Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Full Changelog - Update 89 - Patch 1

Added New Experimental Feature: Grabbity Physics Grab
  • You must enable this in the Options, under Input.

Additions:
  • Added AKM Tactical 10/20 round mags to item spawner
  • Added AK74 10/20 round mags to item spawner
  • Added Sustenance Red Dot to item spawner
  • Added Aug A1 to item spawner

Changes:
  • Changed Grabbity-Physics-Grab Flip button on Rift & Rift S to use the grip button instead of trigger
  • Quick-bolt switching on Bolt-Action rifles how produces a haptic bump coming on and off the handle

Fixes:
  • Attempted a fix for collision performance in Breaching scene (but there are larger problems here, I might have to rebuild the darn scene to fix it :-/)
  • Fixed issue with Sustenance Crossbow trigger/drop confusion
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Have a downright beastly update for y’all this week. A bit of stuff for everyone. Despite the fact that they need a whole bunch more work on the object-selection front, I’ve put my prototype HL:Alyx style Grabbity-Glove system into the game for you folks to try. NOTE, it is disabled by default. You must open the options panel, go to Control/Input, and enable the Grabbity Physics Grab to give it a shot. Grabbing is done by selecting an object by pointing at it, holding the trigger down, and flicking your wrist back. Lemme know whatcha think so far!

Be Well and Stay Healthy!

Peace,

Anton

Full Changelog - Update 89

Added New Experimental Feature: Grabbity Physics Grab
  • You must enable this in the Options, under Input.

Additions:
  • Added New Firearm: Aug A1 (5.56x45mm)
  • Added New Firearm: Aug A3 (5.56x45mm) (This replaces the prior version)
  • Added New Firearm: Bushranger’s Boon (12x32mm Dingowhomper)
  • Added New Firearm: Snag Sanger (18x50mm Packawhollop)
  • Added New Firearm: The Last Bit (18x50mm Packawhollop)
  • Added New Ammo Classes for 12x32mm Dingowhomper: Bushfire, Funnel Spider
  • Added New Ammo Classes for 18x50mm Packawhollop: Barbie, Drongo, Gobsmacka
  • Added New Grenade: Sniper Impact Flash Grenade
  • Added New Magazines: 10 and 20rnd Mags for AKM (Not yet in Item Spawner)
  • Added New Magazines: 10 and 20rnd Mags for AK74 (Not yet in Item Spawner)

Changes:
  • Changed chamber collision to be non-dynamic for Martini Henry due to crashing issue (thanks PhysX)

Fixes:
  • [Meat Fortress] Fixed Incorrect Symbols on Heavy and Demo (finally)
  • ASVAL & VSS Vintorez Magazine dimensions altered to be more correct
  • Fixed ASVAL & VSS Vintorez Fire selector angles
  • Super Shorty Tactical now spawns with Picatinny Sight
  • Fixed Visual Gap between grip and receiver on Hammerless 520s
  • Fire particles can now correctly ignite fuses
  • Plugged Geo hole in VZ58 Compact
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Have a bit of a belated April Fools goof for ya this week. This was originally planned for the 1st, but I was still a bit wiped out from the HL update, so I decided to chill, slow down, take my time with things for this one. It was worth it though as it afforded the time to put a bit more polish, and love into some of the interactions for what is CLEARLY the most glorious firearm added to H3 thus far. That’s right. Patoot Gun. The original Carb Cannon. Lovingly crafted and hopefully a reminder of the reckless fun of youth for some of you.

- Disclaimer - Please do not try to replicate the functionality of this Potato Cannon in real life, or utilize pressured aerosol cans near sparks or flame of any kind. It is genuinely dangerous. For those of you who want to build a RL potato gun there are significantly safer designs than the one presented here in game. I just chose this one because it was similar to the one I made like 20 years ago oh my god I am so old, i just used ‘20 years ago’ in text form for an update and I feel like I’m going to just wither away into dust now. Pssssssssssssshhhhhhh there Anton goes. Old man dust on the wind.

Anywho. I hope you all enjoy!

Be Well and Stay Healthy!

