[img]http://files.facepunch.com/buck2016/August/04/steamhdr121.jpg[/img] We're listening: this patch has a heap of community requested tweaks and balances, from the crossbow de-nerfing and armour and weapon re-balancing, to building rotation and the revive mechanics. A lot has been done. We're working on making the game less of a grind, and have news on upcoming XP changes and researching returning to the game. Additionally, the Double-Barrelled Shotgun and the Satchel Charges are now in. This patch wipes the maps. All that and more [url=http://playrust.com/devblog-121/]at the official site.[/url] [list] [*]Full clothing and armor balancing pass (15% more body damage when fully geared) [*]Protections from clothing and armor now add up (all slots required for max protection) [*]Bleeding is displayed as total damage that will be applied over the bleeding duration [*]Increased bleeding rate to 20 damage per minute (instead of barely any at all) [*]Increased bleeding from weapons to 20% of the applied damage [*]Revive takes 6 seconds to complete (holding down E) [*]Cannot move while reviving [*]Revive attempts delay player death [*]Bandage and syringe no longer revive players [*]Increased player wounded time (now 40-50 seconds) [*]Reduced projectile radius of slugshot, buckshot, arrows and explosive rounds [*]Increased headshot multiplier of throwables and arrows to 1.5 (from 1.25) [*]Pressing R rotates placement guide of deployables and building blocks [*]Server now verifies projectile path between checkpoints (anti hack) [*]Projectiles can be picked up immediately after they hit something [*]Combat log now correctly displays the last 30 entries [*]Combat log now includes the ammo type [*]Semi auto pistol now holds 10 rounds (from 8) [*]Revolver now holds 8 rounds (from 6) [*]Fixed semi auto pistol doing 39.99 damage instead of 40.00 [*]Fixed being unable to bandage other players [*]Fixed feet hitboxes being outside of the collision bounds on wounded players [*]Fixed rock box stacking exploits [*]Fixed grenade viewmodel sometimes getting stuck in throwing animation [*]Fixed layer toggle with no name in F1 tools [*]Fixed player jump animation not playing [*]Added hurt admin console command (takes amount of damage as parameter) [*]Improved rendering performance again [*]Improved player preview lighting; added anti-aliasing [*]Fixed flow around player preview [*]Fixed Hapis lake waves [*]Fixed TSSAA flickering when switching items [*]Fixed revz not defaulting to 1 when client cfg is missing [*]Fixed rock/cliff texturing, female skin and other glitches introduced a couple of weeks ago [*]Can sprint with crossbow again [*]Halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, xbow [*]More than halved crafting time for Explosives and Gunpowder [*]Added Satchel Charge [*]Fixed explosive rounds dealing double explosive damage [*]Slightly increased cost of beancan grenades [*]Reduced cost of C4 by 20% [*]Armored door available at level 17 [*]Added XP earners for healing other players [*]Removed Gathering diminishing xp from other players (more xp sooner) [*]Shelves unlock at Level 5 + 80% cheaper [*]Reduced metal cost of woodwire, metal barricades [*]Reduced level requirements of wood, woodwire, metal barricades + spike trap [*]Added Double Barrel Shotgun [*]Autoturret health increased to 1000 [*]Autoturret damage increased 50% [*]Autoturret protection from satchels/beancans increased 50% [*]Loot tables for radtowns handcrafted and contain less junk [*]Ammo stacks can be found in radtowns [*]Max condition of items is shown as a red bar [*]Fixed weapon viewmodels sometimes being partially see-through (exploit) [/list]