Blueprint wipe, procgen10 merged, and a ton more changes!
5:06pm EST - Helk has been rocking out a bunch of small yet significant changes:
- Small wood storage capacity doubled
- Increased crossbow zoom
- AK47 recoil now in line with the m4 of legacy
- Waterpipe shotgun does a bit more damage and is slightly more accurate
- Loot spawns added to the lighthouse and sat dish
- More barrel spawns on airfield
- Halved the mining rate for pumpjack / quarry
- Static quarry added to each warehouse (now 3 per map, thank you, Andre)
- Less low grade fuel needed to craft a furnace (now 50)
- Less low grade fuel per craft (now only 3)
- Hide armor now requires leather to craft
3:38pm EST - Here's some screens of the new blueprint items:
3:30pm EST - The dev branch is functional again. If you want to try out all the new shit, opt your client into the development branch and join our freshly wipe dev branch server.
12:46pm EST - With one day to go till the big update, the team is absolutely killing it! Some huge game changers this week accompanied by a completely fresh start for everyone (forced map and blueprint wipe). The server build on the development branch is currently not starting up, so we are short on some visuals and information at the moment. Expect full details to come in my update summary post tomorrow. Let’s get into it...
Forced blueprint wipe
Given the huge changes to gameplay with the new blueprint fragments system, a blueprint wipe is officially being forced game wide when the update hits. Having everyone start from a clean slate should allow the team to more easily find the balance for these huge changes. Read more about the blueprint fragment system in my post yesterday.
Procgen10
Andre has just merged the next iteration of the procedural map generation system. Procgen10 focuses on fixing some world generation issues and also shifts gameplay around the monuments. Expect some visuals and more details on this as the development branch becomes functional again.
Armored door hatch
Armored doors are seeing some more changes. After a change yesterday which left the viewing hatch open, Andre has re-added the hatch today. I confirmed with him that, although it will not be openable with the update this week, that functionality will likely be added at some point in the future.
Fat changes
Curbing the use of people farms to gather fat, humans now give almost no animal fat. They do, however, gain 1 fat per every 3 minutes alive (with a max of 20 fat total).
Leather added
A new resource has been added, leather is now dropped by bigger animals instead of cloth. Along with this, roadsign armor, metal armor and the hide poncho now require leather to craft.
Super jump fixed
A bug was introduced last week which allows people to continuously jump through the air using the building plan. Enjoy flying around the map while you can because this exploit has been fixed.
Multiple doors fixed
Another bug introduced last week allowed for people to put unlimited doors in a single doorway. This has also been fixed.
New melee sounds
Expect some new ear candy next time you slash a Newman with your sword, Alex has done his first pass on sounds for the new melee weapons.
Crater changes
Helk has changed the way that survey charges work by introducing two types of craters. Pumpjacks will now only go on oil craters and quarries will only be able to be placed on ore/metal craters.
Unload from weapons
After many requests from the community, Helk has made it so that you can finally unload the ammo from a weapon. Nice!
Rockets nerfed
The splash damage radius for rockets has been reduced from 5 to 3.8.
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