cloth
125 Metal Frags

 
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Furnace light and comfort

Furnaces have become more useful, and not for smelting purposes. They now provide more comfort when you’re near them (50% when alone) and once again emit light (although not a ton of it).


No more shelf raid towers

Raiding is getting a nerf this week as the exploit allowing people to stack shelves on boxes repeatedly to create raid towers has been fixed. Andre has made it so shelves can no longer be placed on deployables, making it no longer possible to create this type of raid tower.


Foot step bug fix

Paranoid solo players will be happy to hear the bug which causes sporadic footstep sounds (even when standing still) has been resolved.


Salvaged tools more durable

The salvaged axe and icepick just got even more viable as their durability has been drastically increased. Still no sign of a fix for the free repair bug on salvaged tools, however, I have a hunch that’ll happen soon...


Mace has larger attack radius

Bashing Newmans in the face with a mace just got a bit easier as Helk increased the attack radius.


Purifier runs twice as fast

Making your water potable just got a bit quicker as the water purifier now runs twice as fast as before.


Combat log timestamp

The combat log has gotten a bit more useful with the addition of a timestamp for each event. If you’re not familiar, this log allows you to see details of recent events where you inflicted or received damage. You can access it by typing ‘combatlog’ in console.


Rust: Coming to a console near you

Garry appears to be working on the beginning stages of porting the game over to consoles. Although it’s been known for a while that Rust will be released for consoles, this is the first solid work towards that goal we’ve seen.


Charitable Rust: This Sunday!

It’s just about that time! Charitable Rust is this Sunday (November 20th), starting at 11am EST and going for 12 hours. We’ve got a special event server setup with a ton of games and prizes throughout the day, along with a bunch of special Rust celebrity guests. Check out charitablerust.com for some more info, and make sure to fill out the participate form if you’d like to help out in any way!

Oh, and check out this awesome shirt the guys over at Xtab studios put together for us!

Charitable Rust

Balance, skins, and fixes incoming!

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4:20pm EST - The update is live and devblog is out!

2:00pm EST - Our update stream is live!

12:00pm EST - Water just got more important with the changes to hydration today:

  • Food gives very little to no water (fish and chicken still provide some)
  • Bota bag is cheaper again
  • Drink option is more easily visible when aiming at streams and lakes
  • Water catchers catch way more water (from fog)
  • Water purifier costs 10 cloth (instead of 15)

2:05am EST - It’s update day and there are a bunch of balance changes, bug fixes, and new skins making their way in. Charitable Rust is happening this Sunday! We’ve also got a Christmas skin contest to announce (more on all that at the bottom of this post).

No wipe will be forced when the update hits, however, all the bi-weekly and weekly servers will be wiping today (Rustafied EU Main and Medium will wipe at 5pm GMT, while our US servers will wipe shortly after the patch goes live).

Our update stream goes live at 2pm EST, follow @Rustafied for news throughout the day. Let’s get into it...


Update summary video

Check out this week's changes in video form, as always, courtesy of Puddy.


Goodbye phantom footsteps

Finally, you can justifiably shit your pants when you hear a random footstep. Why? The bug which plays footstep sounds while you’re standing still has been fixed. That means any sporadic footsteps you hear from now on will actually be other players… Nice!


Codelock: No wood needed

Helk, responding to the community (as he does) has removed the wood requirement for codelocks. They now only require 100 metal frags to craft.


Better barrels

Speaking of wood, Helk has added 3 times more wood in the barrel loot, along with replacing the single crude oil drops with metal frags!


Furnace emits light (and more comfort)

Smelting at night just got a bit lighter - and I stress ‘a bit’ - as furnaces once again put out light. Although not a ton of photons are popping out of these puppies, some are better than none. Also, you now get 50% comfort standing near a lit furnace (alone), which is definitely a nice change.


Workshoppery

Garry, along with working on some console porting stuff (which I’ll let him explain on the devblog), has made some changes to the workshop. Information on what each item breaks into has been added to the descriptions, allowing you to see what you’ll get before losing the skin forever. Also, you can now see the market price for items in your inventory.


New unlockables

Garry has also iterated on the new steam inventory crafting system by adding a box (which contains skins for deployables) and improving on the descriptions / icons for the high and low quality bags.

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Fresh skins

Not stopping there, Garry approved a bunch of new skins for the steam market. Along with that, he’s removed several skins, including the recent Glowing Skull mask - whose price shot up to over $70 in less than a day!

Here's a peak of the new additions to the Rust Item Store:

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Raid tower nerf

There may be a bit of raiders remorse with this update as a popular towering tactic has been removed: shelves on boxes... on shelves, on boxes. The salvaged shelving unit can no longer be placed on deployables, making this common raiding tool obsolete.


Crossbow cheaper

Crossbows just got slightly easier to craft as the amount of wood, metal and rope required has been lowered. Here’s the new crafting specs:

 

Cost
300 Wood
50 Metal Frags
2 Rope
1 Gear

 

Revolver revision

The revolver has undergone some shifts this week. Helk has nerfed damage by 5% while increasing the aimcone slightly (making it less accurate). On the flip side, it now fires as fast as the P250, it's cheaper to craft, and accepts silencers.

 

Cost
1 Metal Pipe
25 Cloth
125 Metal Frags

 

Salvaged tools: More durable

Salvaged tools are have been buffed a bit this week with Helk adding a much higher durability to them. Although they may now break slower, the salvaged axe and icepick won’t be repairable for free much longer - Helk told me he plans on patching that shortly.


