In this update9
Full notes
Full Rust update
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What changed
- Maps
- Gameplay
- Fixes
- Balance
- UI and audio
- Store
Underwater Labs Improvements
Since the Underwater Labs release, we've been following your feedback closely. The majority of feedback was surrounding high loot density and lack of player interaction. We've now reduced the map Labs count from 6 to 3, removed red and blue keycard spawns, additionally loot crates will no longer spawn while players are nearby.
To suit the reduced total number of underwater labs per map, we increased the smallest allowed size per underwater lab. You will no longer find underwater labs that are only a couple of rooms in size, so they should all be worth a visit.
Many of you have certainly noticed that the moonpool water was bullet proof. This was an unintended effect from the complexities of dealing with the water carving volumes and has now been fixed.
Speaking of moonpools, a human sized version has been added in the mix to allow for more points of entry in the labs.
Finally, we addressed a number of small glitches in the procedural generation that could cause corridor, iceberg and vegetation overlaps.
SUBMARINES
Storage
Both types of submarine now have storage with 12 slots.
Torpedoes
The Surface torpedo has been removed due to players camping underwater with little to no risk. Torpedoes can still be fired at surface targets by surfacing the submarine and firing a standard torpedo.
Oxygen
Submarines also now need to surface for air every ten minutes, either on the ocean's surface or in a moon pool. Otherwise, after ten minutes you'll start taking slow damage.
As part of implementing this change, I've revamped the oxygen UI a bit, and you can now see how much time you have left from a diving tank as well.
Other
The rear passenger in a duo sub can now turn all the way around. Sonar blips only show up for other running subs, not every sub that's parked in someone's base. And subs stop moving a lot more quickly when someone dismounts, meaning they won't run away on you if you accidentally dismount underwater.
Submarines now take additional damage from bullets.
Fishing Village Shop
A custom shop has been added inside the fishing villages to accommodate all your fishing gear needs.
Improvements & Fixes Highlights
Crawling Health - Crawling health is reduced by 75%
Swimming Gestures - Can now use non dance gestures while swimming
Shooting Players Underwater - Fixed projectiles dealing no damage to players underwater
Gravis Island
Gravis Island is running for the final month across Facepunch official servers, here is the map change lists:
Fixed Floating rocks
Removed offshore topology from ocean villages Roughed up the edge of the offshore topology to remove the straight line of ocean plants
Smoothed out some spiky ocean terrain Tidied up mainland topo + removed it from very small landmasses in ocean
Tidied up underwater splat Edited terrain around harbour slightly, some areas were floating
Added more ladder triggers to harbour Fixed some areas of alpha
Patched some more Floating rocks with gaps allowing for sneaky sneaky. Adjusted some Splat in a few areas were the texture effects in game were rough.
Fixed the terrain difference at Power plant with a few floating objects. Reduced the beach topology on the sand peninsulas so spawn points aren't as focal to one area
Applied river topology to the two northern ponds/lakes for fresh water Removed the blue metal crate from fishing village since it's nearly
Source
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