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H3VR Early Access Update 85 - Alpha 4! - MK23 Socom, Take & Hold Upgrades

[previewyoutube][/previewyoutube]

Howdy Folks!

Here’s another Alpha for you folks. Hoping this’ll be the last of the cycle. Anyone who plays using Armswinger should DEFINATELLY give this build a shot, play in as many scenes as possible! Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.

Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 4

Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Firearm: MK23 Socom (.45ACP)
  • Added New Firearm: Hammerless Long Break Action (12 Gauge)
  • Added New Attachement: Prototype LAM unit for MK23 Socom
  • Added New Option: Armswinger Inertial Jumping
  • Added New Option: Armswinger BaseSpeed (For Left and Right Hands seperatelly)
  • [TakeAndHold] Added New Progression and Enemy Types for Soldier of Fortune Franky


Changes:
  • Armswinger Collision Handling Completely Rewritten.
  • Teleport and Dash mode now have Snapturn on Joysticks for WMR and Index
  • [TakeAndHold] Rolling block pistol can now appear as starting weapon for CowwienerCalico
  • [TakeAndHold] Setting Arcade AI Difficulty now once again slows agent projectiles and makes them weaker
  • [TakeAndHold] Patrols now only spawn at a correct distance from the player
  • [TakeAndHold] Patrol Cap and Regen Speed now clamped in Limited Ammo mode
  • [TakeAndHold] Max Sosig Pop during Hold now clamped in Limited Ammo mode
  • [TakeAndHold] Sosig Waves during Hold occur 33% slower in Limited Ammo mode
  • [TakeAndHold] Picatinny sights now spawn in weapon crates with weapons that require them
  • Break action weapons with exposed hammers can now have their hammers cocked via waving the palm of your other hand back across them while holding the gun


Fixes:
  • USP and USP Match now correctly decock when safety is engaged
  • Sosiggun USP now has correctly cyling piece
  • AK74 Drum now properly loaded into Item Spawner
  • [TakeAndHold] Fixed Sosigs not spawning with all of their equipment when they should be
  • Fixed bug where Sosigs were taking errant environmental damage
  • Fixed bug where Sosigs were taking errant damage from objects in their inventory
  • Trigger on Scout rifle fixed
  • M1912/P16 now in the correct Item Spawner Category
  • M1918 BAR flipupsights Now ACTUALLY work
  • Jump heights now evened across Player Gravity magnitudes
  • FINALLY fixed the control infographic for Break Action Shotguns

H3VR Early Access Update 85a3! M1912 Hahns & New Armswinger Locomotion Features

[previewyoutube][/previewyoutube]

Howdy Folks!

Got another Alpha for y’all, this time messing around with some Locomotion changes I’ve been wanting to get to for a while now. Collision handling in H3 for movement has always had… a few quirks lets just say. Getting stuck in walls, poor handling of steep inclines, loss of velocity on certain collisions, weird ceiling edge-cases. I’m hoping to address as many of these as possible while keeping the locomotion behavior as identical as possible in core play contexts.

The first experiment in this direction is this week’s Alpha, where I have swapped in new experimental collision handling. NOTE, there are some known problems with it. It does _not_ handle stairs well. But it is far enough along that I could use some feedback on it, specifically if it handles situations where folks could end up glitch-falling out of levels better than the current system.

Beyond that, for Armswinger users I am SUPER curious what you all think about the new Intertial Jump and Base Speed systems (detailed in the devlog video).

Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.

Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 3

Notes:
  • While in Alpha, all scoring tables for Take & Hold will be disabled


Additions:
  • Added New Firearm: M1912 Handgun (9mm Steyr)
  • Added New Firearm: M1912/P16 Carbine (9mm Steyr)
  • Added New Attachment: W330 Scope for Model 8 and Model 81
  • Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners
  • Added Experimental Locomotion Feature: Armswinger Intertial Jump
  • Added Experimental Locomotion Feature: Armswinger Base Speed
  • [TakeAndHold] Added New Character: Soldier of Fortune Franky (Post War Weapon pools)


Changes:
  • Changed Experimental Collision handing for Armswinger
  • [TakeAndHold] GI Grayson’s weapon progression changed
  • [TakeAndHold] Operator Ori’s weapon pools now only include modern (1990 and onward) weaponry
  • Model 8 BaseColor Hue Muted


Fixes:
  • Fixed a bunch of little stuff I forgot to keep track of while doing so

H3VR Early Access Update 85a2! Mac-10, Shroud Grip, Take Hold Updates

[previewyoutube][/previewyoutube]

Howdy Folks!

