In this update5
Full notes
Full Rust update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
Updated Wounding System
Players now go to a crawling state when wounded in most cases, instead of being fully incapacitated. They can move around slowly and use doors. They also get a bit more health than they used to in the old incapacitated state. This might allow you to move to relative safety.
The older incapacitated wounded state still occurs in the following situations:
If you get looted while in crawling wounded state.
If you die from fall damage.
If you crawl too deep into water.
In both states you still have some chance to recover after the wounded timer runs out.
By default right now the base value is a 20% chance while crawling and a 10% chance while incapacitated. But you now get up to a 25% bonus on top of that (so max 20 + 25 = 45% total) based on your food and water levels. Maximum food and water = full bonus.
If the above check fails, but you have a large medkit in your belt (not just your inventory), the medkit will be used up and you won't get any health from it, but you will recover from being wounded. i.e. A medkit in a belt slot gives a 100% chance at recovery when the recovery timer runs out (you can still get killed while wounded by taking damage though). And if you're lucky enough that you pass the recovey check anyway, the medkit isn't used.
There is one exception where the medkit revive doesn't happen: Fall damage. So you can't dive out of a helicopter with your trusty medkit for guaranteed survival.
New console variables
woundedrecoverchance (default 0.2): Base chance of recovery after crawling wounded state.
incapacitatedrecoverchance (default 0.1): Base chance of recovery after incapacitated wounded state.
- woundedmaxfoodandwaterbonus (default 0.25)Maximum percent chance added to base .wounded/incapacitated recovery chance, based on the player's food and water level.
crawlingminhealth (default 30): Minimum initial health given when a player dies and moves to crawling wounded state.
crawlingmaxhealth (default 50): Maximum initial health given when a player dies and moves to crawling wounded state.
Train Tunnel Entrance Improvements
We've added a number of improvements to the train tunnel entrances. The bottom of the stairwells now have a circular stairwell piece that is used to align the stairwell to the train tunnel grid. This has the advantage that we no longer have to snap the entrance building to a specific rotation and position, which allows us to integrate them a lot nicer inside monuments. We're planning to move more tunnel entrances to building basements or inside static monument tunnels or sewers in the near future.
While we implemented these circular stairwells we also addressed an issue that was forcing the stairwells and elevator shafts to be extremely long, which led to boring elevator rides down to the train tunnels. This is now addressed, and the stairwells and elevator shafts that go down to the train tunnels are significantly shorter.
Countryside Tunnel Entrances
Also added this month is a refresh of the train tunnel entrances spawning in the countryside, as in any entrance that lives outside of monuments.
We have redone the visuals to look like bunkers on the surface and improved the interior layout to offer more tactical options. You will also find a computer station in these countryside entrances that will allow you to connect to a CCTV camera outdoor and ensure all is clear outside before leaving.
Monument AI
This month we've added
Source
Changelog.gg summarizes and formats this update. How we read updates.
