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Community Update 243

[h2]Custom Rust Deskmats[/h2]



Last week we announced our exciting partnership with EpicDesk! They are a custom desk/mouse pad producer that specialize in limited edition campaigns for content creators!

They have a few campaigns live right now you can check out for pre-order. With more creators being signed up regularly.

If you are a dedicated Rust content creator be sure to reach out and see what magic can be made!




[h2]Beautiful Rust Poetry[/h2]

As some of you may know we had one of our most controversial updates last patch. It caused quite a stir in the community!

Here's Roman Fever with a festive, poetic recap in the tone of snarky.

[previewyoutube][/previewyoutube]




[h2]Creator Spotlight[/h2]

This month we have the ever-so-graceful Blazed!

"Hi, I'm Blazed, I have been playing rust for over 6 years and streaming on twitch for 2 years. My friend originally introduced me to rust and I haven’t stopped playing rust since.

I began gaming on original ps2, and moved to PC games playing Arma 3 and counter strike, and eventually Rust. I love that rust has no set way to play, it keeps it fresh and fun to play for long amounts of time, and I look forward to playing for many years to come!"


You can find him mostly on Twitch.

He does upload to Youtube frequently as well!

[previewyoutube][/previewyoutube]



[h2]Mars Monument[/h2]

Project Nova never disappoints!

They just released their latest monument, the Robotics Lab, for the Mars map! This monument is comparable to Airfield on Earth. High/Mid-Tier Loot, Blue Card Puzzle, and Red Card Spawn.

Details on how you can check it out on their website!

[previewyoutube][/previewyoutube]


[h2]Speedpaints[/h2]

I'm a sucker for a good in-game Rust art and speedpainting! Pronwan knocked it out of the park.

[previewyoutube][/previewyoutube]

Meowgress also gave us a speedpaint of the Rust art done for our merch store.

[h2]Show me the stuff![/h2]

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover art by Lost!

Rust update completely changes gunplay

Facepunch's Rust Combat Update is live now, and it's the biggest change to Rust's combat since the multiplayer survival game first released in 2013. One of the most significant changes in the combat update makes recoil more bearable and less like you're fighting the gun instead of your enemies.


"Ultimately, being good at first person shooters and having the drop on someone wasn't good enough," Facepunch says in the patch notes. "This was fun for people who could spend thousands of hours training their aim, or morally bankrupt individuals who would choose to use scripts to gain an advantage. This was not fun for 99% of the population, and it's time for a change."


With the new update, automatic weapons gradually become more inaccurate the longer you hold the trigger down, so you're not struggling with intense recoil the moment you start firing anymore. Facepunch adjusted the bullet weighting as well. Approximately 20% of the bullets fired will land in the center of the spread, which means automatic weapons are now less useful at a distance - something Facepunch said should help encourage players to think about the best weapon for each situation.


Read the rest of the story...


RELATED LINKS:

The Rust rail network (partly) arrives in the April update

Looks like Rust is getting pets

Rust's February update includes a big performance fix

Rust gets 'biggest update to gunplay since launch'




Cruel yet compelling survival sim Rust released one of its biggest updates in recent memory yesterday, making sweeping changes to the game's gunplay that for the most part seem to have been welcomed by players (even if some of those players seem happy mainly because the update will make other players unhappy)...
Read more.

Combat Update



[previewyoutube][/previewyoutube]

[h2]Combat Changes[/h2]

Today, we're releasing an update to the gunplay in Rust. The initial implementation of the weapons in Rust was done nearly 7 years ago and hasn't been significantly modified since it's inception. While these changes will be controversial, We believe these changes are necessary for the health of the game.

[h3]Recoil[/h3]
The old recoil system in rust had some issues. It was loved by some, and hated by others.

If you didn't have hundreds if not thousands of hours practicing the recoil in rust, Firing at people in the game would often feel like attempting to align two like poled magnets. Frustrating would be an understatement.

Ultimately, being good at first person shooters and having the drop on someone wasn't good enough. If the other person had thousands of hours of training their aim you stood very little chance.

This was fun for people who could spend thousands of hours training their aim, or morally bankrupt individuals who would choose to use scripts to gain an advantage. This was not fun for 99% of the population, and it's time for a change.

