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Good touch vs. bad touch, long sleeve T, gibbing and more

3:55pm EST - The devblog just came out. Check out the behind the scenes stuff Garry posted at the bottom (metal buildings, roads and look at that mountain range!)

3:10pm EST - Minh just posted a video of the new horse model.

2:05pm EST - Andre just posted some screens of the road (trail) system! We can expect to see these in dev next week.

12:25pm EST - Today is unlike any other Friday in recent memory. Reason being: Rust is a on a new release schedule. Gone are the Friday updates in conjunction with the devblog, now we must yearn through the weekend for that sweet, sweet Monday release.

Although I’m just as eager as the rest of you, this is for the best. It allows us to test the fuck out of the dev branch this weekend, helping solidify a fresh week of gameplay. We can still expect a devblog later this afternoon.

Before we get into what the team is up to today, I want to touch on something important...


Good touch, bad touch

Durability is back. Tools and weapons are again mortal, shifting gameplay more than any explosive device possibly could. We can all agree, balance is needed. Having your rock break before you’ve gathered enough resources to craft a stone hatchet is frustrating. On the flip side, some naked mother fucker shouldn’t be capable of breaking down a wall with a single tool.

Herein lies an important distinction of the new durability system:

  • Good touch: Mining for the ‘right’ resources.
  • Bad touch: Smashing walls to steal shit.

Hatchets are meant to harvest, not burgle. Therefore, it stands to reason, breaking walls would damage tools faster than harvesting trees (although seriously, if you think about it, that particular example doesn’t really make sense). This also includes things like axes breaking faster when harvesting ore as opposed to trees (which does make more sense). Either way, you can still use tools to demolish, you’ll just need more of them.


Long sleeve T

A stylish new addition to the Rust wardrobe, the blue long sleeve tshirt is in. Here’s some stats and pictures:

Cost
50 cloth

Craft time
1 minute

Rarity
Common

 


Gibbing

Gibbing has been added. What is Gibbing you say? Well, wikipedia refers to gibbing as “the process of preparing salt herring, in which the gills and part of the gullet are removed from the fish, eliminating any bitter taste.”

This is not the gibbing we’re talking about. Rather, it is the effect of building blocks breaking apart when they are demolished. This is currently only for Tier 1 building parts but will be added across the board soon. Here’s some pictures of what it looks like:


Building repair

Since health regeneration on building blocks has been turned off, there has been no way to repair a damaged block. That has changed today, the hammer now repairs damaged building blocks (and uses resources to do so).


Player wounded animation

Alex has created an animation for when a player is wounded: http://vimeo.com/118914803


Water tower

Paul has added a water tower to the monuments and landmarks trello.


Roads update

Andre is tearing it up with commits to the road branch. Although we haven’t seen them in action yet, the goal is still to get them in for Monday’s release.

Edit: I just spoke with Andre, new goal - roads in dev branch next week. And, he just posted some teaser screens of the new system.


Legacy map

Petur posted a teaser video showing some progress of the legacy terrain he has been working on. Look at that mountain! I can't wait to play this map!


Question? Comments? Join the conversation at Rustaforum.com