Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!
Have a bite-sized update for y'all this week. Mainly fixes and tweaks to test out my new build pipeline now that I've migrated development setups for the first time in almost 7 years. Will have something hopefully more exciting for you next week!

Peace,
Anton

Full Changelog - Update 112 Alpha 2
Additions:
  • Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro
Changes:
  • [TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
  • Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
  • [Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
  • [Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
  • [Sound] G36 Bolt forward sound adjusted
  • [Sound] Hammerless 520 Shotgun racking sound replaced
  • Thanks to jexjhuy for the detailed sound notes
  • [TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you
Fixes:
  • Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
  • Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
  • Fixed missing Itemspawner reference on Angled MLok foregrips
  • Fixed missing flipping behavior on MP Ironsights
  • IPSICK2011 Breach rotation when open increased to improve ejection
  • Fixed E79 scopes not being able to be picked up
  • Fixed .32 ACP Tracer round shell being invisible
  • Fixed Rail Tater not being able to be sling-locked
  • Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones
Removed:
  • Bling/Bubba15 removed (replaced by PEN15)
  • AR15SBR removed (replaced by PDC15)


Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

We've got a first content update for you folks for 2024 this week! Included in this week's alpha build is a suite of Civilian AR-15 rifles in a variety of configurations, from utilitarian to intentionall ridiculous. Coming with these is (finally) support for MLok style rail affixments, which will be back-ported to existing guns in H3 with MLok slots next week. We've got a set of initial attachments of this type, and MLok to Picatinny Adapters that should allow you to make good use of them. We've still got some design work to do to make sure these are all correctly available in Take & Hold, will likely need to generate some new object categories, but most of these will show up in that mode now.

Anywho, that's all for now. Hope you folks enjoy playing with the new kit, as we slowly spool back up to work for the new year. See you all next week!

Cheers,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!

Full Changelog - Update 112a1
Additions:
  • Added New Firearm: DMR15 [5.56x45mm]
  • Added New Firearm: FP15 [5.56x45mm]
  • Added New Firearm: MP15 [5.56x45mm]
  • Added New Firearm: PDC15 [5.56x45mm]
  • Added New Firearm: PEN15 [5.56x45mm]
  • Added New Attachment Rail Type: MLok (this will be backported onto existing H3 guns that have it in a future update)
  • Added New Attachment Set: MLok To Pic Rail Adapters (1, 1.5, 2, 2.5, 3 Slot)
  • Added New Attachment: ARM Rear Sight
  • Added New Attachment: MT Rear Sight
  • Added New Attachment: AM4 Suppressor
  • Added New Attachment: Canadian Carry Handle Sight
  • Added New Attachment Set: BWarriorLok Foregrip in Black & FDE
  • Added New Attachment Set: MPLokAngled Foregrip in Black & FDE
  • Added New Attachment Set: MPLokVert Foregrip in Black & FDE
  • Added New Attachment Set: KAGLok Handstop in Black & FDE
  • Added New Attachment Set: Knight Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Ironsight 600 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 600 in Black & FDE
  • Added New Attachment Set: MP Iron Sights in FDE
  • Added New Attachment Set: TFolding Iron Sights
Changes:
  • Replaced Assets for MP Iron Sights in Black
  • Replaced Assets for A2 Iron Sights in Black
Fixes:
  • Fixed 2x50mm rail projectile
  • Fixed MX410 Item Spawner categorization
  • Fixed Girandoni Air Rifle pump not pumping enough air into gas canister
  • Fixed Missing Panzerfaust 3 entry
Soon To Be Removed:
  • Bling 15
  • AR15 SBR
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Greetings!

It is officially MEATMAS DAY, which means we've pushed a little holiday update for you folks, as is tradition for H3. If you'd like to jump in and open ALL YOUR PRESENTS, just make sure the game is up to date (this might require you restart Steam), and jump into the Meatmas SnowGlobe.

You'll know you're actually running that latest update because the Snowglobe scene tile will be at the top center and there'll be 'MERRY MEATMAS' text above it. If you DON'T see that, close the game, restart steam, and failing that, right click the game in steam, go to properties, local files, and click Verify Game Cache. That SHOULD kick it in the butt and make sure it downloads for you.

There's no changelog for this update as well.. it would be silly to spoil the surprises with that.