Hope you enjoy this Alpha. I’m still iterating on the new Take & Hold characters so am still VERY MUCH interested in your continued feedback. If commenting on them, PLEASE include what settings you played them on (health, equipmode, etc.)

Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.

Have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 2

Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Firearm: Mac 10 (.45 ACP)
  • Added New Attachment: Mac 10 Shroud
  • Added New Attachment: Mac 10 Suppressor


Changes:
  • Attachable Shrouds (Mac 10 and Vector 45) Can be grabbed like foregrips. This means that any pistol that can accept a muzzle attachment and stock attachment can now be a fully functioning stable carbine.
  • [Take & Hold] Patrols now regenerate over time!
  • [Take & Hold] Ammo classes now spawn in era/set specific ways (no exotic ammo in WW2, etc.)
  • [Take & Hold] Object Constructor reroll
  • [Take & Hold] Shifted Availability of some weapon pools to be earlier
  • [Take & Hold] New Powerup Pools added and costs adjusted
  • [Take & Hold] Wild West Progression Difficulty heavily tweaked
  • [Take & Hold] WW2 Progression Difficulty heavily tweaked
  • [Take & Hold] Hardened Encryption damage-per-tier reduced from 1000 to 600
  • [Take & Hold] Swarm Encryption sub-target arranged changed, and sub-target count reduced to 4
  • [Take & Hold] Changed refire rates on some Sosig Wild West Weapons (to better represent that they’re single-actions)
  • [Take & Hold] Picatinny Sights now spawn with any firearm that requires one.
  • [Take & Hold] 5-6 More seconds Added in between Encryption Waves to give the player time to reload and re-stage equipment
  • Sosigs using the default config profiles now receiver 25% more Headshot damage across the board
  • Sosiggun P90 and Mp7 sounds swapped


Fixes:
  • CZ75 Shadow Now correctly SA/DA trigger
  • Fixes Sosiggun Lever Action Rifle
  • Fixed P38 Snub muzzle position
  • 520 Shotguns can now properly slamfire
  • Match now spawns with Dynamite
  • Fixed Safety offsets for Super Shorty Shotguns
  • TT-33 Grip pose fixed
  • Fixed Dropped agent weapons not being able to be laser-grabbed reliably
  • M1918 BARs now have properly adjustable sights (whoops, looks like I never finished this lol)
  • Fixed Broken Turret Elevation
  • Fixed Physics Center of Mass Reset bug related to attachments
  • Fixed projectile data on .38 Rimfire

H3VR Early Access Update 85alpha1! Hammerless 520 New Take Hold Characters

Howdy Folks!

Hope you enjoy this Alpha. PLEASE let me know what you think of the (VERY WIP) new Take & Hold characters/progressions. The more info the better. I will attempt to synthesize feedback as I iterate on them. If commenting on them, PLEASE include what settings you played them on (health, equipmode, etc.)

Have a wonderful weekend!

Cheers,
Anton

REMEMBER, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha1'

Full Changelog - Update 85 - Alpha 1

Notes:
  • While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Modern Sosigguns (MP7, P90, Mk14, F2000, DP12)
  • Added New WW2 Sosigguns (Flamethrower, Bazooka)
  • Added New Drum Magazine for AK74N (95 rounds of 5.45 x 39mm)
  • Added New (Prototype) Take & Hold Characters
  • Added New Firearm: Scar 17 CQC

Changes:
  • Modified the standard progression for Take & Hold
  • Altered the settings for Take & Hold

Fixes:
  • Fixed pose angle and position for Sako 85 obrez, Meat Fortress Minigun, 12g Break Action

Removed:
  • Removed Melee Mode Maurice and Akimbo Pistols Parker Take & Hold characters


MERRY MEATMAS!!! - Update 84 Is Live. Your Presents Are In The SnowGlobe!



It's that time of year again!

Meatmas Day.

We've got an extra special set of gifts for you folks this year.

So when you get a chance, tear yourself away from family and merriment today, and jump into the Meatmas Snowglobe scene and tear open those boxes!

(We ask that you be polite and make sure to put prominent spoiler warnings in any post title if you want to talk about the gifts on the Steam Forum here. It's important to let everyone get a chance to be surprised equally :-) )

All of us here at RUST LTD. wish y'all a Meeeeeeeeerry Meatmas and a happy and safe holidays.

Cheers,
Anton