Drinking changes

Like slurping disgusting looking water? Well you’re in luck! The water bottle just got a filthy new world model. Gross aesthetics aside, you now have to actually equip and left click one of these bad boys to get hydration benefits - gone are the days of simply spamming that ‘drink’ button in your inventory. On the plus side, you can now refill them in rivers, so that's nice.

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Other stuff

  • Another potential fix for empty boxes
  • Mace has larger attack radius
  • Purifier runs twice as fast
  • Combat log now has a timestamp

Announcing: Rudolph's Revenge

We are collaborating with xtab studios to put on a Christmas skin contest. Rudolph's Revenge stands to provide not only fame, but fortune, in a race to create the best Christmas-themed skin Rust has ever seen! Go check out the post on xtab.me for the full details, and stay tuned here for updates here as the challenge progresses.


Charitable Rust: This Sunday!

Holy shit, we’re only days away!

Charitable Rust kicks off this Sunday at 11am EST and will last for 12 hours, all to raise money for an unequivocally excellent cause, Doctors without Borders.

We’ve got special celebrity guests, carnival games, Rusketball, parkour challenges, contests, and more prizes to give away than we have time - all popping off on a special event server. Check out charitablerust.com for more details, and stay tuned for the server info as we get closer to the start time.

Also, the exclusive Charitable Rust 2016 shirt is now for sale on the steam store! All proceeds from shirt sales go to Doctors without Borders. Also, this is a one time only item - no longer available for purchase after Monday, November 21st - so grab it while you can!

Get the shirt

Charitable Rust 2016!

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11/21 @ 2:35pm EST - Given shirt sales are still open, I've extended the Tiltify campaign till 11pm EST tonight. I'm off to spend some much needed time with my wife, will have a full result write-up with some totals tomorrow. Thanks again to everyone who participated in Charitable Rust!

11/21 @ 12:21am EST - Holy shit! We raised over $15,000 ($10,528 on stream + ~$5,000 in shirt sales) for Doctors Without Borders! Full write up and acknowledgements coming later today. In the meantime, a humongous thank you to everyone who participated in this years event!

11/20 @ 1:20am EST - Today is the day! Charitable Rust kicks off at 11 AM EST. This 12 hour event is chocked full of celebrity guests, PvP challenges, carnival games, Rustketball, parkour, DOA's mega bar, and more. Oh, and we've got prizes out the wazoo! All to raise funds for Doctors Without Borders.

Join us for all the festivities throughout the day on our stream and in the official event server. Also, make sure to pick up a Charitable Rust 2016 shirt! Available for purchase only till Monday, the proceeds of this exclusive item go towards our $5,000 goal.

  Donate now! Get the shirt  

Charitable Rust 2016: Over $16,000 Raised!

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The final numbers just came in… Charitable Rust 2016 raised over $16,000 for Doctors Without Borders - blowing our original goal of $5,000 out of the water by over 3 fold! I am so moved and honored by the support of the community, this was an astonishing event.


Total Raised: $16,003!

Our original goal of $5,000 was upped to $10,000 only 90 minutes into the event because it became clear, we were playing a bigger game. We then surpassed the $10k mark before the event officially ended. That, coupled with $5340 in sales of the Charitable Rust 2016 shirt, put us over $16,000 raised for Doctors Without Borders!


$5340 in Charitable Rust shirt sales!

A huge thank you to Garry, the entire team at Facepunch, the crew over at xtab studios, and everyone who purchased a Charitable Rust 2016 shirt. In less than a week of being on the store, it generated over $5,000 towards the cause!


Top Donator: Grimmfang

I’d like to acknowledge our single biggest individual donor of the day: Grimmfang. Throughout the day, he donated 7 times, totalling $2,020! Thank you to Grimmfang and the entire Cuda87 family - you guys really set the tone for the day, causing us to double our original goal, and helping us more than triple it!


To our celebrity guests

This year was without a doubt a star studded affair! Thank you to every celebrity guest who showed up, including Tank Girl, DOA, Argyle Alligator, Cuda87, Ser Winter, Trausi, Shadowfrax, Bizzlesnaff, Partially Royal, MrMemio, Vertiigo, KCmo, Dean Central, Bumbo, Frankie, Holdacious, Helk, Alistair, Holmzy, and everyone else! You all helped attract a huge audience and filled the day with awesome event after awesome event.


To my beloved VIP’s

A special thank you goes out to every Rustafied VIP. It’s the VIP program which keeps Rustafied operating and growing, without it we would not have the presence and servers which we do. I’ve been squirreling away some of the proceeds and, on behalf of you all, Rustafied donated $1,410 during this event!


To my production team

This years event was huge, and it took literally hundreds of hours to set up the server, prizes, invites, and everything else which went into the production. From the bottom of my heart, thank you to the entire team which helped out. There are way too many of you to name, but you know who you are, and I love you all!


Thank you to everyone else

These acknowledgement posts are always difficult, especially with such a large event. So many people helped us reach (and triple) our goal, it is simply impossible to adequately acknowledge everyone. To all of you who donated, watched the stream, spread the word about the event, or participated in any way - I thank you.

If I missed a special mention to someone in particular, I apologize, and please know that I am forever grateful for what you did.


Art contest winner: Mr. Mars

A huge shout out to Mr. Mars for winning the Charitable Rust 2016 art contest - and the $50 steam gift card to boot - with his exquisite rendition of Tank Girl and Vertiigo. He is one very talented dude, go follow and support him!

Special mention also goes out to Banana Cognac and Fawn for being finalists in the contest, and thank you to every artist who participated this year, there were some really excellent (and some not so excellent) entries! Check some out here.


Picture time!

We snapped a bunch of pictures through the day, here are some highlights. And, if you have any great shots from the event you’d like to share, please email them to rustafied@gmail.com.

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