PLEASE NOTE, that you should NOT talk about the contents of the gifts in the comments of this post, and if you need to report a bug please, or want to chat about them, do NOT name any items in the Post title. Instead type "Bug with item, or "OMG I love and detail things inside the post. Any offending comments or posts that fail to follow these guidelines will be deleted. This spoiler policy is in place until the end of the month. Let's try to give folks time to log in and be surprised :-)

ANYWHO, enough rambling. GO ENJOY THE NEW TOYS.

From all of here as RUST LTD., have a Merry Meatmas, and a Healthy and Happy Holidays.

Peace,
Anton
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Greetings!

Have a quick update for y'all this week. Mostly fixes and tweaks for the Institution level, but also a long awaited replacement toy. Check out the devlog for more info.

Hope y'all have a wonderful weekend!

Cheers,
Anton

Changelog: Update 111 - Patch 1
Added:
  • Added New Firearm H416 (Yes, FINALLY replaced this with a High Quality, Dimensionally accurate one)
  • Added All Update 111 objects to Recent objects Manifest for Item Spawner
  • Added Encryption Variants for Complex Multi-hit Types for Limited Ammo Mode
Changed:
  • Improved Sentinel Construct ability to detect player body intersections
  • Ammo Panel Spawn Round Button can now be held down to repeat cartridge spawn
  • Iris Construct now has ‘targeting laser’ that
  • Made Iris Construct Center chunk less durable
  • Sentinel Construct now drops health when destroyed
  • Sentinel Construct will now ‘chase’ the player within a limited bounds when it detects them
  • Adjusted Polymorphic Encryption Ballistic Params to prevent overPen
  • Adjusted Polymorphic & Recursive Encryption Materials to aid visual legibility
  • Adjusted Orthogonal Encryption Materials to aid visual legibility
  • Rebaked Occlusion Culling
Fixes
  • Fixed Sosig Ladder Distances
  • Added System to try to reconnect Sosig with its correct position in a bunch of cases that they can get separated
  • Fixed player indicator orientation on map kiosks that are not Identity aligned
  • Fixed missing collision in Hydro
  • Fixed Lower Area in Hydro being a dead end by adding an extra pair of powered ziplines
  • Ammo Panel now recognizes round types from integrated attachment weapons, like the Mp7 Lambda
  • Ammo Panel now properly recognizes last selected round class for a type
  • Ammo Panel now properly handles edge case of weapon that isn’t part of a T&H character’s ‘valid’ era set actually being able to at least spawn default ammo, instead of doing weird things like showing a random ammo class each time you place the item on it (wow that was a weird one to untangle)
  • Attachable Firearms can now properly be recycled
  • Fixed ammo class name display
  • Fixed a number of Occlusion Culling Issues
  • Fixed embarrassing grammatical typo
  • Added missing sound effect for a special friend
  • Made Iris Construct Properly disable its AI Entity
  • Lion 2-5x scope save/load fixed
  • Fixed issue where Boxes could sometimes spawn in Supply Points in weird orientations, topple over as a pile, and break
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin

GREETINGS!

The time has come, after a long(er than we anticipated) wait, the latest HUGE update for H3VR is complete.

The Institution Update expands and refines H3VR’s tactical roguelite game mode, Take & Hold, with new enemies and hazards, a new Tournament-focused character, and its most challenging level yet: Institution. Institution is about realizing what I’d always imagined back when first making Take & Hold. It’s everything I find most compelling about a virtual space. Grand in scale. Simultaneously oppressive and alienating but also somehow cozy? All-consuming. Self-awarely synthetic but hyper-tangible. The environment itself is my main character.

This update also includes our latest Take & Hold character: Tournament Toby. Build with feedback from our Competitive Scene, it's Take & Hold at its most merciless.

The mode itself has gotten a number of major refinements, from rebuilt Equipment stations, powerups that behave better physics-wise, tuning to patrols, a rebuilt scoring rubric that more richly reflects ways one can play excellently, and just a top to bottom coat of polish on things.

With a level this big, I'm sure that there'll be a significant post-release tuning phase, as we fix various things, tweak progressions, difficulty, cover volume, and add further quality of life changes. We look forward to tweaking things over the coming weeks with you all!

