1. Hot Dogs, Horseshoes & Hand Grenades
  2. News

Hot Dogs, Horseshoes & Hand Grenades News

Update 100 Alpha 2 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got another Update 100 alpha ready for testing. For the latest info on Filtering/Smoothing options make sure to watch the devlog!

TO PLAY THE NEW ALPHA:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha1!


Hope y’all enjoy and have a WONDERFUL weekend.

Peace,
Anton

[h3]Full Changelog - Update 100 - Alpha 2[/h3]

Additions:
  • [Meat Fortress] Added New Firearm: Medical 180 (Syringe)
  • [Meat Fortress] Added New Grenade: Ubernade
  • Added New Options Section: Hand Smoothing & Filtering
Changes:
  • [Take & Hold] Level load wiener can now be thrown into your mouth.
  • Long Gun Two-handed Stabilization can now be activated via holding the trigger on the forward hand
  • Pistol style two-hand stabilization broken out into its own option
  • Various hand filtering internal values tweaked
Fixes:
  • [Take & Hold] Fixed rare halting nullref spawning weapons as Ricky Random
  • Fixed FN FiveSeven 30rnd mag not spawning with 30 rounds
  • Fixed Famas G2 not being vaultable
  • Fixed issue with Hand filtering causing random twitches and judders on objects

Update 100 Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

It's about time we got rolling on the Alpha Cycle for Update 100, so here we are! Make sure to leave your thoughts on the Hand Filtering and Sniping Assist options here: https://steamcommunity.com/app/450540/discussions/4/5020940479397812568/

TO PLAY THE NEW ALPHA:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha1!


Hope y’all enjoy and have a WONDERFUL weekend.

Peace,
Anton

[h3]Full Changelog - Update 100 - Alpha 1[/h3]

Additions:
  • Added New Option: Hand Filtering Mode (Defaulted to Enabled)
  • Added New Option: Sniping Assist Mode (Defaulted to Enabled)
  • Added New Firearm: UMP-9 (9x19mm)
Changes:
  • Replaced Existing Firearm: UMP-45 (.45 ACP)
Fixes:
  • Fixed M320 Trigger rotation
  • Fixed G3SG1 starting fire selector rotation
  • Fixed G3SG1 backsight not being adjustable
  • Fixed Grapple gun Retract working before it actually impacted something
  • [Take & Hold] Fixed Magazine Duplicator being in incorrect state at instantiation

Update 99 is Now Live!

[previewyoutube][/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]
  • 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.

[h3]Changes:[/h3]
  • 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.

[h3]Fixes:[/h3]
  • Assorted bugs in Rifles and Revolvers added during Update 99 Alpha cycle should now be fixed

Update 99 Alpha 6 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got what is HOPEFULLY the last Alpha of this cycle, and we'll be ready for Update 99 to go main-line branch next Friday. Until then I hope you enjoy the new Locomotion toys with their availability in Take & Hold!

TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!

Hope y’all enjoy and have a WONDERFUL weekend.

Peace,
Anton

[h2]Full Changelog - Update 99 - Alpha 6[/h2]
[h3]Additions:[/h3]
  • [Take&Hold] Added 10 more Progressions to the Northest Dakota level
  • Added New Melee Weapon: Climbing Axe (Uses original prototype climbing approach which requires trigger held)
  • Added New Locomotion Utility Tool: Plunger Launcher [Climbable Plunger Shells]
  • Added New Locomotion Utility Tool: Grapple Gun
  • Added New Firearm: Famas F1 [5.56x45mm Proprietary Magazine]
  • Added New Firearm: Famas G2 [5.56x45mm Stanag-Compatible]
  • Added New Attachment: Famas Picatinny Top-rail
  • Added New Magazine for FiveSeven (30rnds 5.7x28mm)

