Holy fucking shit, what an update!
12:06pm EST - The update and devblog just came out. We're updating our servers now.
3:10am EST - After the biggest game changing update of the year just the other week, the team has come through again. A completely new blueprint system, awesome additions to map generation, and huge changes to overall game balance; this update is insane! It will force a wipe of all maps and blueprints; providing a clean slate for all to test the balance of these new dynamics.
It is unknown exactly when the update will hit (it’s been a bit earlier than usual the past couple weeks). Regardless, the live update stream will start at 3pm EST. Also, follow @Rustafied for updates throughout the day. Let’s get into it...
Moved other updates to bottom of the post.
Update summary video
If update summary videos are your thing, check out this one from our media team:
Blueprints: Reborn
Blueprints as we know them have changed forever. The biggest game changer of this update, the new blueprint system, sets the slate clean for everyone with a forced blueprint wipe and completely shifts the paradigm of tech progression in the game. As opposed to finding blueprints in various loot spawns around the map (barrels, rad towns), you now find various stacks of blueprint fragments all over the place (ranging from a couple to 50+ per stack). You can then upgrade fragments, use them to get a blueprint, or pop them in a research bench to up your odds. Here’s a rundown of the new system:
Blueprint Fragment
Where to find
Very common in barrels / boxes
Used for
Upping research probability
Redeeming a common blueprint (20 frags required)
Examples of common blueprints
floor spikes, syringe, sandbag barricade, hv arrow, machete, lantern, large furnace
Blueprint Page
Cost
60 blueprint frags
Yields
Uncommon blueprint
Examples
Explosives, refinery, quarry, pistol bullet, 556 ammo, guitar, salvaged sword, salvaged hammer, leather gloves, roadsign armor, hatchet
Blueprint Book
Cost
5 pages (300 frags)
Yields
Rare blueprint
Examples
12 gauge slug, 12 gauge buckshot, huge wooden sign, bucket helmet, metal barricade, semi auto pistol, beartrap, longsword, snow jacket, hazmat gear, riot helmet, miner hat, mace, icepick, land mine, rocket
Blueprint Library
Cost
4 books (1200 frags)
Yields
Very rare blueprint
Examples
Thompson, SMG, special ammo types, C4, pump shotgun, metal armor, bolt, AK
Edit: Turns out they did leave some normal blueprint drops in barrels, so it isn't just blueprint fragments you'll find.
A new dynamic to researching
One of the huge shifts with the new blueprint system is to the dynamic of researching. Not only does researching items no longer cost paper or the crafting materials, you can now increase your odds of a successful research by adding blueprint fragments. The amount of fragments required to get to 100% depends upon the rarity of the item and you lose the fragments regardless of if the research is successful or not. Here are some examples for each tier:
Procgen10
The next iteration of procedural map generation is here. Although procgen10 does feature some changes to the overall landscape, the biggest shift is with regards to the monuments and rad towns. Here is a rundown of some changes and some screens:
- Static structures such as quarries and refineries have been added around the map
- There are now 3 warehouses (each with a quarry)
- A new type of loot spawn (cardboard box with bottles and cans)
- Lighthouse and satellite dish now have loot spawns
- The airfield now has oil drums
- Radiation is still not in, however, you can no longer build in rad towns
- Icebergs are back
New "Death Star"
The long awaited overhaul of the sphere taml (aka the "Death Star") monument is in, and it is fucking awesome! It has loot throughout and you cannot build anywhere on it (including ladders). I could say more, but you really just have to see it for yourself...
Weapon changes
A couple weapons have been tweaked:
- AK47 recoil now matches the M4 in legacy
- Waterpipe shotgun is now more accurate and yields more damage
- Crossbow zoom has been increased
- Rocket splash damage has been lowered from 5 to 3.8.
Mining changes
The mining rates for both pump jacks and quarries have been cut in half. Also, there are now two types of craters: an oil crater and an ore crater. Only a quarry can be placed on the ore crater, only pump jack on oil. To top it all off, crafting low grade fuel now only yields 3 per craft, making it much more advantageous to find / mine for crude.
No more fat farms
Accompanying the changes to low grade fuel, the key ingredient, animal fat, has been made more scarce. For a while, people have been creating human farms to get fat: suiciding and then spawning to harvest their body. This is no longer a viable method as fresh spawns have hardly any fat on them. Animal fat in Newmans now actually increases by 1 every 3 minutes till it tops out at 20.
Introducing: Leather
A new resource from the days of legacy has also been added to the game. Leather is now required to craft hide and armor (metal and road sign). You harvest it from all animals except chickens and they still drop 50% of their cloth also.
Pick a skin, any skin
As your steam inventory fills up with new articles of clothing, clutter abounds in your attire tab. Never fear, Garry has implemented a new UI feature which combines similar attire in the crafting menu and allows you to select the variant prior to crafting. Here are some screens:
Unload ammo
Finally, we have the ability to unload any weapon using the newly added “unload ammo” button.
Other stuff
- Small wood storage capacity doubled
- Character stands slightly more to the left
- Multiple door bug fixed
- No more jumping off of building plan doors
- New sounds for some melee weapons
- A bunch of progress on female clothing
Other updates from the day:
3:05pm EST - Not doing the live update stream today, instead I'm working on these connectivity issues we've been having. Just purchased a new dedicated box from another host - hopefully it'll be set up in the next several hours. Will keep you posted. In the meantime, pardon any downtime.
1:58pm EST - The hotfix for the startup crash issue has been released.
1:20pm EST - Garry figured out what was causing the crashes. Expect a hotfix to go live soon.
1:10pm EST - Looks like deleting your cfg folder (under program files - steam - steam apps - common - Rust) will fix the crashing problem.
12:20pm EST - Getting multiple reports of the game crashing on start (right when EAC is loading), Garry is looking into it...
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