Well enough rambling for now. Get in their and play! We'll see you all soon.

Have a WONDERFUL weekend.
-Anton


MOD USERS:
Please not that this update makes BIG changes to Take & Hold's codebase. If you run Take & Hold Tweaker, or any other mod that touches the mode, you MUST go update it now, or disable your current modlist, or the mode will SUPER break. Check out the H3VR discord modding channels if you need help finding the very latest versions!


Update 111 Full Changelog:
Additions:
  • Added New Level for Take & Hold: Institution
  • Added New Take & Hold Character: Tournament Toby
  • Added New TNH Encryption Types: Polymorphic, Cascading, Orthogonal & Refractive
  • Added New TNH Enemy Type: Constructs (Floater, Blister, Iris, Sentinel and ???)
  • Added Main Menu Warnings for Controllers not being on or working
  • Added Main Menu Warnings for Windows 11 Optimizations for Windowed games not being enabled
  • Added New Firearm: P210-1 (9x19mm)
  • Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
  • Added New Firearm: P210-6 (22lr) (Training Variant)
  • Added New Firearm: AG42B [6.5x55m]
  • Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
  • Added New Stripper Clip: 6.5x55mm 5-round
  • Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
  • Added New Firearm: AG42B [6.5x55m]
  • Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
  • Added New Stripper Clip: 6.5x55mm 5-round
  • Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
  • Added New Firearm: B1301 (12 gauge)
  • Added New Firearm: Sawnoff-16 (16 gauge)
  • Added New Firearm: OutbackDouble (20 gauge)
  • Added New Firearm: Tulyak (23x75mmR)
  • Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
  • Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
  • Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
  • Added New Ammo Subtypes for 23x75mmR: Shrap-25
  • Added Floater, Iris and Blister Constructs to Sosig Spawner
  • Added New Prop Set: Squarrel and Exploding Squarrel
  • Added New Destructible Prop Set: Squarrels (Normal, Explosive, Mustard, Toxic, Hot Dog, Cryo)
  • Added New Destructible Prop Set: Gas Cuboids (Small, Large)
  • [TnH] Added New System for Sosig ‘Alertness’ in TnH that impacts scoring. 1 second unimpaired in Skirmish State with the player will trigger ‘alert’. This will cause a transition to an ‘Alert Phase’ in the upcoming Take & Hold map while in the Take Phase as well.
  • Operator Sosig outfits added to Spectator Panel
  • Added New Destructible Set: Cryo Squylinders (Large and Small)
Changes:
  • TNH Object Constructor Reroll system replaced with purchasable Category Unlocks
  • Rebuilt Ammo Spawner Panel for Take & Hold entirely, and build ammo type cost system for it
  • Rebuilt Recycler and Mag Duplicator stations
  • Changed Take & Hold Scoring rubric
  • Altered progression of nearly all T&H characters
  • Modified the Run Progressions of Pretty much every Take & Hold character
  • Altered the Starting Token amounts of a few Take & Hold characters
  • Tweaked flashlight behavior
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
  • R700 Magazine round clipping fixed
  • FAL 10,20,30rnd Magazine round clipping fixed
  • Fixed Geo holes in SVT-40
  • Fixed edgecase round clipping issue in Frontier model B
  • Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
  • Fixed incorrect trigger placement for ejector fro B600
  • [TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
  • [Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
  • [Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
  • [Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking
  • Replaced Cartridge Models for: 12 gauge, 12 gauge Short, 16 gauge, 20 gauge, 12 gauge Belted, 23x75mmR
  • Flashlight range and intensity increased to make them more useful. FOV slightly reduced.
  • Flashlight shadows are enabled by default. If this incurs unacceptable perf hit, please disable shadows in your quality options
  • 1911 Pistol family sound set replaced
  • [TNH] Updated and changed materials and collision in Atrium hold room in Institution Preview Scene
  • [TnH] Tweaked Main menu spacing and added space for more characters
  • Added New Platform Controller Detection: Quest 3 Controllers.
  • Added New Control Option: Controller Display Mode Override
  • [TnH] Hold Wave Leader Sosigs are now only active one at a time, essentially as ‘raid bosses’
  • [TnH] Changed Scoring Rubric to Emphasize Kill Score & Kill Style Scoring a bit more
  • Sosig M79, Sosig RG6 and Sosig Frag Grenade explosions have been reduced in peak damage output to prevent them from commonly 1-hit killing the player.
  • Scalpel Drum Magazine changed to default to carrying 00 Buck instead of SWAG-12 to prevent it circumventing TNH ammo limitations
Fixes:
  • Made PP91 less terrible to load
  • Fixed geo gap in Sosig gun GSeries
  • Made TNH Lobby menu actually remember the last level you had selected (if possible)
  • Fixed physics bound and penetrability of the health pickups
  • Fixed Score display to show seed and holds actually completed
  • Intermediate rounds are now properly set to manually chamberable (no idea why this was ever not the case)
  • Fixed Override Token Collision, it should no longer glitch into things
  • Dampened Muzzle Effect Brightness
  • FINALLY fixed issue of flashlights hyper-illuminating muzzle smoke
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
  • R700 Magazine round clipping fixed
  • FAL 10,20,30rnd Magazine round clipping fixed
  • Fixed Geo holes in SVT-40
  • Fixed edgecase round clipping issue in Frontier model B
  • Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
  • Fixed incorrect trigger placement for ejector fro B600
  • [TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
  • [Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
  • [Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
  • [Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking
  • Fixed missing/hidden bolt on SVT-40
  • Fixed Whizzbangadinger no longer correctly generating state from destructible objects
  • Fixed Palmed spacing on a number of ammo types
  • Fixed top rail collision on Spas-15 Tactical
  • Fixed ammo metadata for AmagII
  • Fixed incorrect texture application for 50bmg AP/API rounds
  • Fixed Math error that was causing regeneration anti-buff applied to Sosigs to near insta-kill them.
  • Fixed Clipping issue on Deagle44 Magazine
  • Fixed incorrect Pose Posture for Tulyak
  • Fixed issue where player Status Effects were not clearing upon death.
  • Fixed ForceCasingDespawn option being turned on in the Grillhouse 2Story scene
  • Fixed incorrect Metadata ids for Cryo Squilliders
  • Fixed metadata error for Wiener Squarrel
  • Fixed incorrect fired collision sound for some 84mm ammo
  • Fixed chamber proxy scaling that was causing clipping for RG6
  • Fixed Missing tags on Fal Tactical, P762, M1Shorty16
  • Fixed IPSICK spawning with extra picatinny sight
  • Fixed odd issues with Smoke Grenades
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