[h3]Changes:[/h3]
  • [Take&Hold] Two new categories of Equipment have been added to the store: Storage and Locomotion. Most characters will see these appear now, and are for the backpack/locomotion tools respectively
  • [Take&Hold] Token costs for many high capacity weapons have been reduced to bring them in line with Mag upgrade cost changes.
  • [Take&Hold] Token costs for secondary equipment (Grenade Launchers, Grenades, etc.) have been DEEPLY reduced to encourage their use.
  • [Take&Hold] Token costs for mag duplication and size update are now 2 and 3 respectively.
  • [Take&Hold] Hold Phases in No Targets Mode have been shortened by 60 seconds.
  • Sosig AI perception of sound is no longer positionally perfect. Sonic event perceptual position is now noised progressively with distance.
  • Sosig AI perception of visual entities (like the player), now uses an extra ‘buffer’. This means that recognition of new visual entities is no longer instant, and occurs based on distance, the visibility of the entity, the state of the Sosig, and the perception ability of the Sosig. However when Sosigs lose sight of the player, they will still ‘remember’ targets for a period afterward in that location, and be able to quickly reacquire them if they are in a similar place.
  • Sosig AI will not acquire new visual targets while suppressed (though they will remain aware of targets they have already seen).
  • Sosig aim stability is now influenced by the type of weapon they’re firing
  • Sosig suppression has more of an effect on body pose now.
  • Make the Quickbelt sizes more consistent (by making them larger) for: Makarov Drum, Mp5 Drum, AA12 Drum, CAWS Drum, American 90/180 mags, Evo3 Drum, AK74 Drum, G36 Drum, M1600 Drum, Stanag Drum, Stanag 60/100 mags, D60 Drum, Hecate2 Mag, NTW20 Mag, DP28 Pan, STENOF Drum

[h3]Fixes:[/h3]
  • [Take&Hold] Fixed assorted holes, glitches and pathing issues in Northest Dakota map
  • Custom Quality Setting MSAA setting is now properly saved
  • Stoner63 LMG can now be loaded again
  • Fixed Dardick Revolver errantly ejecting rounds inertially
  • Fixed Mosin bolt being breakable in streamlined control mode

Update 99 Alpha 5 is Now Live On The TakeAndHoldAlpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

Time for yet another Alpha! I’ll let the video speak for me this week. Hope y’all have a wonderful weekend!

PLEASE NOTE. This is not on the ‘normal’ Alpha branch. There is a new branch called TakeAndHoldAlpha.

[h3]TO PLAY THE NEW ALPHA:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select TakeAndHoldAlpha!


Hope y’all enjoy and have a WONDERFUL weekend.

Peace,
Anton

[h3]Full Changelog - Update 99 - Alpha 5[/h3]
[h3]Additions:[/h3]
  • Added New Firearm Set: Dardick Revolver & Carbine (.38 Tround)
  • Added New Firearm: OTS-38 (7.62 x 42mm)
  • Added New Firearm: Webley Fosbery (.455 Webley)
  • Added New Ammunition: .38 Tround
  • Added New Gadget: Rangefinder (7x25)
  • Added New Gadget: Telescopescope

[h3]Changes:[/h3]
  • [Take&Hold] Ammo Station now produces free Speedloaders and Clips for compatible guns
  • [Take&Hold] Mag Duplication Station Duplication Cost changed to 1 credit
  • [Take&Hold] Mag Duplication Station now has Magazine Upgrade button (for 2 credits)
  • [Take&Hold] Mag Duplication Station now appears in Spawnlocked Equipment mode
  • Lengthened Initial sosig aiming time at range. Note further changes in this area are still needed.
  • Rebuilt Double Action Revolver trigger system
  • Rebuilt Double Action Revolver cylinder arm locking logic
  • Unica6 now visually reciprocates

[h3]Fixes:[/h3]
  • [Take&Hold] Fixed some token display oddities in Item Shop Station
  • EM2 Now properly drops bolt when new magazine is inserted

[h3]API Changes:[/h3]
  • FirearmMagazineType Magazine field added to FVRObject. ALL CUSTOM MAGAZINES must have this field correctly populated to function with game modes which spawn magazines.
  • CompatMags static Dictionary added which is populated at startup. Any custom guns being added to the game need to populate this dictionary with their magazines using the MagazineType field on FVRObject
  • FVR.GetRandomAmmoObject(....) now does a check into CompatMags if no predefined CompatibleMags are found populated in referenced FVRObject. This should allow custom guns which reference pre-existing FirearmMagazineTypes to load magazines in game modes which spawn magazines.