Rustafied

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Ch-ch-changes

12:00am EST - With one week till the big update and forced wipe, we’re seeing a bunch of changes which could shift various meta’s of the game. We’re also seeing some fixes and quality of life changes too!

Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week. 


Meta-changing changes

Alistair announced there are some changes to the game's meta hitting staging this week. Here is a summary:

  • Destroyed foundations block instant rebuilding

  • MLRS lockout increased to 20 from 10 minutes

  • High walls can be demolished up to 10 minutes after being placed (with hammer)

  • High externals now take 3 seconds to deploy, movement cancels placement 

  • C4 prevents upgrading for 30s when it lands on a wall

  • Techtree unlock tax, WB1 0%, WB 2 10%, WB3 20%

  • Cargoship docks at both harbors

Also, he said “Some gunplay changes are on the way soon™”


Quality of life

Helk has swooped in with a ton of miscellaneous quality of life changes. Here is a summary:

  • Reduced HV ammo gunpowder cost

  • HV ammo craft yield increased to match non hv ammo

  • Torpedo craft yield increased to 5 from 3

  • Slightly increased torpedo surface accuracy

  • Submarine duo fires torpedos slightly faster than solo

  • Increased roadsign armor condition

  • Decreased metal plate craft cost from 25 to 18 hqm

  • Reduced cost of incendiary rockets and slightly increased damage

  • Reduced gear cost in HMLMG

  • Removed tech trash from drone crafting cost

  • Removed tech trash from RF items crafting cost (slight frag cost increase)

  • Fixed muted spread of incendiary rockets, updated visuals

  • Ability to auth friends on tool cupboards (similar to turrets)


Fixes

There’s also a bunch of miscellaneous fixes and quality of life changes in play. Here is a summary:

  • Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote)

    • Remove promote to leader popup when looking at another player

  • Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap

  • Fixed state where tutorial button in menu would show as not usable when it should be usable

  • Fix storage adapters blocking looting of boxes when looking directly at the adapters

  • Fix hover looting clothing inside full backpack not doing anything

  • Fixed dragging backpack / diving tank onto equipped backpack going into backpacks inventory instead of swapping items (or doing nothing)

  • Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)

  • Tesla Coils and Igniters no longer take damage when picked up


Patrol Heli improvements

In the wake of the behavioral changes to the patrol helicopter last month, we’re seeing a bunch of new changes and shifts this week. Here is a summary:

  • Reduced no go zone size

  • Way less liberal with the no go zone nearest edge calculation

  • Increased danger zone size

  • Ensure all targets in zones are looked at before choosing the best one (should ensure heli definitely targets the worst offenders)

  • Zone danger is now calculated with a concrete potential damage amount rather than the previous fixed amount for weakspot damage

  • Patched issue where heli could go and orbit a random zone far away for no reason

  • Fixed problem with monument crashing when there are no monuments in the map

  • Flee positions have set height now

  • Ensured start spinout is called on death enter instead

  • Fixed some extra unwanted state transitions

  • Fixed inaccurate damage numbers being pushed to the danger zones. This should stop the heli from fleeing until the player has removed around 30% HP exactly

  • Removed other factors that could be contributing to far away orbit zones


Other stuff

  • Procedural maps will be downloaded from server instead of generated on client pc (should speed up load times)

  • Initial work on a Sperm Whale 

  • A new traveling vendor is in the works

  • More work on bikes

  • More work on the new SKS gun

  • More tweaks for the Door Controllers

  • More work on the Radtown redux (legacy radtown)

  • Work on a legacy crate (perhaps to go with the radtown above)

  • More Nexus work