Update Ho!
5:45pm EST - Our servers are updated and wiped (except the low pops). Just restocked some of our VIP, get em while they're hot! rustaforum.com/vip. Also added numbers for grenades on building parts / doors below.
5:26pm EST - The update is live and the devblog is out! Updating our servers now...
2:00pm EST - Our update stream is live!
1:42pm EST - With the update launch pending, we're seeing a bunch of small fixes and tweaks. Our update stream goes live shortly...
12:00am EST - Update day is upon us. With it comes changes to damage, balance tweaks, improved grenade raids, and a new combat log! I have a hunch we’ll see a couple more things prior to going live, so I’ll add to this post as the day progresses.
Our update stream will go live at 2pm EST. Follow @Rustafied for news as it develops throughout the day. Let’s get into it...
Combat log
You can now track all damage you've dealt and received by typing ‘combatlog’ in console. Added by Andre, this very helpful new command displays all recent damage events including PvP and PvE (buildings, animals, etc).
It provides information on attacker, target, weapon used, bone/area, distance, and health - the most recent 100 events since the last server restart. Here’s an example of the output:
Edit: A new server cvar, "combatlogsize" has been added to allow server owners to control how many lines are saved for each player's combat log (it defaults to 100).
Grenade raiding
Grenade raids have become more viable this week. Not only do they now stack to 5 (instead of 2), they can be dropped with right click. Best yet, when dropped while looking at a building part, they will stick to that building part, yielding optimal damage! No sign of any changes to the actual damage stats at this point.
Edit: Here are some counts for how many grenades it takes to destroy certain building blocks:
Wood Wall
Beancan: 13
F1: 6
Stone Wall
Beancan: 48
F1: 22
Sheet Metal Wall
Beancan: 58
F1: 26
Armored Wall
Beancan: 84
F1: 35
Wood Door
Beancan: 6
F1: 3
Sheet Metal Door
Beancan: 23
F1: 7
Armored Door
Beancan: 56
F1: 24
Ladder Hatch
Beancan: 18
F1: 8
Floor Grill
Beancan: 18
F1: 7
Projectile damage falloff
Andre has made some tweaks to how damage is calculated. After adding variable damage based on projectile distance last week, he’s ‘reduced the maximum damage falloff over distance’ and ‘increased projectile damage falloff distance.’
What the fuck does that mean? Basically: Bullets won’t lose as much of their damaging power as they travel, and the distance which damage lessens has been increased.
Throwable damage
There have also been some changes to how thrown items do damage. Along with adding a new damage type for thrown objects (which pretty much matches the damage of each melee attack), items now lose condition when they are thrown, and will break if their condition hits zero.
Spear nerf
The damage type of a thrown spear now matches that of an arrow - meaning they no longer do damage to building parts (except twig, because arrows once again damage twig).
Semi auto rifle buff
The semi auto rifle has been buffed all the way around - distance, projectile velocity, and damage have all been increased slightly.
Double barrel shotgun almost in
A new weapon will be making its way in soon. With the models, animations, and sounds complete, all that's left is the actual implementation into the game. Unfortunately, that hasn’t happened yet - and probably won’t make it in this week. Prove me wrong, Helk!
Safe exchange shopfront
A new, more protected way of exchanging goods is in the works - Vince has completed the models, LODs, Gibs, and whatever the fuck else acronyms needed to get this ready for implementation.
It is described as “a new metal shopfront that has a bullet proof collider and bars. Inside and outside counter. One drawer for exchange, possibly animated.” Definitely a welcomed addition to the game, hopefully it’ll be added in the next couple weeks.
Other things
- Arrow’s once again do damage to twig
- Graphics overhaul coming along - only one biome to go!
- Music now enabled by default
- Fixed that flickering which sometimes happens in sleeping state
- Better 3rd person jump animations (and totally ninja admin noclip pose)
Rustafied server wipes
Given the second forced wipe earlier this month, our biweekly wipe schedule was thrown off a bit. All Rustafied servers (except the low pops) will wipe when the update hits today. There will be a 1 week wipe cycle this time as the monthly forced wipe will occur next week (on August 4th).
We are not planning any XP / level wipes unless forced.
Rustafied staff applications open!
We're once again looking to build our team of server moderators and staff members. If you are interested in joining the Rustafied team, head over to rustaforum.com/support and create a new request to the 'Staff Application' department. 18+ only, previous experience a huge plus.