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Changes
What’s changed on Rust in each patch.
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Patch Name
Devblog 139
Changelist Title
Changelog
date_range
Thursday, December 8, 2016
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Features
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Added culling volumes to military tunnels
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Added server side reload time verification
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Added batching to various commonly placed objects
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Added support for doors to batching system
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Improvements
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Stricter high external gate terrain placement
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Reduced cave prevent building volumes
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Stricter line of sight anti hack
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New sounds for m92
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Ambient sound polish
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Rotated c4 in c4 viewmodel
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Updated supply signal viewmodel
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Tier2 Loot table distirbution normalized
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Mace is cheaper
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Salvaged Sword is cheaper
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Custom SMG is cheaper
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Hemp has minimum placement distance
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Stuck projectiles keep alignment with their attack vector rather than surface normal
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Shorter sprint blocking duration when using melee
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Sprint block happens when melee strike happens instead of windup (more responsive)
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Repairing items requiring components are no longer free to repair.
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Sheet metal recycles into more resources than before
handyman
Fixed
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Fixed explosive damage through walls
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Fixed debug camera anti hack exploit
Patch Name
Devblog 138
Changelist Title
Changelog
date_range
Thursday, December 1, 2016
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Features
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Added natural caves to the world generation
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Added sounds for the bota bag
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Added sounds for the small water bottle
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Improvements
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Increased default world size to 3500
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Optimized world generation times of bigger maps
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Increased prevent building zone around water treatment plant
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Slightly stricter melee / projectile anti hack
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Viewmodel for c4
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Viewmodel for satchel charge
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Viewmodel for survey charge
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Holdtype for c4
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Holdtype for satchel charge
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Holdtype for survey charge
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Worldmodel for c4
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Worldmodel for satchel charge
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Worldmodel for survey charge
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Sfx setup & sounds for for c4
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Sfx setup & sounds for for satchel charge
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Sfx setup & sounds for for survey charge
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Halved cost for most exotic building pieces (embarsure, prison gate, chainlink etc)
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Rebalanced loot tables to never have garbage in higher end loot tiers
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M92 implemented
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Codelocks no longer automatically unlock when code is entered
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Reduced component cost for satchel charges
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Reduced component cost for ladders
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Increased salvaged tool component costs
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Made most military weapons uncraftable
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Thrown items (satchel/c4/etc) are properly oriented to throw/land positions
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Spears do more melee damage
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Spears are easier to hit people with
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Spears do less throw damage
handyman
Fixed
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Fixed lighthouse sometimes spawning far out on the ocean
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Fixed some deployables being placeable partially inside constructions
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Fixed pillars, walls and floors reaching into prevent building volumes
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Fixed some foundation stacking exploits
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Fixed some weapon firing rate exploits
Patch Name
Devblog 137
Changelist Title
Changelog
date_range
Thursday, November 24, 2016
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Features
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Added a bunch of new item UI sounds
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Improvements
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updated positioning of world water bottle & bota bag
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updated jog right anim to work better with bottles
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updated water bottle vm anims
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Halved cost of burlap clothing
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Reduced cost of candle/miner hat
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Airdrop no longer spawns ammo
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Airdrop falls slower
handyman
Fixed
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Fixed object deploy sounds not changing volume with game volume
Patch Name
Devblog 136
Changelist Title
Changelog
date_range
Thursday, November 17, 2016
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Features
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Added Water Bottle viewmodel
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Added pooling support to client side lock entities
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Improvements
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Improved bullet flyby playback
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Tiny bit of misc sound polish
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Reduced stuttering near bases
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Revolver refire rate increased
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Revolver aimcone increased
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Revolver damage decreased very slightly
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Combat log includes timestamp
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Set pool.mode to 2 by default
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Shelves can no longer be placed on deployables
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Pumpkins can no longer be stacked
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Made projectile anti hack stricter
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Optimized player model and name tag scripts
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Made debug.ambientvolumes dev-only (potential exploit)
handyman
Fixed
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Fixed occlusion weirdness on a few sounds
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Fixed a few weapons playing 3rd person reload sounds on deploy
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Fixed some issues with pool.mode set to 2
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Fixed rendering layers on some trees
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Fixed client side socket handles sometimes not being destroyed
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Fixed a small client side coroutine memory leak
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Removed
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Removed ability to menu-drink from bota bag/water bottle
Patch Name
Devblog 135
Changelist Title
changelog
date_range
Thursday, November 10, 2016
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Features
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Added placement sounds for deployable building parts
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Added Semi Auto Body (SAP/SAR component)
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Added Food Box to Junk Piles
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Added new full body hazmat suit
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Added protection to wolf headdress
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Improvements
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Optimized reverb zone triggers
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River sounds come in and out more smoothly
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Wounded screams stop on death
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Viewmodel sound timing tweaks
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Ambient sound timing tweaks
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Misc sound polish
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Rewrote network group updating (less traffic, more robust)
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Enabled pool.player_model by default on 64bit systems
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Shortened prefab names in print_prefabs console command
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Optimized some light components
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Rocket launcher costs more HQM
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Rockets cost an additional pipe
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Oil Barrel HP lowered to 50
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Waterpipe shotgun no longer needs pipe (lol)
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Flamethrower balance - Much more fuel needed to raid
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Flamethrower stream graphics tighter
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Reduced Spring and Sheet Metal HQM yield in recycler
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Radiation has more of an exposure gradient
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Reduced radpill spawns
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SAR buffed
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Reduced crafting costs of bone type armor
handyman
Fixed
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Fixed excess dsp usage on surround sound setups
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Fixed physics sound lag when destroying loot boxes
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Fixed placement effects spawning at the world origin when deploying objects to sockets
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Fixed decor NRE with pool.mode set to 2
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Fixed chat graphics issues with pool.mode set to 2
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Fixed building placement guide with pool.mode set to 2
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Fixed editor-only components being included in release build
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Fixed empty update being called on hundreds of entities (overhead)
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