Have an incremental Experimental Build for you folks this week. It's a little light because... well we've already done 3 other hotfix builds during the week, as we're trying to iterate on the competitive character as fast as possible.

Anywho, deets on the update and what we're up to in the devlog. (Does anyone actually read this summaries? I never actually know).

Have a wonderful weekend!

-Anton


TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 111e8
Additions:
  • Added New Platform Controller Detection: Quest 3 Controllers.
  • Added New Control Option: Controller Display Mode Override
Changes:
  • [TnH] Hold Wave Leader Sosigs are now only active one at a time, essentially as ‘raid bosses’
  • [TnH] Changed Scoring Rubric to Emphasize Kill Score & Kill Style Scoring a bit more
  • Sosig M79, Sosig RG6 and Sosig Frag Grenade explosions have been reduced in peak damage output to prevent them from commonly 1-hit killing the player.
  • Scalpel Drum Magazine changed to default to carrying 00 Buck instead of SWAG-12 to prevent it circumventing TNH ammo limitations
Changes To Tournament Toby:
  • Changed Hold 5 enemy sequencing to have Heavy Operators only for Squad Leaders, ensuring there is only ever one of them.
  • Tweaked Spawn Cadences for Holds 4 & 5
Fixes:
  • Fixed incorrect Metadata ids for Cryo Squilliders
  • Fixed metadata error for Wiener Squarrel
  • Fixed incorrect fired collision sound for some 84mm ammo
  • Fixed chamber proxy scaling that was causing clipping for RG6
  • Fixed Missing tags on Fal Tactical, P762, M1Shorty16
  • Fixed IPSICK spawning with extra picatinny sight
  • Fixed odd issues with Smoke Grenades
Known Issues:
  • Game crashes on close for many users (This is a SteamVR bug they need to fix)
  • Note that Virtual Desktop functions via the old Oculus PC SDK and cannot actually detect and pass through information about specific controller types. Thus people playing with Quest 3
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Everyone!

