Hey guys. Your weekly patch here. One week late. Sorry about that. We did want to get it out last week but we don’t like running the risk of having something broken over the weekends. So we opted to wait a couple of days instead.

New Sky

The biggest most obvious change in this update is the new sky. We’re still tweaking to get it looking how we want it to look.

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So why bother? There’s hundreds of other things you want – why bother changing the stupid sky? Well I’m glad you asked. The old sky was a slow horrible FPS killer. It rendered using two cameras.. which induces a bug in Unity that meant we couldn’t (without a bit of hacking around) have refraction effects in game. Everyone should see a nice framerate boost thanks to the sky being replaced. And it renders in a single camera – which means we’re free to use the refraction effects again (so expect to see pixelated penises again).

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One gameplay change the new sky might have is the with mr moon. Depending on the moon cycle night is no longer pitch black. We think this is a good thing.

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There’s a few rendering issues that we hope to fix as we go on. One is the tree lighting. Distance trees appear too bright. This is something we’ve battled with before – and as far as I’m aware it’s a Unity3D bug because I’ve seen it happen before. I’m sure we’ll be able to solve it though – so please excuse any issues like this for now. We’re working towards making it as perfect as we can.

New Water

As a happy consequence of the sky being replaced, we were able to bring you much better looking water. We expect water to play a bigger role in the game as we push forward (instead of the death plane that it currently is). So having it not look terrible anymore is a big win for us.

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There’s an extra option in the options menu to turn reflections on/off, as they do have an effect on performance. When you turn reflections off, it’ll still reflect the sky. Which has no real performance effect and stops it looking terrible.

OSX and Linux Fixes

We hired the new sky’s creator, André Straubmeier last week and as well as improving the sky for Rust, he’s been making Linux and OSX work properly. So Linux and OSX users should now see the grass being rendered properly and be able to join the game with high graphics settings (which is apparently caused by compiling for 64bit, we’re going to investigate that further).

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Item Durability

You know how you’ve had to replace your mouse and keyboard 3 times since you got Rust because you’ve used them so much? Well now you can experience that feeling in game too.

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Items will now become damaged in game due to repeated usage. Items can be repaired at a workbench Repair Bench. You can keep repairing your items but eventually they’ll just get that unreliable that you’ll want to throw them off a cliff.

Armor also loses condition when damage is taken, so you’ll probably have to eventually throw your pants of a cliff too.

 

A small Monday morning update for you guys, getting it out of the way in the hope of bigger things later on this week.

  • fixed unicode not working in name tooltips
  • fixed people using colours in name tooltips
  • removed ‘hatchet to gather’ tooltips
  • added whitelist servers
  • fixed broken explosives
  • fixed being killed by harvesting resources

 

The whitelist system is as simple as we could make it. If a server assigns itself to a Steam Group you need to be in that group to join it. Whitelist servers that you can join will show up in the whitelist tab on the server browser. We won’t ever show servers you can’t join (in both the normal tabs and the whitelist tabs).

Server owners can make their server a whitelist by doing something like this in their config file:

server.steamgroup 103582791429523489

Servers will need to be restarted before you can join them. If you can’t find your favourite server on the server list it’s because it hasn’t updated yet.

Just some minor changes we put up today :

  • resources should maybe hopefully not kill you anymore while harvesting them
  • wolves should actually scare other AI when they are chasing or attacking something
  • last chunk of rock should be on the ground instead of hovering
  • you can’t place shelters ontop of people anymore and lock them in
  • you can’t build stuff on top of large spiked walls anymore
  • you can’t build barricades on top of barricades anymore
  • fixed a minor issue with spawning wildlife and resource nodes which could cause some console spam on the server
  • AI figures out it can’t get to you much sooner and knows to retreat
  • shelters decay is active for sure and they will disappear
  • metal window bars are thinner and easier to shoot out of

We made our own anti cheat called CheatPunch last week. We ran it over the weekend. 4,621 people have been detected and banned.

We don’t know how stable it’s going to be, so we’re testing it out on our official servers to make sure it all works before forcing it on everyone else. If you get kicked from the official servers with the message that you’ve been banned then you have been caught. You’re a naughty boy. You know what you have done. You won’t get unbanned. We know it was your 9 year old cousin. We know your computer got hijacked. We know that the CIA is getting you banned from all your games on Steam so you will join them in the hunt for aliens. We’re aiming to get a site set up for people that have been banned so they can go and see proof that they’ve been caught.

CheatPunch isn’t the answer to all of our prayers. It’s a stop gap solution. It’s going to get rid of a bunch of cheaters, but it’s not hard to get around (by design). We fully expect cheats to be touted as ‘CheatPunch proof’ quite soon. That’s cool. We’re never going to be finished fighting.

If server owners want to run it on their servers they can do by updating to the latest version and running with “-cheatpunch” on the command line.

Zombies Were Removed

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Yep. We did it. We decided we couldn’t hold off any longer. The longer we keep zombies in – the more complaints we’d get about removing them. We are forcing ourselves to deal with it. We are no longer a zombie survival game! They’ve been replaced with red bears and wolves. You hate them. We know. They’re just plugging a gap for now. All will be revvvealed.

Wildlife Was Improved

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  • no longer exploitable by walking backwards
  • fears hostile wildlife
  • reacts to gunshots
  • hostile wildlife retreats if it cannot find a path to you
  • wildlife should not jump up and switch to random angles anymore
  • removed white wolf

Resource Objects Were Improved

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  • added new models for wood & stone resources
  • wood & stone resources change model to indicate their quantity
  • added another stone resource – contains mostly stone

Other Changes

  • fixed bugs with the level (such as rocks intersecting buildings)
  • the ‘oil tank’ area has been modified with cover
  • workbenches make you craft faster when standing next to them
  • added new player animations
  • improved melee attack animations
  • added locked backpacks and lockpicks test ( off by default )
    • when you die your backpack is locked for everyone else but you for a time
    • someone else can use a lockpick tool to bypass this time
    • lockpick tools are a default blueprint
    • you can’t use lockpicks on doors
    • the amount of time the backpack is locked for is per-server and can be set with the command player.backpackLockTime seconds
    • can be turned off by setting player.backpackLockTime to 0
  • footstep sounds will never play the same sound as the one previously played
  • grass textures have been improved

 

Known Issues

  • there are a small number of areas with what seems like invisible walls
  • there are one or two rocks without collision
  • there used to be  about 200 wolves in one area of the map, we fixed it, though.