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Are you ready for an awesome update!?

10:14pm EST - Overall things are running smooth post update. There are a couple new issues at play, mainly:

  • Issues placing doors on triangle foundations - removing any walls touching the door frame will allow a door to be placed.
  • Code locks on exterior wood gates aren’t functional - no hitbox for them, just opens the door.
  • Rocks hit slower - was this on purpose or an unintended side effect of making rocks throwable?

5:05pm EST - The update and devblog just came out. Our main server has wiped, here's the new map:

3:00pm EST - The update stream is live! twitch.tv/rustafied

1:15pm EST - With a flurry of commits today, the team is making progress on shutters, steam skins, and the stone gate. Although shutters and the stone gate are not in yet, it’s possible they may sneak in before the update.

2:00am EST - Our favorite moment is almost upon us... update time! Due later today, this update includes new features, bug fixes, and some game changing shifts. A wipe will not be forced (expect that next Thursday), however, some servers may choose to wipe anyway (cough main).

Our update stream will go live at 3pm EST, follow Rustafied on twitch to know exactly when to tune in and @Rustafied for updates throughout the day. Let’s get into it...


Video, yo

Don’t feel like reading? See all the highlights in our update summary video:


Auto turret

Making its debut appearance, the auto turret brings forth a new era of base defense. These automated death bringers fire a steady stream of rifle ammo at any poor schmuck who isn’t authorized. Intended as a defensive tool, they must be placed on a foundation. Load before you log off, this turret takes a total of 384 bullets and can be turned on / off, authorized / cleared and rotated by anyone within reach.

Correction: Once it's on, the turret can not be accessed by anyone else.

Don’t expect every base to be rocking automated defenses, these puppies require some rare loot to craft; CCTV cameras and targeting computers are found at helicopter crash sites and in airdrop crates. More on the auto turret here.


New signs

Artists of Rust rejoice, 13 new signs have been added. From sign posts and picture frames to hanging signs and huge banners - there are some great new options for signage, base decoration, and straight up propaganda. They work just like the existing signs and most are non-default blueprints (but should be pretty common in barrels).


Throwables

Do you like watching naked men throw sharp objects? Well you’re in luck! Epic bouts on the beach will never be the same as several tools are now throwable. Rocks, stone hatchets, hatchets, and stone pickaxes can all be thrown with a simple right click. Although the damage isn’t devastating, it is definitely a welcomed addition to the melee arsenal.


Barricade changes

In an attempt to compete with stone exterior walls, the sandbag barricade has been given a makeover. Now standing 1.5 meters tall, this sandy mound provides more cover in combat. That’s not all, they now take much less time to craft (20 seconds total), are stackable to 10, and have double the health. Not to feel left out, the concrete and stone barricades received some similar stat changes. Read all about it here.


So long half blocks

In a massive change to base building dynamics, the half block - and to a much lesser extent, the half stair - have been removed. Eliminating many commonly used base building techniques, this change has come under much scrutiny. If you’re searching to find some rhyme or reason as to why this change occurred, I’ll leave you with some words from the man himself:

“if we wanted people to have shelves and double layer floors, we'll add them.”
-Garry (via the Rust server owner slack)

Tool cupboard changes

Another stark change to building dynamics, tool cupboards may no longer be placed within the radius of any other cupboard, even if you have building privileges. Stopping people from overlapping and honeycombing multiple cupboards, this change stands to make the life of raiders easier.


Footprints

Tracking player movements just became possible with the addition of footprints. Be it a boot print or bare foot mark, they are difficult - and sometimes damn near impossible - to see. Animals also leave prints, giving you hunters a new technique.


New sounds

You’ll notice some new noises coming your way as Alex has tweaked helicopter rotors along with adding new sounds for landmines, large fires, underwater bubbles / bullets, and stone construction.


Water FX

Watch for some changes when it comes to wet, Scott has made rain look 35% ‘wetter’ and added several new effects for player/bullet movement in water.


Fixes and other changes

Along with all the new additions, there was a strong focus on bug fixes in this update. Here are some highlights:

  • Changed how ragdolls are constrained to corpse entities - Does this mean ragdolls will be lootable after they roll down a hill?! Let’s see...
  • Fixed beartraps always looking unarmed
  • UI scale works again
  • Fixed numpad keys changing graphics setting when typing in chat etc
  • Attempting to repair unrepairable items no longer kicks you from the game
  • Weapons won't fire/aim if a weapon attachment is broken
  • Canceling a craft breaks any items with condition in the recipe before returning them

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