Rustafied

View Original

It's component time!

11/7 @ 4:30pm EST - A client and server update were released earlier today. The server update fixed some memory issues and server listings. The client update did some Unity version matching and update/fixes for Steamworks.

11/6 @ 3:55pm EST - We lowered our main server slots to 350 due to poor server FPS.

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


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.

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


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.