4:20pm EST - The devblog is live and the client update just hit!
2:00pm EST - Our update stream is live!
1:30am EST - We're in for a solid update today - there's a new revolver, the introduction of plant cloning, balance changes, improved player animations, and optimizations!
This update will not force a wipe, however, given it’s the middle of the month, all weekly and biweekly servers will wipe when the update hits. If you’re playing on Rustafied, that means everything but our two Low Pop servers will wipe today.
Python Revolver added
The newest member of the Rust arsenal is here: the Python Revolver. This badass mamajama not only looks great, it packs a hell of a punch. With 6 rounds of pistol bullets in the chamber (ignoring of course that the barrel on the model says 'Magnum .357'), the Python - unlike his brother - has 3 attachment slots and accepts 4 types of attachments : 4x scope, holo sight, laser sight, and flashlight.
With a 0.2 refire delay, large aim sway, and high recoil, there are definitely some drawbacks. Long and short: It’s harder to hit your target than most other guns, but when you do land a shot, it packs a wallop.
3 metal springs
Damage dealt at close range (~5m) by the Python Revolver and other pistols:
Note: Some more balance was done this morning on the Python damage, so it is a big less powerful now.
Helk has added a new feature for farmers: plant cloning. “What the hell is that?” you may ask. Incase you (like me) flunked out of college before getting that degree in botany, I’ll try to explain. Before that, lets touch on a couple changes to the fundamentals of farming.
Each plant now has a genetic signature. Some grow faster, some grow slower (currently on a random scale of 1 to 10,000 - with 10k being the fastest growing). In addition, you can actively see them growing, instead of the view models just snapping from small, medium, and large. You can also see the seedling of a plant the moment you place it. Now, to cloning...
Instead of just harvesting, you have the option to take a clipping from a matured plant. Said clipping can be placed like a seed, and the subsequent plant shares the same genetic properties as the one you clipped it from. Long and short, you’ll want to monitor which plants grow faster, grab a clone, and replant those motherfuckers. Remember: things grow fastest in a planter with ceiling lights.
Garry upped the ante with player animations this week. Reworking how player models look while holding objects and aiming down the sights, he’s made some great strides. Specifically, you’ll notice player models now show when someone is looking down the sights of the gun or just hip firing. On top of that, player's torsos now shift in the direction which they are pointing. Here are some examples:
After some warranted complaints from the community, Helk has nerfed the P250 pistol a bit. Although it still provides the same stopping power up close, shots from a distance now do less damage.
Here are some stats for naked headshots at different ranges (subject to change before update):
Crossbow is cheaper
Speaking of community requests, the crossbow has been made cheaper. Before that tail starts wagging, you should know, it still requires a gear. It does, however, cost less wood and rope. Here are the new stats versus the old:
Resource spawn checks
Tired of those car, tire and truck junk piles spawning in front of your door? You’re in luck! Spawn checks have been added to ensure junk piles and other resources don’t show up in the direct vicinity of you or your base.
Work on optimization continues this week as Andre trunks along on world serialization and rigidbody reduction. Although the word serialization - which stands to lower map load times to seconds, and also opens the gates for custom mapping - is not going live today, rigidbody counts have been further reduced, which stands to improve client performance. Also, Alex has optimized a bunch of items and Diogo continues rocking out improvements to culling, refraction, occlusion, shaders, and the like.
As always, this is a constant battle, and there is still much work to be done. Regardless, I’m very happy to see the team consistently working towards better performance.