Peace,

Anton

Full Changelog - Update 88

Additions:
  • Added New Firearm: Potato Cannon (50mm Potato)
  • Added New Ammo Type: 50mm Potato
  • Added New Explosive: Hairspray Can
  • Added New Attachment: SustenanceMp7Reflex
  • Added New Backpack: ButtBackPack (if you don’t understand, don’t ask)

Changes:
  • [Take & Hold] Zombine Rotwiener Now tries to suicide with grenade
  • [Take & Hold] Changed weapons that spawn with a picatinny sight to always spawn with a reflex sight (instead of a useless half pair of irons sometimes)

Fixes:
  • Fixed Sustenance Crossbow not doing damage to anything but Sosigs
  • Fixed Evo3 Mag Capacities
  • Fixed Virtual Stock position not updating on moving stock on Sustenance Crossbow (womp womp)
  • Fixed stock pull feel for Uze Compact
  • Fixed Incorrect Label in Ammo Spawning Panel for 10x27mm Pulsed
  • Fixed Poison Breadcrab Zombie Grenade Pin Trigger
  • Fixed S.P.A.A.M. Detonator trigger rotating the wrong direction
  • [Take & Hold] Fixed bug where required secondary objects sometimes wouldn’t spawn in cases
  • Tuned Tactical 8400 magazine collision
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Got something truly zany for y’all this week. Just in time for us all spending WAY too much time in our houses! I give you Welldone Freemeat, a new themed Take & Hold character, along with a whole bucket of new toys to go with it! Be aware that the two weapons added with integrated underbarrels may NOT Vault correctly or at all.

As mentioned, this is a bit of an experiment to see how well Take & Hold works with a more ‘crafted’ equipment progression, and less randomization. I’m super curious to hear what y’all think!

As always, if you run into any bugs (quite possible due to some of the physics-heavy toys added in this update) please post them in the Bug Reports section of our Steam Forum.

Be Well and Stay Healthy!

Peace,

Anton

Full Changelog - Update 87

Additions:
  • Added New Firearm: USP Match 9mm (with glow sights)
  • Added New Firearm: Mp7 Sustenance (with integrated GP25 and Reflex Sight)
  • Added New Firearm: Sustenance Crossbow (Hot Dog Bolt)
  • Added New Firearm: Sustenance AR3 (10x27mm Pulsed with Underbarrel Dark Matter Lemon Launcher)
  • Added New Explosive: S.P.A.A.M. (Selectable Portable Anti-personnel Attack Munition)
  • Added New Magazines for Evo3: 15 round and 50 round drum
  • [TakeAndHold] Added New Character: Welldone Freemeat (with custom progression and enemies)

Changes:
  • Flipzo lighter can now be harnessed
  • Sosigs can now be remote-grabbed when downed
  • [TakeAndHold] Destructible Crates can now be remote-grabbed
  • [TakeAndHold] Obrez Bolt-actions Removed from Bolt Action Pools
  • [TakeAndHold] Added New Obrez Table for WW2 and Standard Progressions

Fixes:
  • Fixed Stock Rotation Extents for Spas-12, VZ64, PP91
  • Fixed Assorted Spawning Issues
  • Fixed Misalignment on H69 Grenade Launcher
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Here we go, the first Meat Fortress focussed update of the year! I know a bunch of you have been waiting (mostly) patiently for this. As mentioned in the devlog, this Spy kid should give you an idea of the sort of thing I want to add eventually to each classes loadout options: Some sort of alt-weapon, a dedicated grenade, and ammo class variations for at least one of their weapons that switches up, or augments their battlefield role.

The longer term goal of doing this is being able to grow the equipment variation enough to make a really compelling Meat Fortress Take & Hold character eventually. So you should expect a drip feed of this new equipment over the coming months :-)

As for the Speedloaders, all of the existing controls/capabilities of magazines that are relevant are now shared by speed loaders. You can dump rounds out, to your other hand, and into a quickbelt slot, as well as loading them manually.

Lastly, I hope you all enjoy playing with the rejuvenated Graviton Beamer. Right now it appears in the Proving Ground, and can spawn in Ricky Dicky Random Take & Hold. I’m going to give it one week of testing in that context, and if everything seems to be behaving as desired, I’ll pop it into the Item Spawner so you can use it in any scene!

Anywho, hope you’re all weathering the current events well. Make sure you keep washing those meaty hands and have a wonderful weekend!

Peace,

Anton

Full Changelog - Update 86

Additions:
  • [Meat Fortress] Added New Firearm: Petite Liasion (.366 Ultra Magnum)
  • [Meat Fortress] Added New Ammo Classes for .366 Ultra Magnum (Riposte, Debuff, Salut)
  • [Meat Fortress] Added New Grenade: Spy Smoke Grenade
  • [Meat Fortress] Added New Device: Spy Cloaking Watch
  • [Meat Fortress] Added New Device: Spy Sapper (Area disruption of turrets)
  • [Meat Fortress] Added New Entity: Mini Turburgert Sentries
  • [Meat Fortress] Added New Ability to Engineer Sosigs: Turret Spawning
  • Added New Functionality To SpeedLoaders: Loading, Unloading, Dumping to Quickbelt, Dumping to hand

Changes:
  • Rebuilt the Graviton Beamer from the ground up
  • Segments of Downed Sosigs can now be laser-grabbed
  • Major changes to Stun, Confusion, and collision thresholds for all non-rotwiener Sosigs.

