3:54pm EST - It is the second day of Rust development for the week and some big changes are afoot. With a new map generation system, UI changes / additions, and a whole new dynamic blueprints, this update is shaping up to be another game changer. Remember, this update will force a map wipe on all servers (no forced BP wipe planned - EDIT: scratch that, one is now forced). Let’s get into it...
With the advent of clothing variations, the attire tab on the crafting menu has been getting more crowded by the day. To simplify this, Garry has added a new item skin picker to clothing which you own multiple variations of. It works in a straightforward manner: If you have multiple variations of one article of clothing, a “Change skin” button will appear in the item details section. Click said button and select the variation you would like to craft. Here are some pictures:
As mentioned in last weeks devblog, Helk is working on shifting the dynamic of blueprints and radtowns. Still on a separate branch (bp_frags), I have yet to be able to try this out first hand. One thing is clear, there will be some big changes to gameplay dynamics once these changes make it in (likely by tomorrow).
Edit: Just heard from Helk on some specifics of the new blueprint fragment system:
- Barrels and loot crates will drop BP fragments
- If you collect enough, you can trade in for a random common BP
- Or, you can upgrade fragments to a BP page
- A page will be redeemed for an uncommon BP
- Or, once you get enough pages, you can turn them into a BP book
- Books are redeemed for rare blueprints
- You can also use BP fragments to increase your chances of researching successfully
Note: This system will inevitably need some balance, however, the overall goal is to reduce the RNG nature of gathering BP's.
Edit 2: Further info from Helk via Reddit:
The most important part that will affect most players is the fact that you can collect bp fragments and use them at the research table to increase the probability of a successful research attempt up to 100%
If this works out, over the next couple weeks I'll phase out the regular BP drops and rebalance the loot tables to drop actual items
Also note that for the time being and as an experiment bp fragments dropped from lootables is inversely proportional to the value of the loot in it, i.e. if the barrel drops an apple, high chance of getting bp fragments, if it drops an ak47, zero chance of getting any.
To clarify : Everything you loot will likely give you a small amount of bp fragments, if you save them up you can increase your chances of research to 100%. This is not RNG, you can calculate how long it'll take, the only RNG element left is finding the actual item to research and like I said if this works out I'll rebalance the loot tables to stop dropping actual blueprints and more actual items
Item UI changes
In addition to the skin picker, Garry has made some tweaks to the overall item UI. Mainly, protection statistics have been added below the item details for each article of clothing and armor. Also, hovering over items in the inventory menu now brings up the item details (instead of having to click on them to activate).
Armor door viewing hatch
In an interesting change to armor doors, Vince has removed the viewing hatch, leaving a gap people can now see in and out of. This appears to be a work in progress as people cannot shoot in or out of this hatch at the moment.
Xavier has been tailoring the various types of clothing to fix the new female model. So far he’s completed burlap, hide and hazmat. Here are some visuals:
Speaking of hazmat, Garry has fixed an issue with the hazmat clothing which was causing bigger than normal hitboxes.