3:50pm EST - The client update and devblog are live!
3:00pm EST - Our update stream is live! twitch.tv/rustafied
12:05pm EST - Update day is here and with it, two new arrows and several other changes.
Update summary video
Here's our update summary video from Puddy!
Helk has added two new arrow types this week. First, we have the fire arrow. This non-default blueprint costs wood, cloth, and low grade to craft. At the moment each arrow automatically lights up when you go to fire it, however, I expect that to soon require an actual flame source prior to ignition.
It can be used in combat against other players or as an early game raiding tool against wood structures. Unfortunately, it doesn’t currently light the object it hits directly on fire. Instead, it drops fire on the ground near the point of impact. This can make using it to raid a wood door difficult if there isn’t a stair or floor block directly in front of the door.
Edit: The ability to raid with fire arrows has been removed for the time being.
Edit 2: Raid ability has been added back but had been nerfed.
10 low grade
Level 1 required
Second of the newly added projectiles: bone arrows. This default blueprint costs wood and (you guessed it) bone to craft. Its description boasts a larger arrowhead which allows you to more easily hit your targets at the expense of damage.
New HV arrow model
In addition to the two new arrow types, Helk has updated the high velocity arrow model. Although it has a nifty new look, it doesn’t appear any of the damage stats have shifted with this.
Key lock changes
Helk has changed a couple things with key locks to make them more user friendly and secure. First, the person who placed the key lock can always open the door and operate the lock, even if they have never created and don't carry a key. Also, in the interest of reducing key lock raiding, the total combination of possible keys has jumped to 1,000,000.
Junkpile spawn fixes
Andre has fixed some placement issue with junkpile spawns. They will no longer appear partially on roads or in weird positions (like too far above terrain).
Purple crate model update
The purple crates have recieved a face lift today as Helk updated the model to a brand new toolbox. Although the placeholder art is gone, the loot inside is still the same.
You’ll notice some shifts to lighting and fog at certain points in the day after this update. First, expect more stars in the night sky as they will no longer be occluded by fog. Also, weather - only fog at the moment - is randomized every 18 hours, and fades over 6 hours. The sky will also now be slightly darker at midnight, and won’t be as washed out around noon in the temperate and arid biomes.
Finally, the fog density no longer changes given the biome you're in as it would give an unfair advantage to those looking in from a different biome.
Rad zones will soon have an new PvE element as the scientist NPC’s are almost ready to go. Although they didn’t quite make it in this week, a bunch of bug fixes and improvements were completed, and we’ll hopefully see these in game in the next couple of weeks.
Garry has started working on something called 'staging2'. A critical step in leaving early access, staging2 will be a separate install of the game which will allow people to have both the main version and staging version of Rust installed at the same time. This will make it a lot easier to test new features as people won't have to switch back and forth via the 'betas' tab.
Building blocks damage
Vince has started work on an exciting new feature which will allow you to gauge the health of a building by looking at it. It’s on a branch called ‘building_blocks_damage’, so no visuals yet - hopefully the devblog will give us a sneak peek.
- CH47 server event progress (not in game yet)
- Work on a new water well mini monument (expect next forced wipe)