Fixes:
  • Fixed issue where generalized OnDeath Sosig lines weren’t playing when specific conditions (on neck break) existed
  • Fixed issue where Sosig lines for reloading weren’t playing
  • Fixed issue where comments to medic weren’t playing for Meat Fortress Sosigs when being healed
  • Limited contexts were state(wander, investigate, etc.) speech will play to prevent ‘huh’ playing during bleedout
  • Fixed assorted Sosig Speech prioritization and volume distance issues
  • Fixed issues in computing collision damage for Sosigs
  • Fixed issues with stun threshold computation for Sosigs
  • Optimized some tag string comparrison in firearm round code
  • Fixed Issue where Hometown Powerup in Rotwieners was broken
  • Fixed A/X button snapturn not working on Vive Cosmos
  • Tweaked AK5 Brass ejection angle
  • Fixed incorrect ammo type for Model 95
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

YAY WE DID IT! Update 85 is complete. Whew……. This took… a bit longer than was originally planned. Granted, part of that has been due to battling illness for over a month now, but even given that, the Take & Hold and Locomotion upgrades were a touch more involved than I anticipated.

Totally worth it though! As the locomotion system can now handle significantly more complex and uneven terrain, which will be necessary for the eventual 2nd level for Take & Hold (which will be outdoor, and have the most complex topologies of any space in the game).

As for Take & Hold, the mode is now in the place I want it overall, and the range of difficulty, challenge and armament is finally shaping up to really reflect what’s unique and special about having a vast firearm library stretching 150+ years of history. If you haven’t dove in yet to try the new ‘Wieners Through Time’ characters, I strongly recommend it!

As mentioned in the devlog, I’ll be taking a much needed bit of a break after this update. So no Devlog next week. But I’ll be back on the 13th with what I’m sure will be a bunch of much needed bug fixes, and the beginnings of the next focus up for the game!

I wish y’all the best. Have a wonderful weekend!

