11/3 @ 11:30am EST - WIPE NOTICE: There is a forced protocol update coming out shortly which should fix the various issues introduced in yesterdays patch.
Given the extent of the situation (floating resources and bases, shitty server performance, high pings, etc.) we are deciding to wipe the map on all of our servers when this update hits. This is something we were trying to avoid, however, given the quantity of issues less than 24 hours into the wipe, we think this is our only option to ensure reliable game play for the rest of the wipe.
10:40pm EST - We're rolling updates on our servers to help fix the map issues. Pardon the downtime.
8:10pm EST - We've been dealing with the map issues caused by the latest update. Updating a server with the latest hotfix appeared to only make the issue worse. Furthermore, freshly wiped servers still have map issues. The devs are aware of the issues and working on a solution.
6:20pm EST - A small (optional) server and client update just came out to fix the monument issues.
5:35pm EST - There are some issues with monuments and procedural map generation after this update. The developers are aware and working on a fix. We'll keep you posted as always.
2:00pm EST - Our update stream is live! twitch.tv/rustafied
9:55am EST - The save153 branch has been merged meaning ice sheets, icebergs, and a whole bunch of loot changes are now live on staging. I'm updating the post below accordingly.
12:01am EST - The first Thursday of the month is here, and with it, not only a forced map wipe, but a new gun and some significant changes to maps. At the moment, many of the changes are still on separate branches (and therefore can't be tested). Expect additions to this post throughout the day.
Update summary video
Here's our update summary video from Puddy.
Helk has added a new member to the Rust arsenal: the Nailgun. With it, a new form of ammo: Nailgun Nails. Featuring a 16 round clip, this new gun requires a level 1 workbench, frags and scrap to craft. It is, however, a default blueprint - so no researching required.
At the moment, this is a baseline implementation. The model for the nailgun is a revolver, and the icon for nailgun nails is an arrow. I’ll add more details and pictures once some more polishing has been done.
Edit: The model is now in, added pictures below. Also, some costs have been updated.
75 metal frags
Level 1 workbench
8 frags for 5 nails
Ice sheets and icebergs
We’re seeing some significant shifts to the arctic biome this week with the addition of icebergs and ice sheets. When traveling up north, players will be able to jump across various ice sheets, and get to a whole new type of icebergs.
This is all still on a separate branch (save153), so we don’t have the ability to test or provide more visuals. It is expected to be merged in shortly though, so check back here soon for more information and pictures.
Edit: These are now live on staging. You can build on them and they look fucking awesome!
Shifts to shooting this week as Helk tweaked some gun dynamics. Crouching will now provide the best accuracy (same as before), moving while firing will result in a much less accurate shot, and accuracy while standing has been reduced.
A new categorization method for procedural map generation has been added. Parts of the map are now split into three different tiers. These dictate where players spawn, along with what monuments and biome type appear.
Players now only spawn on Tier 0 beaches in temperate climates. Tier 1 and Tier 2 will have no players spawning, but will be either arid, temperate or arctic.
Each monument will now only spawn in its given tier. Launch site, military tunnels, and power plant only appear in the top tier (Tier 2), while airfield, satellite dish, dome, water treatement, trainyard, and ‘radtown3’ will appear in Tier 1. All other monuments and rad areas (i.e. supermarket, gas station, harbor, lighthouse, etc.) will appear in Tier 0 zones.
In conjunction with this, new loot tier types have been added to each monument. Although most of this code is still on a separate branch and therefore cannot be tested, this stands to change loot distribution across the map in a big way.
In addition to the new tiers, Helk has made a bunch of shifts with what loot spawns where. Here are some highlights:
- There is a new 'basic' wood loot box added to supermarkets, gas stations, and warehouses.
- Military tunnel spawns 2 elite crates in the center..
- Supply drop always drops atleast 2 weapons, 2 armor pieces, and ammo.
- Crate logic always spawns 1 component with 40% chance of workbench item instead of either or.
Hapis got some love from Alistair this week. Along with adding the Bradley APC (no rocket factory added yet), he’s fixed some exploits and did several changes to radiation around the map.
Savas is also getting some attention this week as we’re seeing some tweaks to loot, exploit fixes, map marker tweaks, and the addition of a north and south recycler.
- Halloween content has been disabled
- Candle hat is a default blueprint
- Metal window bars are cheaper to research
- Fixes to player models (bone scaling, geometry, and more variation to dark skin colors)
EU Long live today!
Our newest server, EU Long, officially goes live today. Similar to its US counterpart, EU Long will have 200 slots and only wipe the map when forced. You can find it on the official server list.
Charitable Rust 2017
Charitable Rust is just 1 month away! Mark the date: December 2nd!
For the third year in a row, we’re putting on a 12 hour livestream event, where all the proceeds go to charity. This year, all funds will go to Direct Relief, a longstanding charity who provides aid to victims of natural disasters and poverty in over 80 countries. For more information, or if you’d like to participate, check out charitablerust.com.
No. I confirmed with Helk there is no planned forced wipe of blueprints. Certain servers may choose to wipe their blueprints manually, however, Rustafied servers will only wipe blueprints when FacePunch forces (which will not be today).