New hair, minigame fixes, bullet proof glass, and half walls.
11/23 @ 9:00am EST - Happy Thanksgiving! While Facepunch doesn't slow down for the holiday, Rustafied will be taking a break from our usual update stream to spend time with friends and family and to consume ridiculous amounts of turkey. We will be updating our servers when the server and client updates are released. We will also keep you posted throughout the day. Check out our Twitter for more updates.
9:30am EST - We have some clarification in response to a number of questions and concerns regarding shifts to building in the next forced update including "improved ways to counteract honeycombing" which was stated in Devblog 186. According to Alistair honeycombing is still a thing, but wall stacking should no longer be possible with these changes.
Update summary video
Here's our update summary video from Puddy.
Reinforced glass window
Helk has added a new way to safely catch a glimpse of what's going on outside of your base without re-purposing the metal shop front. This glass is pretty beefy at 500 health, taking 1 C4 and 2 satchel charges or 3 rockets to destroy.
Workbench requirement:
Tier 1
Crafting cost/time:
50 metal fragments/30 seconds
Research cost:
75 scrap
Info Panels
Helk has made some changes to the info panels that show statistics about various items. The panel now displays various statistics for armor, explosives, and weapon mods. In addition, some minor tweaks were made so the fully body armor values display properly. The bandana also had its bullet protection halved, and headdress had melee protection decreased by 20%.
New doo’s
Diogo and Matt are making a bunch of progress on player hair this week. Along with fixing several issues with graphical bugs, a third hairstyle is on its way in. Also, hair sets are now tied to players specific race and gender and the new hair colors are on the horizon.
This is still a work in progress and most of the big visual changes are not live on staging yet. That said, your player may be taking a trip to the salon prior to the next update.
Tree minigame fixes
After adding the tree minigame last week, Helk is providing some fixes and improvements. First, the X’s will no longer just go right. Also, they’ll be a bit easier to hit as the rotation of each X has been lowered and the starting X is relative to the initial hit as opposed to random. Finally, the X will always go in the same direction, and never switch directions.
Long and short: the tree minigame should be a bit easier this week.
Satchel changes
Helk has also added some welcomed changes to satchels this week. Now, if a satchel hits another satchel, they will attach together as opposed to falling off (no more wasted satchels!). Also, if a satchel is a dud, it will fall off of whatever object it is attached to.
Hapis progress
Alistair continues his changes to the Hapis island map. In addition to the loot changes and various shifts from earlier this month, the launch site dungeon is being added (with APC and all). As with all map shifts, these changes won’t go live till the next forced wipe (December 7th). Stay tuned for more information as the month progresses.
Half wall incoming
Andre - continuing his work on the building system 3.0 - has added a half height wall. Along with this, he’s adjusted the building block order in the radial menu and done more work on building privilege. Like the changes to Hapis, we don’t expect any of this to go live (or be in a testable state) till closer to the forced wipe.
Other stuff
- Progress on the new junkyards
- More work on the ‘ho-ho-ho’ Christmas content branch
- Fix for quickcraft icon lag when looting players
- This commit has been marked private, so it is hidden (your guess is as good as mine)