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Changes
What’s changed on Rust in each patch.
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Patch Name
Devblog 192
Changelist Title
Changelog
date_range
Thursday, January 4, 2018
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Features
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Nearby players melee weapon swings are now audible
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Improvements
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Site A cave no longer building blocked (Hapis)
handyman
Fixed
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Shelves correctly destroyed if construction below no longer exists
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Tool cupboard correctly destroyed if construction below no longer exists
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Tool cupboard can no longer be fully submerged inside world layer (rocks)
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Refinery ladder fix (Hapis)
Patch Name
Devblog 191
Changelist Title
Changelog
date_range
Thursday, December 21, 2017
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Features
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Added Throwable Flares
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Added handheld flashlight
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Added a bunch more deployable interaction sounds
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Added Upkeep notifications and gametips
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Door Garland is available to craft w/ Window garland sitem
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Can Admire/Examine skins with N key
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Added fog start distance in dark environments (gamma / navigation exploit)
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Improvements
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Wounded players no longer block player movement
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Upkeep payment intervals are now saved and restored on server restart
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Crossbow can take underbarrel modifications
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Lowered some upkeep costs
handyman
Fixed
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Fixed spinner wheel sound playback bug
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Fixed beams being invisible
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Fixed various errors on client and server
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Fixed fog not always being disabled in caves (gamma / navigation exploit)
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Fixed high external stone gate only decaying very slowly
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Fixed roof conditional models in various scenarios
Patch Name
Devblog 190
Changelist Title
Changelog
date_range
Thursday, December 14, 2017
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Features
•
Enabled Xmas Content
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Lots of new deployable placement sounds
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Lots of new deployable interaction sounds
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Doors require upkeep
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Wall frame inserts require upkeep
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Floor frame inserts require upkeep
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Deployables inside the building privilege radius are decay protected
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Added decay.delay convars (all default to 0)
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Improvements
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Open/close sounds only play for the local player
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Tweaks to a few existing deployable sounds
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Animal behaviour overhaul
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Optimized upkeep backend
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All barricades can be repaired
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Added extra slots to TC
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Normalized building protection between tiers
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Increased protection for Metal Tier (2x stone)
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Increased protection for Armored tier (2x metal)
handyman
Fixed
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Animals can no longer walk through closed doors at monuments
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Fixed broken items being traded in vending machine
Patch Name
Devblog 189
Changelist Title
Changelog
date_range
Thursday, December 7, 2017
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Features
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Bases repair themselves if upkeep resources are in TC
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Bases require upkeep resources to be kept in TC
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New on/off sounds for a bunch of deployables
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New active/burning loops for a bunch of deployables
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New searchlight movement sounds
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New open/close sounds for a few deployables
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New Junkyard monument
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New procedural roads art
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Brought back old caves (Hapis)
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Added "Pumping station" and "Abandoned Boat" loot areas (Hapis)
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Added Launch Site (Hapis)
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Added Ice sheets and Icebergs (Hapis)
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Added new static quarrys (Hapis)
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Foundations can now be placed at a half height offset
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Added half height walls
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Fixed various wall stacking exploits
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Roofs occupy wall sockets and can no longer be used as honeycombs
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Building privilege is emitted by the entire building
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There can only be one tool cupboard per building
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New monument placement algorithm
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Procedural roads now connect to monument roads
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Print last placement error in chat when pressing LMB while placement guide is red
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New power line placement algorithm
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Tool cupboard can store upkeep resources
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Improvements
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Small Furnace Art Updated
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Complete rework of site A (Hapis)
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Moved Site B to east coast (Hapis)
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Reduced size of arctic biome slightly
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Increased size of arid biome slightly
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Health bars are only visible when damaged or holding a hammer
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Grenades inherit player movement velocity
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F1 grenade has larger blast radius
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Dropbox is now Tier 1 WB
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Stone Spear no longer requires WB
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Experimentation at WB1 costs 75 scrap instead of 100
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Armored building tier costs 25 hqm and no wood/stone
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Armored doors have had their costs reduced accordingly
handyman
Fixed
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Fixes to older radtowns (Hapis)
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Fixes to loot and ore scarcity (Hapis)
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Monument chainlink fences can be shot through
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Roads are no longer split in half by rivers
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Fixed gaps between roads and terrain
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Fixed roads sometimes being partially flooded
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Fixed hammer highlight on wooden triangle foundations
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Fixed weird camera movement when jumping introduced last patch
Patch Name
Devblog 188
Changelist Title
Changelog
date_range
Thursday, November 30, 2017
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Features
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Add ignite and extinguish sounds to campfire and furnace
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Add turn on and turn off sounds to the ceiling light
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Added worldmodel outlines
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Improvements
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Lots of misc sound tweaks and polish
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EAC SDK update
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Stricter dropbox placement
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Python is now skinnable
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Reduced aim sway on semi auto weapons
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Finalized recoil design for semi auto weapons
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Grenades pinpull and throw happens much faster
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Stance recoil only active when moving or after first shot
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Grenades always throw at max velocity (farther)
handyman
Fixed
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Fix dark sign painting UI
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Fixed reflections on hair shader
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Fixed tree minigame X appearing too low
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Fixed thompson having too much aimcone
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Fixed delay/jitter of mounted objects
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Fixed weird satchel behavior
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