Instead of pattern based recoil, we now implement a gradient based aim drift and inaccuracy for automatic weapons. That is to say, the longer you hold down the trigger, the more inaccurate the weapon becomes. It still takes skill to try and keep it centered on the target, but it is not the same with each burst. We've also updated aimcone (inaccuracy of bullets relative to where you are aiming )to use a weighted system, so that roughly 20% of the shots will land in the center. This means that automatic fire at a long range effectively decreases DPS. This encourages players to use the right weapons in the right situations and to improve their tactics and burst discipline. There should be less 200m beaming going on. What this has done is compressed the skill ceiling, and we think this is a good thing.

Perfectly replicated recoil also meant that mouse scripts could be abused to put 30 rounds on target at 200m, every time.

In addition to the aforementioned recoil changes, we went through and modernized some other elements of the 'first person shooter' experience.

[h3]Sounds[/h3]
The most immediately noticeable change is the sound effects of most of the guns have been updated. This might take some getting used to but the quality has improved significantly.

[h3]View models[/h3]
The View Models have had their dynamic animations updated. You'll notice the walking bob is much improved, as is the sway when looking left/right/up/down. It's a small change but helps to bring things into this decade.

View Models also have a crisper punch back when firing, and they animate the main camera during reloads to emphasize the hand actions.



We've added head bob which is active when sprinting, it's a small touch but adds to the experience. You can turn this off in the options.



All of these elements combined gives the weapons in rust a much cleaner and modern feeling.

[h3]Hit punch & directional markers[/h3]
We also felt that there were some issues knowing where you were taking damage from, with large splotches of blood covering most of the screen during high damage encounters.



We've changed this so that you now receive a smaller semicircle blood splat indicating the direction you took damage from, and a small amount of Screen Shake. Please note that silenced shots will not produce a damage indicator on the victims HUD.

[h3]Hit cross[/h3]
We've added a visual hit indicator to accompany the sound you're all familiar with. Upon landing a successful hit onto another player or AI you'll now notice a hit marker cross briefly appearing.



[h3]Crosshair[/h3]
10 years ago in legacy rust, people would tie dental floss to the top and sides of their monitor to create a crosshair in the center. Now everyone can simply enable one on their monitor or using third party software. Because of this we decided to add a crosshair to the game natively.



The crosshair will give you a rough idea of your accuracy based on the weapon you are holding and your stance. We'll be looking at crosshair customization options in the future, as well as specific crosshairs for different weapon types (melee/throwing, etc.) The crosshair can be disabled within the options menu if you hate it and third party crosshairs are allowed to be used.

As always, this is a work in progress, We're going to review all the feedback and continue to make adjustments until we get this right. Everything is subject to change.


[h2]Handmade LMG[/h2]

The handmade light machine gun is a new tier 3 craftable weapon, with high damage, a high rate of fire, and low accuracy but great at suppressing fire.



Crafting cost: 30 HQM, 1 rifle body, 2 metal springs and 3 gears.



[h2]Extended magazine[/h2]

The extended magazine is a new tier 2 weapon attachment which can be attached to most guns, providing an additional 25% ammo capacity.

Crafting cost: 10 high quality metal.


[h2]Mixing Table Ammo[/h2]

Hate standing around crafting ammo? You can now craft basic ammo types from the mixing table. Players are still required to have the ammo blueprint unlocked.



[h2]General QOL[/h2]

  • Rail Speed Boost - Horses on train tracks receive the same speed boost as on roads
  • Coupled Car Display - The train's screen now shows the number of connected cars
  • Land Mine - The Landmine is now scaled down
  • Projectile Invalid - We've resolved a number of invalid projectiles whilst shooting under low ceiling
  • Vehicle Sensitivity - Vehicles will now grab all mouse input leading to smoother control
  • Compound Bow - Now loses less durability while held back

An artifact of fixing vehicle sensitivity is players are used to the incorrect sensitivity. If your vehicle still feels difficult to control, please use the in-game options menu "Vehicle sensitivity" slider or the console command 'vehicle_sensitivity 0.8' (whatever value you want) to adjust to your liking.


[h2]Launch Site AI[/h2]

Scientists have been added to the main building at the Launch Site monument. You can expect to see them patrolling the various floors as well as the rooftop area.



As with some of the other recently added Scientists, these ones can use healing items, too.

