Rust Update 121
Posted August 4, 2016 by Rust Blog ‐ 3 min read
This week Facepunch has addressed some concerns brought up by the community about some current changes and have fixed some of these issues. The crossbow has been de-nerfed, building pieces now can be rotated, and there have been lots of tweaks and balancing to armor and weapons. We also have some new additions to the game with the double-barrelled shotgun and the satchel charge. On the main blog we get some sneak peeks at some upcoming new additions to the game like door traps and a new assault rifle.
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)