Devblog 121
Author: Buck Sexington,
published 8 years ago,
[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]