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Facepunch updates

Unread postby icycalm » 17 Aug 2017 21:22

Devblog 173: https://rust.facepunch.com/blog/devblog-173/

Facepunch wrote:More small monuments and AI progress, recoil updates on more guns and some performance and spawn improvements.


Facepunch wrote:Bradley Progress
Maurino Berry

I tried so hard and got so far, but in the end, the bradley didn't make it this week. A metric shit tonne of progress was made with the bradley but not enough to put it into a shippable state. I expect 1-2 weeks before you see it live, but definately on staging next week.


And for those who missed it last week, an amazing roadmap: https://rust.facepunch.com/roadmap/
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Unread postby icycalm » 25 Aug 2017 02:25

Devblog 174: https://rust.facepunch.com/blog/devblog-174/

Facepunch wrote:The APC is in! You'll find it patrolling the launch site. In the blog we talk about it, recoil, optimizations, and more.
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Unread postby icycalm » 30 Aug 2017 06:07

Community Update 149: https://rust.facepunch.com/blog/community-update-149/

Facepunch wrote:Vertiigo versus a tank, Rust myths busted (again), art, taking the black, and more.


Facepunch wrote:I'm not sure how to describe this. I mean, I know what it is, but the fact that it exists is ridiculous. A real world website for an in-game hotel run by players, complete with price list and services.
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Unread postby icycalm » 22 Sep 2017 14:05

Devblog 178: https://rust.facepunch.com/blog/devblog-178/

Biggest devblog I have seen since I started paying attention to them. Vehicle tests are the main attraction, and they look and sound incredible, aesthetically and mechanically:

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Facepunch wrote:Once everything was working in that test, I moved on to implementing it on a vehicle. If we do decide to go ahead and implement it in-game, I'm thinking it'll work like this:

You'll find a broken down car at a radtown, but it will be missing many components to get it running again, including perhaps some kind of engine part component that has a server limited finite population. That is, say, 15 are active in-game at any given time.

Driving the vehicle will use a lot of fuel, perhaps not even low grade fuel. It'll have a lot of storage, and multiple players can mount it. I'll make sure the driver cannot use all weapons while driving. Either nothing, or maybe just pistols.

As the vehicle drives, it will constantly be calculating a 'break' probability based on distance traveled. When the vehicle breaks, its max speed will slow and you will need to repair it with some components. The more you force it to drive, the more broken it gets, and it'll require more and more to keep going so constant maintenence would be best. Driving off a designated road will drastically increase the breaking chance, this way people will need to stick to roads unless they drive at a crawl.

How does that sound? This would just be for getting this test vehicle in-game. Keep in mind we have plans for vehicle in 2018...


It'll basically turn the game into a 10x better PlanetSide.

We have to have Uberust up and running well before these updates hit. The game's population will explode when that stuff gets added in. I just want to finish with the PA events on Saturday, and then I'll start thinking about what we can do to play Uberust next weekend.

Lots more cool updates in the devblog so be sure to check it thoroughly. The game is becoming prettier and prettier and more complex every week. If only PA saw 1/100th the development this does. But I guess that is our job now.
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Devblog 187

Unread postby icycalm » 23 Nov 2017 23:15

Lots of cool new stuff.

Devblog 187
https://rust.facepunch.com/blog/devblog-187/

Bulletproof glass, new radtown (the Junkyard), building 3.0 and half-height walls, hair.

Last week they added tree falls.
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Unread postby icycalm » 03 May 2018 21:11

Crazy new update: https://rust.facepunch.com/blog/compound-update/

Scientist compound and underwater diving are the major ones. With the latter, Rust moves into an entire area that PlanetSide lacked.
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The Team Update

Unread postby icycalm » 05 Jul 2018 22:49

Another crazy large update: https://rust.facepunch.com/blog/the-team-update/

They've added a team system that negates the need for jump-checks, a deployable watchtower, a jackhammer, a HUD compass, better water, and other stuff, and the blog post also includes a preview of the upcoming bandit town and swamps that look fantastic.

So much new stuff since we last properly played, and they are adding more every month. I wonder if we could do something like a 5v5 between us, in the same way we are doing PA now, perhaps alternating between the two games every month.
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The Bandit Town Update

Unread postby icycalm » 02 Aug 2018 21:24

https://rust.facepunch.com/blog/bandit-town-update/

Facepunch wrote:Bandits have made camp in our new swamps. You can trade, bet in their casino, or even take them on with the new Compound Bow. This patch wipes the servers.


Man, I really wanna get back into this game... They are adding so much high-quality shit so frequently that I struggle to imagine what the game will be like in six months or a year. Imagine when electricity or mounts or pilotable choppers come in! And with no competition on the horizon at this level of complexity... Uberust must become a thing.
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The Cargo Ship Update

Unread postby icycalm » 04 Oct 2018 23:34

The Cargo Ship Update
https://rust.facepunch.com/blog/the-cargo-ship-update/

Facepunch wrote:All aboard! The Cargo Ship event is live. The CCSC Lazarus patrols the waters, packed with Scientists and loot. We've also added the L96 rifle, a new scope, tactical gloves, and more. This patch wipes the servers. Enjoy!


