Fixes and forward progress
1:00pm EST - Our update preview stream is live! twitch.tv/rustafied
12:00am EST - It’s been one week since the update and the team is trucking on fixes and forward progress.
Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.
Hotfixes
As is common after a monthly update, there have been a couple hotfixes released. Here are some highlights:
Fixed explosive damage not damaging doors in some situations
Fixed Electric Heater not giving warmth to plants directly in front
Increased bike hurt trigger min speed from 1m/s to 4m/s. Decreased base un-multiplied damages from 6 to 4
Traveling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
Extended main bike box collider - prevent bike and sidecar ending up on opposite sides of a thin wall
Fixed sidecar bikes not getting pushed back when hitting animals/players
Bikes now ignore dropped items and ragdoll collisions
Adjusted roadside electrical prefab LODing distance - resolves late popping while driving fast
Fixed barricade placement on roads
Handcuffed players can now be force mounted to code locked cars
Fix NPC vending machine sales data getting reset on server restart
Fixed cyclist hands visually disconnecting from handlebars at full turn
Renamed friendly gesture to Surrender
Added description field to all gestures
Added a warning to the Surrender gesture that it will allow other players to access your inventory
Various NRE fixes and other error fixes
Traveling vendor revisions
The traveling vendor is receiving a number of changes and improvements over on staging. Here is a summary:
Improvements to the ordering system (backend stuff)
Backfires now happen at a random point in the future
Removed infinite stock. Stock will refill every 33% of the vendors total lifetime
Added angry horn
Fixes for a bunch of various checks
Moved vending machine back to shared
Increased max speed (with new convar to control)
Zip line improvements
Some enhancements to the zipline experience are on the way. Each platform will now feature four additional dismount points—two on the side and two higher up the structure. This adjustment allows for smoother transitions between multiple ziplines with less climbing involved.
Additionally, the ziplines have been tweaked to prioritize destination points that are both further away and higher up, maximizing the distance traveled and minimizing time spent climbing ladders. On a 4k proc gen map, these changes increase the average zipline distance from 121 meters to 188 meters, and the total server-wide zipline length has expanded from 20 kilometers to 31 kilometers! No visuals yet as this work is still on a separate branch.
Hostile footsteps
A new work in progress concept for footsteps is in the works. The basic idea is that your teammates' footsteps will sound different than that of your enemies. Based on commits up / down votes and social media, this is receiving negative reviews from the community.
Edit: Helk mentioned they are going to pump the brakes on this change and it is being reconsidered.
Dropped items in water
Work is being done on how dropped items behave when submerged. Now, items significantly increase their drag to 7, compared to the previous 0.1, ensuring they don't sink as swiftly as they would through air. To add to the realism, these items also receive a gentle physics impulse every 1-2 seconds to simulate the effects of underwater currents. Furthermore, a new visual splash effect is triggered when items hit the water, enhancing both the realism and the visual cue for players. These changes make the underwater environment more interactive and visually engaging.
Welcome to the jungle!
Work has begun on a new monument by the name of “Jungle Ruins.” Not much information is known yet, however, the initial scene for the terrain has been set up along with the monument data and basic whitebox. It might be a while before we see any previews of this, as creating monuments from scratch takes a while. That said, we’ll keep you posted as more comes to light.
Hood and Cuff changes
There are a couple shifts and improvements to Hood and Cuffs on the way. Here are some highlights:
Added an Equip Hood radial menu to apply the prisoner hood to a handcuffed player now that their belt can't be directly modified
Belt is now locked during surrendering or being handcuffed, to match other inventories
Other stuff
A new ‘snakes’ branch where they are adding a Pit Viper
Initial work on a boomerang
Initial work on a food cache
Initial work for a tin can alarm
More work on the Blunder Buster (new weapon)
Tweaks to underwater lighting and torch
More work on the cliffs rework
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
Bike burnouts - Initial work on supporting burnouts and fast turns with Ctrl. No releasable yet
Bike driver camera roll - it now lerps to the actual roll angle when not grounded
Fixed bike passenger eye rotation bug
Fixes for IO flooding
A bunch more work on Radtown Redux
Testing some plastic material
Testing some cloth materials
More work on the Frontier Hatchet (part of the Frontier Hazmat DLC coming soon)