[previewyoutube=Bg9u4VMGiHg;full][/previewyoutube] [h3]Howdy Folks![/h3] Update 99 is FINALLY complete. I’ll be honest, that was… a bit longer of an Alpha cycle than we originally intended, but as often happens, inspiration strikes pulling us this way and that with plans and ideas and such. BUT, we have arrived at a stable build, and decided to blast in a few last toys and a brand new Take & Hold character. For those who haven’t been following along during this cycle, I figured I would quickly go over the highlights of what’s been added to H3 in Update 99. Take & Hold now has a 2nd official level, an major redesign of the Winter Wasteland from the past holiday season. It’s 1km x 1km in size, has 32 Hold points and 20 authored seeds for it, and is the perfect place to try out a bunch of the other new toys that’ve come with this update. Speaking of Take & Hold, there’s now a bunch of new ways to play. There’s a 3 Hold shortened mode for those looking for a quicker time, and Simple and No Target modes for those who’d prefer to focus on Sosig combat. Many of the buy stations have been redesigned with added ways to load and carry your ammo, as well as extra equipment categories like locomotion tools and storage. H3 being ALL ABOUT THE GUNS, there’s a mess of new ones this cycle as well. A rebuilt M9 series of pistols including two additions in the M9 and 92fs Inox, an expanded Famas Rifle series, and a bunch of exotic and strange revolvers including the Dardick, OTS-38 and MP412 Rex. To help you get around the new massive Take & Hold map, we’ve added a suite of climbing tools, from Grapples and Ice Axes, to the incredibly kinetic Grapple Gun and goofball Plunger launcher. Your movement abilities aren’t the only thing that’s improved though, as the Sosigs have gotten smarter and more complex with rebuilt visual perception systems to make their aim more realistic, interesting and forgiving at long ranges, but we also taught them to lead their targets, so simply running in a straight line sideways will no longer yield the survival results it once did. Lastly, we gave you a peak of the new destruction systems we’re working on for [COOL UNANNOUNCED THING], in the form of dozens of pieces of furniture and related props, available in the Proving Ground spawner, which will be making their way into new [COOL UNANNOUNCED CONTENT] later this year. Anywho, I think I’ve go on long enough in hyping up this release. It’s taken a ton of work, collaboration, coordination with the great folks in the modding community, and our awesome testing group to get this all together. We as always hope you enjoy the new toys and adventures to have. Hope y’all enjoy and have a WONDERFUL weekend. Peace, All Of Us Here at RUST LTD. [h2]Full Changelog - Update 99 - Alpha 6[/h2] [h3]Additions:[/h3] [list] [*] Added New Firearm: Remote Missile Launcher [Remote Missile] [*] Added New Explosive: Laser Claymore [*] Added New Explosive: C4 + Detonator [*] Added New Utility Item: Tactical Cardboard Box [Goes in Backpack slot, you must kneel down and remain still in it] [*] Added New Take & Hold Character: Flaccid Steak - With Custom Progression. [/list] [h3]Changes:[/h3] [list] [*] Altered Grapple Gun Locomotion shunt power. Initial shunt off ground reduced in power ~33% but additional shunts while airborn are not full power. This should allow for ‘juggling’ on surface more while preventing accidental shots to the moon. [*] [Take & Hold] Changed how enemies path once they reach a Hold Point during a Hold. Instead of standing in one place they now cycle between areas of the hold, giving the better impression that they are hunting for you. [/list] [h3]Fixes:[/h3] [list] [*] Assorted bugs in Rifles and Revolvers added during Update 99 Alpha cycle should now be fixed [/list]