Peace,

Anton

Full Changelog - Update 85

Notes:
  • All Take & Hold User Settings have been cleared to ensure old data doesn’t corrupt new user experience
  • All Take & Hold Scoring Tables Have been reset to reflect new settings
Additions:
  • Added New Firearm: Model95 Derringer (.41 Short)
  • Added New Firearm: COP .357 Derringer (.357 Magnum)
  • Added New Firearm: Scar 17 CQC
  • Added New Firearm: Mac 10 (.45 ACP)
  • Added New Firearm: M1912 Handgun (9mm Steyr)
  • Added New Firearm: M1912/P16 Carbine (9mm Steyr)
  • Added New Firearm: MK23 Socom (.45ACP)
  • Added New Firearm: Hammerless Long Break Action (12 Gauge)
  • Added New Firearm: Pocket Hammer 1903 (.38 ACP)
  • Added New Firearm: C93 Borchardt (7.62x25mm Borchardt)
  • Added New Firearm: 1911 (the original one) (.45 ACP)
  • Added New Firearms: Sjogren Inertial (12 gauge) Full Length & Shorty
  • Added New Firearm: Bergmann No. 5 (7.63x25mm Mauser)
  • Added New Firearm: Bergmann No. 5 Carbine (7.63x25mm Mauser)
  • Added New Modern Sosigguns (MP7, P90, Mk14, F2000, DP12)
  • Added New WW2 Sosigguns (Flamethrower, Bazooka)
  • Added New Attachment: Mac 10 Shroud
  • Added New Attachment: Mac 10 Suppressor
  • Added New Attachment: W330 Scope for Model 8 and Model 81
  • Added New Attachement: Prototype LAM unit for MK23 Socom
  • Added New Drum Magazine for AK74N (95 rounds of 5.45 x 39mm)
  • Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners
  • Added New Attachment: Bergmann Pistol Stock
  • Added New Speedloader: .38 Special 6 Shot (for the Model 10)
  • Added Experimental Locomotion Feature: Armswinger Intertial Jump
  • Added Experimental Locomotion Feature: Armswinger Base Speed
  • Added New Option: Armswinger Inertial Jumping
  • Added New Option: Armswinger BaseSpeed (For Left and Right Hands seperatelly)
Take & Hold Changes and Additions
  • [TakeAndHold] Rebuilt All Existing Take & Hold Progressions
  • [TakeAndHold] Added 4 New Take & Hold Characters (Operator Ori, Soldier Of Fortune Franky,
  • [TakeAndHold] Cost no longer increments on purchase for Ricky Dicky Random
  • [TakeAndHold] Patrols now regenerate over time!
  • [TakeAndHold] Ammo classes now spawn in era/set specific ways (no exotic ammo in WW2, etc.)
  • [TakeAndHold] Object Constructor reroll
  • [TakeAndHold] Shifted Availability of some weapon pools to be earlier
  • [TakeAndHold] New Powerup Pools added and costs adjusted
  • [TakeAndHold] Hardened Encryption damage-per-tier reduced from 1000 to 600
  • [TakeAndHold] Swarm Encryption sub-target arranged changed, and sub-target count reduced to 4
  • [TakeAndHold] Picatinny Sights now spawn with any firearm that requires one.
  • [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
  • [TakeAndHold] Buying from a slot repeatedly now raises its price
  • [TakeAndHold] Some Equipment Pools Across All Character lowered in cost
Changes:
  • Rebuilt Collision Handling For All Smooth Locomotion modes
  • Teleport and Dash mode now have Snapturn on Joysticks for WMR and Index
  • 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.
  • Flashlight is now harnessable
  • Single Joystick/Touchpad and Twinstick movement now use new collision handling systems
  • Sosigs using the default config profiles now receiver 25% more Headshot damage across the board
  • Model 8 BaseColor Hue Muted
  • 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
  • W330 Scope Mounts Added for All 1873 Repeaters and 1894 Repeater
  • 1873 Repeaters given a bit more pep based on barrel length.
  • Increased magazine reload speed when feeding in cartridges manually
  • Sosiggun Derringer now fires a .25ACP round instead of a .32ACP round
  • Increased 12gauge Flechette damage
Fixes:
  • Fixed Major locomotion issues with falling through the world when snapturning
  • Fixed Major locomotion issues where player rubber-bands back to prior spot after switching locomotion modes
  • [Meat Fortress] Fixed some incorrect/messed up textures on Meat Fortress guns
  • [Meat Fortress] Added Magazine Grab zone to bottom of pistol
  • Fixed an issue where collapsable stocks wouldn’t disable virtual stock point when collapsed
  • Bergmann No. 5s now correctly have last round slide hold open
  • Fixed muzzle shrouds not working on B600 and Nagant Revolver
  • Fixed picatinny sight spawn flag for Contender and MGL
  • Fixed pose angle and position for Sako 85 obrez, Meat Fortress Minigun, 12g Break Action
  • 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 projectile data on .38 Rimfire
  • Fixed issue where some dropped Sosigguns in Take & Hold were not laser-grabbable, and took too long to despawn
  • Fixed Broken Webley 1913s in Vault (you may need to scan fresh creations with it)
  • Fixed oldschool vomit system for Rotwieners
  • Reloading Collision fixed on WA2000. Should be much easier to access.
  • Martini Henry ‘BP’ mark removed (thanks Dirty Rotten Fugger on the steam forum)
  • Fixed AK74 Drum cartridge positioning
  • Fixed Incorrect DT11 Item Spawner Images
  • Fixed Ladies Pepperbox Revolver Vaulting incorrectly
  • Fixed Tube shotgun mag loading breaking in certain instances
  • [Meat Fortress] Made missing All Rounder Clip visible in Item Spawner
  • Fixed missing safety sound on Lugers
  • M712 can now properly be cycled to semi-auto
  • Fixed initial fire selector position on IA2 rifle
  • Fixed major bot pathing issues related to ladder
  • Fixed major bot pathing optimization issue
  • Fixed major bot pathing stall out issue
  • Fixed health pickups for bots sometimes spawning into the ground
Removed:
  • Removed Melee Mode Maurice and Akimbo Pistols Parker Take & Hold characters
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

So the Unity Engine has made a liar out of me, and it seems another week of Alpha-ing was needed. I got a bit buried the past couple days fighting with a set of bot pathing issues that revealed some major bugs (or at least undocumented suboptimal behavior) in the Unity navmesh system that I ended up having to engineer around. For any of you who are devs, be aware that navmesh carving can break otherwise valid offmeshlinks if their endpoints are floated off the mesh! (and discovering that chesnut only wasted two frustrating days of my life).