[h2]Covered Work cart[/h2]



There's a new Work Cart train variant that will sometimes spawn on the above-ground rails, which has some more cover at the back. It's marginally slower than the other one, but otherwise behaves the same.



In the near future, we have a proper new locomotive and more rail system updates on the way.


[h2]Rail Sidings[/h2]

Expanding upon last month's rail network changes, this month we added closer rail sidings to sections of the rail network. Train spawns have been moved to those sidings in order to free up the main rail for traffic.



[h2]Graffiti Pack[/h2]

The spray can has received an upgrade with the Graffiti Pack available in the Item store. Once purchased, you can choose from a variety of decals to spray in the world, as well as a free paint mode letting your creativity run wild.


Once purchased, hold Reload (R) to browse the decal options or to switch to free spray mode. While in free spray mode you can press Interact (E) to change spray size and Reload to change colour or switch back to decal mode.



Found some graffiti on your base? Simply interact with the spray while holding something filled with water (Bota bag, bucket, bottle, etc) to clear the spray off.

By default sprays should last three hours. There is a cap on how many sprays can be sprayed by a given player (25 at the moment) that we'll keep an eye on and raise if possible in future updates. Streamers should note that sprays sprayed by other players won't be visible when "Hide Signs" is active, although your own signs will still be visible.

The reskin ability remains unchanged and is still available to everyone.


[h2]Hapis Island[/h2]

For those of you who prefer more familiar surroundings, we're releasing the updated Hapis Island today, which has been AWOL ever since our last graphical update broke it. It should all be pretty familiar, with the exception that we decided to expand the desert in the south, and make it a proper desert this time.

We've also added a few more secondary islands, along with some other small additions that I'll leave you to discover. Later on I expect we will add the new railroads to it as well, but for now we just wanted to get it out there.

All blueprints on Facepunch Hapis Island servers will be wiped today.




[h2]Steam Point Store[/h2]

We're finally releasing the updated Rust Steam Point store today, Lewis and Paddy have been working hard on improving the quality and quantity of the store assets.



We'll be expanding the collection over the coming months. Visit the store now by clicking the image above.


[h2]Changelog[/h2]

  • Updated recoil
  • Added Hit cross
  • Added directional hit markers
  • Added hit punch
  • Added Crosshair
  • Added Handmade LMG
  • Added extended Magazine
  • Added Spray Can Decal Pack
  • New covered work cart train
  • Added invisible spawnable loot prefabs for map makers
  • Added Scientists to the Launch Site monument
  • Added sidings to rail network
  • Parenting to an entity in a demo shot will now properly be recorded in the shot
  • Compound bow now loses less durability while held back
  • Reduced landmine size
  • Add "autofocus" option to input fields for Community UI
  • Improved performance when picking up resources
  • Jittery magnet crane rotation is smoother
  • Added SedanRail entity for admins. Spawnable only on rails
  • Horses now get the same speed boost on rail as they do on road
  • WorkCart monitor now shows the number of connected train cars, beeps when a new one is connected, and the whole monitor display is 40% brighter
  • Added FPS counter configs to the options menu
  • Improved loading screen on ultra widescreen
  • Basic ammo types can now be crafted from the mixing table
  • Fixed some UI layout issues on the answering machine UI
  • Fixed helicopters being visible when idle at long distances (also applied same behaviour to Hot Air Balloons)
  • Fixed Spear Gun not appearing in players hands correctly when equipped (affected players and NPC's)
  • Fixed auto turret missing open/close UI sounds
  • Fixed footstep sounds always being barefoot sounds after changing to other footwear
  • Fixed cargo ship RHIB being unusable after server restart (RPC error)
  • Fixed cargo ship RHIB leaking fuel and storage entity after server restart
  • Fixed solar panels pointing to the sun's location in the server's central sky dome instead of the sun's true direction. Light angle on solar panels now always matches visible sun position
  • Fixed floating wooden barricade cover
  • Fixed invalid projectiles when shooting under low ceilings
  • recoilproperties.version will be removed within the next 2 weeks while we evaluate feedback

Survival game Rust might be playable properly on Linux and Steam Deck soon

Rust, the massively popular and quite brutal survival game from Facepunch Studios is working towards Easy Anti-Cheat support for Linux and Steam Deck with Proton.

Read the full article here: https://www.gamingonlinux.com/2022/05/survival-game-rust-might-be-playable-properly-on-linux-and-steam-deck-soon