Update incoming!
8:10pm EST - Trouble getting into our full official servers? Try Reserved, there's still public slots open! Paste in console: client.connect 64.74.97.169:28069 (ignore if the connect screen says Amsterdam II - thats a bug, you're still connecting to the right place).
5:25pm EST - Devblog is out!
5:15pm EST - Client and server update are out!
3:00pm EST - Our update stream is live! twitch.tv/rustafied
2:00pm EST - Here are the 3 new AK skins which were just added to the steam store. Oh, and the Valentine's Balaclava, perfect!
12:45pm EST - Just added some commits from today including metal facemask balance, external wall balance, new mod icons and skins.
12:40am EST - It’s Thursday, so you know what that means: Update time! Not a ton of forward facing things coming in today - the majority of the work has been background stuff and features we won't be able to play with for a couple weeks now.
Our live update stream will start at the normal time (3pm EST) and the update, as always, will launch when it launches (normally 4-6pm EST). Check back here and follow @Rustafied for news throughout the day.
WTF no new content?
Some people might look at this update and say, "Man, this update fucking sucks - there is nothing new!"
Ok, ok, hold your (unrideable) horses. The lack of new items does not mean the team is just sitting around with thumbs up their asses. Garry and Helk have been hard at work on the new leveling system and, as with any change that fundamentally shifts huge dynamics of the game, this system will take some time.
When will it be ready? The last estimate from Garry (16 days ago) was “a month or two.” This change will most likely launch in conjunction with the forced wipe (and include a full blueprint wipe). That means we could see this as soon as March, 3rd, however, the chances of that are probably slim given the scale.
Oh, and I think Helk still has a couple balance tweaks up his sleeve before the update goes live ;)
Edit: Yup, metal facemasks and exterior walls have been balanced (see below).
Code locks-a-zappin!
Code locks are convenient, but there’s always the danger of people guessing your code. Under normal circumstances, however, a 4 digit code is pretty hard to guess. Unfortunately, people have been using some shady means to speed up the process - using brute force attacks to raid bases.
In response to a video posted on reddit yesterday, Helk has shifted the consequences of typing the wrong code, and added some electric FX. Here’s how it works:
- Enter the code wrong, get shocked for 5hp damage (previously 1hp)
- Each time you enter it wrong, the shock damage increases by 5hp
- This shock damage resets after 10 seconds of not trying
In addition to adding the shock damage, Helk fixed several exploits people were using to game the system such as continuing to guess codes after dying and messing with internet connections to flood requests.
Facemask nerfed
After a hilarious and highly upvoted video was posted last week, Helk has nerfed the metal facemask, giving it the same protection values as the chestplate. This means headshots will be doing significantly more damage to facemasks, and the squish sound should be even more satisfying - although I do wish we could get a ‘ping’ sound instead when armor is hit…
Some rough numbers for headshots on the facemask:
- AK - ~25-30 damage and bleed
- Bolt - ~50 damage and bleed
- Crossbow - ~32 damage and bleed
- Semi auto rifle - ~20 damage and bleed (~25 with HV)
- Semi auto pistol - ~20 damage and bleed (~23 with HV, ~30 with incendiary)
- Revolver - ~23 damage and bleed
External wall / gate balance
Helk has also done some balancing of the high external walls / gates - hopefully making it so it doesn’t take 8 C4 or 16 rockets to take down an external stone wall. No specific numbers on this yet as the current staging building isn’t functional. Expect some specifics shortly...
Edit: here are some numbers.
- Stone wall
- 750 HP
- 6 rockets
- 3 C4
- Wood
- 600 HP
- 3 rockets
- 2 C4
Shell protection has been added, meaning it is MUCH harder to take down external walls with tools. Gates have the same HP and take the same damage as walls.
Graphical improvements
Diogo has done a bunch of shit this week, but many of his commits only make sense if you have a degree in video game design. Here are the main things you need to know (I think):
- Rain has been optimized!
- Choppers and horses now blend with the fog a bit better
- Skin shaders are fixed for OSX
New console commands
Garry has added two helpful new console commands:
- clear - clears the console
- copy - copies console content to clipboard
Dungeon art progress
Vince has been doing a bunch of work on the art for the widely untextured dungeons. Don’t expect any of this new stuff tomorrow though, it’ll have to wait till the next forced wipe on March 3rd.
Flamethrower
Some progress was made this week on the flamethrower by Minh, who’s been working on the animations for this fire blowing beast. Implementing this bad boy takes more effort than just any old gun - given it shoots fire and all - so it looks like we’re going to have to wait another week or so before we’re lighting naked Newman's like tiki-torches.
Other things
- External gate doors now visible at greater distances
- Removed hand popping into view on all hatchet vms
- Tweaks and bug fixes to the building planner
- New weapon mod icons
- AK skins added
- Valentine's day balaclava added
- Burlap shirt skin added
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