ANYWHO, moving along, the other big thing this week is that all of the rework, fixing, tweaking and optimization that’s been done to the movement and collision handling for Armswinger the past month or so has now been migrated over to the Touchpad / Joystick / Twinstick movement modes. Please let me know if anything glitches out on you, but they’ve been fairly robustly tested, and I’m hoping they’re stable enough that I can wrap this update up FINALLY.

Lastly, the completion of this update will return Global scoreboards to Take & Hold next week, along with something… extra special to celebrate the end of this looooong alpha cycle. I hope y’all are ready for something weapons-grade stupid :-P.

Hope y’all have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 6

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

Additions:
  • Added New Firearm: Bergmann No. 5 (7.63x25mm Mauser)
  • Added New Firearm: Bergmann No. 5 Carbine (7.63x25mm Mauser)
  • Added New Attachment: Bergmann Pistol Stock

Changes:
  • Single Joystick/Touchpad and Twinstick movement now use new collision handling systems
  • [TakeAndHold] Cost no longer increments on purchase for Ricky Dicky Random

Fixes:
  • Fixed collision handling bug related to snapturning in a corner (i hope)
  • Fixed Ladies Pepperbox Revolver Vaulting incorrectly
  • Fixed Tube shotgun mag loading breaking in certain instances
  • [Meat Fortress] Made missing All Rounder Clip visible in Item Spawner
  • Fixed missing safety sound on Lugers
  • M712 can now properly be cycled to semi-auto
  • Fixed initial fire selector position on IA2 rifle
  • Fixed major bot pathing issues related to ladder
  • Fixed major bot pathing optimization issue
  • Fixed major bot pathing stall out issue
  • Fixed health pickups for bots sometimes spawning into the ground
  • Fixed categorization of Mk 23 LAM
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Ok, I super duper promise that this is MOST LIKELY the last Alpha in this cycle. Ran in a bunch of weird corner cases related to high slops and sliding this week when working on the new Player Collision Handling. I am almost certain that it’s where it needs to be finally. HUGE thank you to JediTobiwan for testing things aggresively for me.

Once this cycle is over, we’ll likely be switching back to less extensive changes in updates for a while (thank goodness). I have some plans for various small things I’d like to tidy up. Some Quality of Life changes. Some interfaces to improve (like the ammo spawner).

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 5

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

Additions:
  • Added New Firearm: Pocket Hammer 1903 (.38 ACP)
  • Added New Firearm: C93 Borchardt (7.62x25mm Borchardt)
  • Added New Firearm: 1911 (the original one) (.45 ACP)
  • Added New Firearms: Sjogren Inertial (12 gauge) Full Length & Shorty
  • Added New Speedloader: .38 Special 6 Shot (for the Model 10)

Changes:
  • Rebuilt player collision handling AGAIN. It should actually work now.
  • Sosig Bots now transition between their Standing and Crouching poses more gradually.
  • [TakeAndHold] Altered Cowwiener Calico’s equipment pools significantly
  • [TakeAndHold] Buying from a slot repeatedly now raises its price
  • [TakeAndHold] Ricky Dicky Random Equipment Pools Costs lowered
  • [TakeAndHold] Some Equipment Pools Across All Character lowered in cost
  • W330 Scope Mounts Added for All 1873 Repeaters and 1894 Repeater
  • 1873 Repeaters given a bit more pep based on barrel length.
  • Increased magazine reload speed when feeding in cartridges manually
  • Sosiggun Derringer now fires a .25ACP round instead of a .32ACP round
  • Increased 12gauge Flechette damage

Fixes:
  • Fixed issue where some dropped Sosigguns in Take & Hold were not laser-grabbable, and took too long to despawn
  • Fixed broken Twinstick locomotion control page
  • Fixed broken shroud foregrip behavior on BFR, Browning Highpower, Jetfire 950, Lugers, Makarov, Mk22, Spy Revolver, P22, P38, P38 Snub, Pocket 1906, PPK, RS15, TT33, UnionPistol, Webley1913
  • Fixed era innappropriate ammo types spawning in Take & Hold
  • P90 now spawns with Picatinny sight in Take & Hold
  • Fixed Broken Webley 1913s in Vault (you may need to scan fresh creations with it)
  • Fixed oldschool vomit system for Rotwieners
  • Reloading Collision fixed on WA2000. Should be much easier to access.
  • Martini Henry ‘BP’ mark removed (thanks Dirty Rotten Fugger on the steam forum)
  • Fixed AK74 Drum cartridge positioning
  • Fixed Incorrect DT11 Item Spawner Images
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


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


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
...