3:45pm EST - All of our servers are back up, pardon the delay!
3:15pm EST - The devblog and update are live!
1:45pm EST - Looks like the update is going live early, so our update stream is live!
12:25pm EST - The new map changes and dungeon art have been merged in earlier today. See below for a bit more details.
12:45am EST - June is upon us and with it, a forced wipe. This week we’re seeing some changes to the map, new weapon mods, a new way of throwing (maybe), and some changes to building. Given the XP system is not coming today, there should be no forced blueprint wipe.
Andre has tweaked procedural map generation. Along with fixing those random massive holes in the prefab mountains, he’s made it so there's more distance between each of them. He’s also added more monuments while increasing their minimum distance.
What does the end result look like? We’ll have to wait and see. As of this moment, the branch hasn’t been merged in. Expect an update and some visuals later today once that happens.
Update: The map changes have been merged in and, at first glance, everything looks pretty similar. As you move around, however, you'll start to notice the mountains are a bit farther apart (making the landscape feel a bit flatter) and there does seem to be a higher density of dungeons (which is awesome). Andre also added more caves and tweaked the water to landmass ratio this morning. Here are a couple shots:
Update 2: Holy fuck, they weren't kidding when they said more caves. A 4k map now has an average of 20 to 25 caves!
New weapon mods
Two new weapon mods have been added: The muzzle boost and the muzzle brake. They can be used with any other mods (except silencer) and impact fire rate and recoil - at a cost. For more details on these new mods, check out my post from earlier in the week.
Higher fire rate, less accuracy / velocity
Less recoil, bullets more unpredictable
Weapon mod price reduction
With two new players in the mix, we're seeing some price balance for the other weapon mods (except the scope). The price of the silencer, holosight, and flashlight have all been slashed. Here are the new costs:
Andre has tweaked some placement rules for buildings. First, boxes can no longer be placed in walls. Also, foundations of seperate buildings always need to keep a distance of two world units (meters) between each other.
This change does not impact the ability to create stacked walls or many other building techniques - all though you may need to tweak how you do some things. At the moment, as long as the foundations were once connected, it still counts as the same building. Note: this may be changed prior to the update release.
Edit: I just heard from Andre that the plan is to recalculate building ID when a building is split in 2, it's just not implemented yet.
Aim throwing (maybe)
A new and very welcomed way of throwing is almost here. Mentioned by Alex in last week's devblog, throwing objects will now work more like the bow: Hold right click to aim, tap left click to throw.
It looks like this has been added to most of the objects already, however, the branch has yet to be merged. That means it may make it in this week, or we may have to wait another week or so till this improvement goes live.
New dungeon art
Vince has texturized several components of the dungeons. Like aim throwing, this branch has not been merged with main yet, so these new textures may not make it in. Check back later today for an update.
Update: The textures have been merged in with the map changes, expect to see them after today's forced wipe!
The new XP system is not going live today. That said, Helk has been doing some work on the prerelease branch. He’s rebalanced the entire unlock tree and made it so the cost to unlock blueprints are generated based on level.
Update: Helk just sent me this teaser of the unlock tree progress:
- New 3rd person deploy/reload player animations added for several weapons (ak47 / smg / pump shotgun / m249)
- Fixed sign update issues with slow client connections
- Display suicides in separate column in stats console command
- Bird poop sounds added (apparently)
- Antihack: Increased projectile LOS penalty against players
- Enabled shore wetness on road material
Main going to 350!
After the first full week on its own dedicated box, I’m happy to report our main server is running much better than before. In celebration, we’re upping the slots to 350 when the update hits.
Moderator applications open
Given our recent expansion, Rustafied is looking to bring on several more experienced moderators for our servers. If you are over 18, have moderation experience, and are interested in being part of the Rustafied team, please follow the link below, click 'new request' and select 'Staff application - Rustafied' as the department.