I've been working away ingesting your feedback on Tournament Toby, and tweaking things to de-emphasize the impact of random weapons being good/terrible from a pool, to even out the difficulty between runs.

This means that this balance hotfix technically makes things easier, but in a way that I feel lessens frustration. Some challenge will be mixed back in on the Encryption/Construct front soon tho, so you shouldn't assume that every once of these hotfixes will move things homogenously in the direction of ease.

Many thanks to the H3 discord folks for doing live testing and feedback cycles on this!

Cheers,
-Anton

Balance Changelog 2
Changes:
  • Weapons that fire .410 have been reclassified as the power level of ‘pistol’ in metadata, as their total energy output places them in that class. This will prevent them from spawning in Take & Hold in contexts where a ‘shotgun power’ weapon should spawn.
  • Orthogonal Encryption movement speed increased
  • Polymorphic Encryption Physics material tweaked to prevent overpen

Changes To Tournament Toby:
  • Bolt Action Pool now excludes Obrez weapons and pistol caliber bolt actions
  • Break action Shotgun Pool now only contains 2 shot weapons
  • Light Operator Sosig health and stagger resist lowered
  • Medium Operator Sosig health and stagger resist lowered
  • Light and Medium Operator Bleed constants changed
  • Heavy Operator Sosig Turning Speed GREATLY reduced.
  • Heavy Operator Sosig Suppression Resistance increased.
  • Operator NODs changed to 2, 3 and 4 element to correspond to Light, Medium, Heavy for faster identification
  • Operator NOD physics material changed to something more penetrable
  • Operator Medium Sosig Gasmask collision rebuilt so that visor is now plastic physic material

Fixes:
  • Fixed Agile, Polymorphic and Orthogonal Encryption from being able to move through laser grid
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Everyone!

Thanks a TON to all the folks who've jumped into the first WIP Competitive Take & Hold character and have gotten properly STOMPED by it. There's a lot to dial in to find the right ratio of hard-to-fun, but we're kicking off the changes NOW while we still have some weekend to play, to try to get the curve of equipment availability and threat introduction better.

There will be a MUCH more comprehensive update this coming friday that will address things like health and armor durability of the Sosigs, some of their perceptual stats, stunning behavior, as well as some of their weapons (like their grenades).

Thanks as always for your patience while we get this all dialed in. It is super DUPER appreciated.

Have a WONDERFUL rest of your weekend!
-Anton

Balance Changelog 1:
Primary Goals:
  • Have more appropriate introduction of harder sosigs across the 5 hold sequence
  • Encourage secondary/tertiary weapon usage as well as usage of utility through cost reductions.
  • Encourage more varied loadout combos of weapon usage
General
  • Character now starts with 5 tokens
  • Encryption sequence temporarily changed to step around bug where Cascading Encryption can’t be completed (this will be fixed in next week’s build)
Sosig Spawning:
  • Hold 1 Enemy spawn cadence slowed from 20 to 25 seconds
  • Hold 2 and 3 Sosig Types changed to be smoother difficulty curve
  • Max population in Hold 1 and Hold 2 Wave 1 changed from 4 to 3
  • Hold wave warmup times changed from 6 to 7 seconds
  • Hold 4 max population changed from 6 to 5
Hold 1 Pools:
  • Anti material pistol pool cost dropped from 3 to 2
  • Derringer Table Removed
Hold 3 Pools:
  • DA Revolver cost dropped from 2 to 1
  • Semi Auto Pistol cost dropped from 3 to 2
  • Semi Auto Pistol Carbine cost dropped from 4 to 3
  • Semi Auto Tube Shotgun cost dropped from 3 to 2
Hold 4 Pools:
  • Machine Pistol cost dropped from 2 to 1
  • SMG cost dropped from 3 to 2
  • Single Shot Grenade Launcher cost dropped from 3/2 to 2/1
Hold 5 Pools:
  • Anti-Materiel Rifle cost dropped from 5 to 3
  • High Power Ordnance dropped from 4/2 to 2/1
  • Battle Rifle Auto dropped from 5 to 4
Powerup Pools:
  • Non-healing Powerups will now only appear from Hold 3 and onward (making grenades more common in Hold 2)
Locomotion Tools:
  • Grapple pool removed
  • GrappleGun cost dropped from 4 to 1
Weapon Pool Changes:
  • Pistol pool now has a minimum ammo amount of 9 (was not restricted before)
  • Semi Auto Tube Shotgun minimum capacity is not 5 (no more BFB)
  • Semi Auto Pistol Carbine Pool (Hold 3) has a min/max capacity of 20-30 rounds
  • Semi Auto Rifle Carbine Pool (Hold 3) has a min/max capacity of 10 rounds
  • IntermediateCombatRifle Pool (Hold 4) has a min/max capacity of 30 rounds
  • MachinePistol Pool (Hold 4) has a minimum capacity of 20 rounds
  • Mag Fed Shotgun Pool (Hold 4) has a minimum capacity of 8 rounds
  • SMG Pool (Hold 4) has a min/max capacity of 30-40 rounds
  • BattleRifle Auto pool (Hold 5) has a min/max capacity of 20-30 rounds

Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy All!

Have an exciting Experimental Build for y'all this week. Namely the rough draft of the new Competitive Take & Hold character, that's been co-designed with some of the folks in the Take & Hold Competitive scene known as First2Wurst. This is the game at it's most brutally demanding, is likely WAY too hard right now, but it's our starting point for making what is essentially the ultimate challenge for the mode, as 'normal' Take & Hold has gotten just too gosh darn easy for some folks.

Beyond that, the scoring rubric for Take & Hold has been completely rebuilt, for all characters, and is designed to produce a more interesting range of scores based on how well you do, whether your priveledge aggressive play or stealthy play. Once we move out of Experimental global scoring will be re-enabled.

Lastly, a bunch of the foundation went in for testing this week, of Sosig 'alertness' which will be the foundation for some unique mechanics in the coming Institution level. Make sure to watch the devlog above if you'd like to know more!

Anywho, hope y'all have a WONDERFUL weekend and I'll cya here as always next week.

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 111e7
Additions:
  • [TnH] Added New Take & Hold Character (WIP): Tournament Toby
  • [TnH] Added New System for Sosig ‘Alertness’ in TnH that impacts scoring. 1 second unimpaired in Skirmish State with the player will trigger ‘alert’. This will cause a transition to an ‘Alert Phase’ in the upcoming Take & Hold map while in the Take Phase as well.
  • Operator Sosig outfits added to Spectator Panel
  • Added New Destructible Set: Cryo Squylinders (Large and Small)

Changes:
  • [TnH] Replaced Item Spawner in native and modded Take & Hold scenes with modern one (note this will require mod frameworks to update first)
  • [TnH] Completely Rewrote Scoring Rubric for Take & Hold, and inflated scores so that new high scores will tend to supplant old ones when played, especially on maximum difficulty.
  • [TnH] Tweaked Main menu spacing and added space for more characters
  • Reworked destruction logic and texture for Gas Cuboids and Renamed them to Squylinders (thanks community!)

Fixes:
  • Fixed some random Squylinders bugs.

Known Issues:
  • Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

Have an explosive little experimental build for y'all this week. Hope you enjoy playing with the new Squarrel types and the Gas Cuboids. We are nearly completion of the actual build out of the new level, which means we'll have some actual gameplay for y'all to test in the coming weeks. EXCITING.

Have a WONDERFUL weekend.

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 111e6
Additions:
  • Added New Destructible Prop Set: Squarrels (Normal, Explosive, Mustard, Toxic, Hot Dog, Cryo)
  • Added New Destructible Prop Set: Gas Cuboids (Small, Large)
  • Added New Destructibles to Institution Preview Scene
  • Added New Destructibles to Sosig Spawning Panel
Changes:
  • Tweaked value ranges on a number of status effects for player and sosigs
Fixes:
  • Fixed Math error that was causing regeneration anti-buff applied to Sosigs to near insta-kill them.
  • Fixed Clipping issue on Deagle44 Magazine
  • Fixed incorrect Pose Posture for Tulyak
  • Fixed issue where player Status Effects were not clearing upon death.
  • Fixed ForceCasingDespawn option being turned on in the Grillhouse 2Story scene
Known Issues:
  • Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.
...

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