Tuna Lamps and a fuckton more!
2/5 @ 1:50pm EST - EU Main is back up. Pardon the downtime.
2/5 @ 1:20pm EST - Our EU Main server unfortunately got hit with the server physics crash mentioned by Andre in the last devblog. We're trying to get it back up now. Thanks for your patience.
2/3 @ 5:40pm EST - The client update just hit! Our servers are back up and the exploit should be fixed.
2/3 @ 4:20pm EST - Still waiting on the patch to come out, looks like the builds are almost done. We will be bringing our servers back online once the patch is out. Here is a preliminary list of Rustafied server status (keep in mind, all this could shift still). Exact amount of time of each rollback is unknown at the moment, but it doesn't look like we'll need to do any full wipes.
US Servers
Main - Not affected
Medium - Not affected
Medium II - Affected (rollback)
Low Pop - Affected (rollback)
Small - Not affected
Barren - Not affected
Hapis - Not affected
Staging - Not affected
Savas (both) - Not affected
EU Servers
Main - Not affected
Medium - Affected (full wipe)
Low Pop - Affected (rollback)
Odd - Affected (rollback)
2/3 @ 3:10pm EST - A fix for the exploit is building now. We will bring our servers back online once the patch is released. It does not force a wipe, however, we will be wiping or rolling back our servers on a case by case basis. Stay tuned for a full report on what wiped and what didn't (likely within the next hour).
2/3 @ 2pm EST - There is a mass server exploit actively happening. Items like C4 and guns being spawned to all players accross multiple popular official and community servers. I took all of our servers down in the mean time - will try to restore the saves once this is resolved, but some wipes will likely have to occur. The devs are working on this issue right now, will keep you posted on @Rustafied.
Edit: Garry is offering a $1,000 reward to the first person who reports how to do it.
5:02pm EST - Devblog and client update are out!
2:00pm EST - Our update stream is live! twitch.tv/rustafied
12:30pm EST - The Flame Turret is officially making it in today! More info added below.
12:46am EST - February is upon us and, with the forced wipe today, we are in store for some great new additions, improvements, optimizations, and fixes.
As always, there is no set time for when the update will hit. That said, our update stream will go live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...
Update summary video
Puddy is back with another video summary of today's update (pardon the lack of Flame Turret coverage, it was a late addition).
Tuna can wall light is in!
A new form of base illumination has arrived: The Tuna Can Wall Light! This relatively inexpensive item can be placed on walls or boxes, burns low grade fuel, and lights up the surrounding area pretty nicely. Here are some pictures and stats:
Cost
1 tuna can
20 wood
10 low grade fuel
Burn Rate
Same as lantern
~10 minutes per lgf
Flame Turret added!
A late addition to the party, the Flame Turret (or FT as referred to in the commits) has been implemented. Like its sibling, the Auto Turret, this new base defense fires when triggered. Instead of bullets, however, it sprays flames at any unwanted intruders.
The fuel actually burns significantly slower than a traditional flame thrower, giving you more bang for your buck. That said, it does appear people can trigger it and get out of the way quick enough to force it to waste fuel. It authorizes based on tool cupboard access instead of its own individual auth. Also, keep in mind it can be jumped on and used to get to higher levels, so if you're using one, make sure you're not making it easier for intruders to get to the next floor!
Cost
15 high quality metal
5 metal pipes
5 propane tanks
3 gears
Craft time
60 seconds
Fuel used
Low grade
Consumption
2 lgf per spray
Authorization
Cupboard based
Ammo stacks to 128
PvPer’s will rejoice today as the stack size of pistol and rifle ammo has been increased to 128 - cue collective swoon for Helk.
Rad suit buff
The rad suit no longer yields minor damage when fully protected from radiation. This means as long as you have one of those yellow bastards on, you can hang out in rad zones all the livelong day.
Skin shifts
Garry has added a bunch of skin related stuff this week. Along with making 3 new items skinnable (satchel charge, double barrel shotgun, and eoka pistol), he’s made it so you spawn with your previously chosen rock skin.
He’s also improved quick crafting by having it automatically use the last chosen skin and set icons in the craft queue to use the proper skin icon.
Ownership removed
A relic of the era of XP, ownership has been stripped from the game. This means you’ll no longer be able to see that colorful bar which points out the ownership percentages of each item.
Although this was an undeniably helpful feature which most players enjoy, it did have a lot of overhead from a performance standpoint. Personally, I’m happy to forgo this if it helps optimize the game. Either way, all is not lost, as Garry did add names to the skull item of each dead player.
Bone armor cost reduction
Helk has buffed bone armor a bit by reducing the crafting cost of the helmet and suit.
Bone Helmet
Old Cost
1 rope
100 bone fragments
New Cost
1 rope
50 bone fragments
Bone Armor
Old Cost
3 rope
200 bone fragments
New Cost
2 rope
150 bone fragments
Farming changes
Helk has continued his work on farming this week. Hydration has become a bit easier as planters now require less water to saturate the soil. Also, dead plants will stick around longer and can be hacked down.
Finally, cloning got a slight nerf; each clipping now loses 10% of genetics each time (meaning if you have a 10,000 plant, the clipping will only be 9,000). Keep in mind, this number only affects the plant's rate of growth at the moment.
World serialization is in
Faster load times are here! Andre’s world serialization work has been merged in, which means load times for both clients and servers is now quicker!
Ladder hatch raid shift
A nerf to raiding as bone clubs and hatchets no longer deal damage to the underside of ladder hatches. Similar to the changes to the F1 grenade last week, it appears there is more emphasis being put on satchel charges when it comes to lower health access points.
Hammer guides are blue
The guide color while working with the hammer is now blue instead of red. Don't worry, the texture is still fucking atrocious.
Combat log includes unique ID
The combat log has been improved this week with the simple addition of a unique ID. Previously only the damage and distance of a projectile was included. At the moment this appears to be a unique player ID assigned by the server and not the Steam ID.
Fixed pumpkin helmet
Wearing a pumpkin will now make your glowing head stand out from even farther away! Prior to this update, the pumpkin would not render unless the player was within a few meters. Now, however, it’s visible from much farther out.
Cleaver buff
The cleaver has been improved - it now does more damage and has a higher attack radius (on par with the mace).
Liquid containers can only fill from tap
Containers such as the water barrel and water catchers are now only accessible from their taps rather than anywhere on the deployable.
Other things
- Arrow trails are no longer bright at night
- Made player less hunchbacky when looking down slightly
- Removed 60 second suicide delay for admin
Announcing: Rustafied.com - Medium II
Due to popular demand, we are launching our second Medium server in the U.S. Hosted on its own dedicated box in Chicago, Medium II is a clone of the original: 200 slots, 2 week wipe cycle, on a 4k map.
US Main back to 350
Last week we attempted to raise U.S. Main to 400 slots. Unfortunately, performance did not hold up, so we’re knocking it back down to 350 this week. We’ll try again in another month or so...