In this update5
Full notes
Full Rust update
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What changed
- Balance
- Performance
- UI and audio
- Gameplay
- Server
Combat Balance
Since the release of the Combat Update, we've monitored player feedback and overall we're happy with the state of the gunplay in Rust. We will continue to listen, and make adjustments when needed.
The fuse time on the F1 grenade has been decreased by 0.5 to 2.5s. During combat testing we felt that grenades were a bit too easy to evade under most circumstances. Maybe some day we will allow players to cook grenades but right now that seems like it would be a bit too cheap of a tactic.
The M39 has had it's role changed so it feels more like a superior SAR. Its fire rate has been increased and recoil modified.
We've also noticed that shotgun slugs were very underused so we have reduced the damage falloff so that shotgun users can opt to utilize them in mid range combat and stand a chance.
Lastly, we've fixed a long standing issue with viewmodels where the first shot shortly after ADSing would play the non-ADS animation and obscure the screen with the view model. All weapons should feel much more snappy now.
Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:
Improved hide blood option
Added hurt flash disable option
m249 is slightly more aggressive
HMLMG recoil is more aggressive
Lowered HMLMG durability
Increased HMLMG crafting cost
Using scopes on weapons now increases their recoil
Reduced blur/blood effects
Accuracy bonus removed from the silencer
Loading Optimization
We worked on reducing the time it takes to load into servers this month. It will now queue up the loading of assets so they can continue being read from disk while the main thread spawns all of the world prefabs, which means better utilization of hardware. This also applies to the dedicated server so server owners may see some improvement with boot times.
The long "Asset Warmup" phase of loading will now start running in the background as soon as the game reaches the main menu. Connecting to a server will not wait for it to complete -- it will keep running in the background until it finishes.
The game will no longer unload monument assets when running on a computer with 16GB or more of RAM. This allows for much faster server switching because the monument assets would already be loaded. Setting the global.forceUnloadBundles convar to true will override that behavior so it always unloads the monument assets.
Gunshot sounds
Alex finished up the remaining new gunshot sounds this month, including new silent shots for every gun. We'll likely do another round of tuning on these in the next month or so to address some feedback we've gotten but we'd like to allow time for folk's ears to adjust and the dust to settle before we dig too deep into that.
General QOL
Spray Can crosshair - Added a crosshair when free spraying
Mute and report contacts - Can now mute/unmute and report players from the contacts screen
Placement Rotation - Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default
Return To Sender - Can now insert photos into mailbox
Inventory idle animation - Updated player inventory idle animation
Jackhammer Tapping - Jackhammer will hit hotspot every time without tap firing
UGC Admin Panel
To better help server admins moderate the content on a server, I've implemented a new section in the Server Admin tab that allows admins to easily see
Source
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