Siege weapon preview
1:00pm EST - Our update preview stream is live! twitch.tv/rustafied
12:00am EST - Happy Thanksgiving to those of you who celebrate! Siege weapons (and more) have hit the AUX2 branch and are available for public testing. This article summarizes what we know about these new items.
Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.
Overview
Siege weapons have landed on Rust's AUX2 branch for public testing, but they won't make the December update. Instead, they're slated for an early release next year, possibly as part of a new primitive-era game progression mode. Details about these weapons are still sparse, and since they're a work in progress, all features are subject to change. Keep an eye out for further updates as the developers continue to refine and define how siege weapons will integrate into Rust's gameplay.
Catapult
The Catapult is a new constructable entity in Rust, adding a dynamic layer to siege warfare. Players can craft and place the Catapult, then build it up with a hammer to operational status. It's designed to launch a variety of ammunition types, including standard boulders as well as incendiary and explosive variants. Simply hold E to crank it up to be ready to fire (takes about 10 seconds), load up the ammo, and let her rip! Details regarding the crafting costs and upgrading expenses of the Catapult and its ammunition are still being finalized, so these aspects may change as development progresses.
Battering ram
The Battering Ram is shaping up to be a formidable tool for breaching defenses in Rust. This driveable siege weapon can smash through building blocks, currently requiring about 10 hits to break down a stone wall, which roughly takes a minute. It's not just about brute force; the ram is also resource-intensive, consuming a significant amount of low-grade fuel. Additionally, the ram’s head needs frequent repairs after every couple of hits to maintain its effectiveness. This blend of power and maintenance adds a realistic layer to siege tactics, demanding careful resource management and strategic planning during raids.
Siege tower
The Siege Tower is a new tactical addition to Rust, designed to enhance raiding strategies with its towering structure. This innovative siege equipment boasts four floors, each connected by ladders, with the capacity to have a door installed on the front for secure entry. It's equipped with wheels, allowing players to tow it right up to enemy compounds. The second and fourth floors feature extendable drawbridges, which facilitate easy access into fortified areas. Each floor, apart from the first, comes with a drawbridge that can be opened or closed, streamlining the process of breaching enemy defenses. While the mechanism for players to install a door on the tower is currently non-functional, this feature is expected to add an additional layer of strategy once implemented.
Ballista
The Ballista is an exciting new constructable entity in Rust, poised to change the dynamics of long-range combat. This siege weapon will utilize a new type of ammunition known as "Spear Ammo," specifically designed for this powerful apparatus. While the model of the Ballista is still under development and not yet finalized, it's expected to launch two main types of bolts: the standard Ballista Bolt for basic attacks and the Ballista Fire Bolt, which will likely add incendiary effects to its arsenal.
Moving siege weapons
Siege weapons in Rust bring a new level of mobility to warfare tactics, as they can be maneuvered around like vehicles. Players can manually push these hefty contraptions or use a slower "pull" method by pressing "E" on the wheels. The primary method for moving them efficiently is by using horses, which can be hitched to the front of the siege weapons for towing without the need for special equipment at this stage. There's also potential for cars to be used for moving siege weapons in the future, expanding the options for transporting these powerful tools across the battlefield.
Shields
The upcoming addition of defensive shields in Rust introduces four types: Wooden, Reinforced, Improvised, and Metal. These shields are equipped in the backpack slot and can be drawn out with a delay, ready to absorb incoming damage based on their durability—they can also break under sustained assault. When a shield is in use, it restricts the player's ability to sprint and attack, focusing its utility on defense. Shields will automatically equip when a player holds a compatible weapon, such as pistols or certain melee weapons. To block attacks, players will need to right-click, and it's important to note that aiming down sights (ADS) is disabled while a shield is being held.
Ice sculptures
Ice sculptures are now available for testing on the AUX2 branch, hinting at their inclusion in the upcoming Christmas event in Rust. These sculptures provide a creative twist to holiday festivities, allowing players to carve out designs from a block of ice using many melee tools. Whether you want to craft a frosty sentinel to guard your base or create a festive decoration, ice sculptures offer a unique way to personalize your space. To craft one of these icy artworks, you'll need 500 wood and 100 metal, making them an accessible yet novel addition to your holiday celebration in the game.
Next week
There is also an update coming next week! Here are some of the things being worked on which will likely make it in.
Variable zoom ability on 16x scope
More improvements to wolf AI
Storage box added to workcarts
Fixes to wire slacking functionality
Fix teleport2marker & teleport2grid moving you inside rocks / bases instead of to the top of them
Fixes to rocket launcher reloads
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
Underwater visibility increased
Allow junkpiles to despawn if any loot is taken from them / any barrels are destroyed instead of requiring everything to be looted before it can despawn
Can now pick up minicopter, scrap transport helicopter and attack helicopter with the magnet crane in junkyard as long as they are turned off
Only show warnings if in peacekeeper mode, powered, and player is not authed
Added passthrough output to the storage monitor
Add analytics for how long a player spends talking
Increase dropbox from 1 input slot -> 4 input slots
Added a "Fully Charged" output slot to all batteries
You can now upgrade Wooden High Walls & Gates to Stone with a hammer
High external walls now craft 3 at once. Stone high external walls now requires 1 sheet metal per craft. Stone high external gate requires 1 sheet metal, reduced gear count to 3. Reduced crafting cost to 4000 from 4500 wood/stone to make inventory management easier
Rad pills have been buffed (less water consumption, decreases more radiation)
And various other quality of life changes (see full details in article next week)
Other stuff
There are a number of other projects in the works as well. Here is a summary of some of the main ones:
A jungle building skin (maybe to go with the new ruins monument)
Car radios look to be coming at some point in the near future
Work on a boomerang
More work on the mini crossbow
Work on transaction history for vending machines
Initial work on a Knight Armor DLC
More prefabs added for modders