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Damn, son. Rust keeps getting richer and deeper every month. Unfortunately the devs still have no clue that their game needs an endgame, so I am planning to write in and tell them one of these days. Not that it will do any good, as I have yet to hear of a game director who takes advice from anyone, but I have a moral duty to try and help them for all the pleasure their game has given me.
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Unread postby icycalm » 27 Nov 2018 18:53

Electricity is coming to Rust.

Community Update 209
https://rust.facepunch.com/blog/community-update-209/

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Once we are done with LiF we should play at least one week of Rust just to check out all the stuff that's been added in recent months, which is tons. Several CULT players who never got a chance to try Rust with us back in the day have told me they are interested in playing it, so I think we should be able to get maybe 10-15 players in for a week, which is significantly more than we ever had before. I think the most we had before was maybe nine or so. You can think of Rust as the sequel to LiF in a setting sense (though mechanically it is the other way around), so that you tech up from one game to the next as if you are playing Civilization. So the same team we are building for LiF can simply move on to Rust (and then to New World and eventually Star Citizen), if all/most of the players are down with that. So whatever effort we invest in building the team now should reap rewards for us for years, as long as people stick around, which I hope they will.

We should also perhaps try revisiting ARK and Conan at some point, with the bigger, expanded team. Playing those inferior games extensively, week after week, gets boring, but if we switch between them week after week... they might be more fun. I think it's worth trying, at any rate. Most of us already own all these games anyway, and everyone else can get them on sale or on G2A fairly cheaply.
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Unread postby icycalm » 07 Dec 2018 00:01

Electricity finally arrives in Rust.

The Electric Anniversary
https://rust.facepunch.com/blog/electric-anniversary

Facepunch wrote:Celebrating Rust's 5th anniversary with a huge update: electricity is here, enabling players to build elaborate defensive contraptions and other amazing devices. This patch wipes the servers. Enjoy!


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And that's not even all of what's been added. Among other additions, there is now an M39 rifle and coming soon there's a barge which will eventually be used to spawn new players, plus an oil rig.

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Plus, I forgot to link the Hot Air Balloon Update last month, and don't forget that cars and rideable animals are coming at some point too: https://rust.facepunch.com/blog/the-hot ... on-update/

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It is incredible the amount of work that's been put into the game over the years, and no one can tell that story better than its creator.

Maurino Berry wrote:Just over 6 years ago I fired up Unity and created a new untitled project. I was going to make a survival game I wanted to play. I didn't know if it would make it past the prototype stage and I most certainly had no idea it would go on to become such a hugely successful game spawning endless memories and stories of exploration, defeat, victory, loss, and often rage.

On December 11th, 2018 Rust will have been on Steam for five years. That's a third of my adult life. Words cannot express how thankful I am it has been well received and that people continue to play and enjoy it. Rust wouldn't be what it is today without the entire team of extremely talented professionals I have had the pleasure of working with at Facepunch Studios. The long hours and dedication they show for Rust makes it what it is today.

There’s still so much to do, and not a day goes by that I don’t have some kind of a shower thought and run to my computer to add it to my notes. There’s still so much left to do in the game and I couldn’t even hazard a guess as to when I’d consider it “done”.

Thank you all again. And, hey, maybe I’ll be writing another one of these in 5 years!


Amen to that, brother. No wonder he's made one of the best games ever with that attitude.

The Cult will be returning to Rust as soon as we're done with LiF. Which could take a while, so don't hold your breath. But when it happens, it'll be glorious, so be prepared for it.
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Unread postby icycalm » 08 Feb 2019 06:20

More insane additions to Rust. There have been so many of them in recent months that I've completely lost track. There must be at least twice the amount of gear and complexity in the game now than when we were playing it, what... 2+ years ago?

The Air Power Update
https://rust.facepunch.com/blog/february-update

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There's a freaking chopper now for christsake, and radio transmitter stuff and an oilrig around the corner and cool new water with waves and shit.

One of these days I am getting back in the game, and staying there. Maybe as soon as this Saturday, I don't know. But I am definitely going to experience all this stuff at some point.
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CCTV Update

Unread postby icycalm » 06 Mar 2020 12:57

CCTV Update
https://rust.facepunch.com/blog/cctv-update

Facepunch wrote:This update brings CCTV Cameras and Computer Stations for all your surveillance needs as well as various optimizations and improvements.


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Rust - CCTV Surveillance
https://www.youtube.com/watch?v=rDNUi7ixZak

Also awesome, and not shown in the trailer is the Trumpet Auto Turret!

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It will blare "random notes" when hostiles are around. So you don't even need a sentry, at least not for routine security 24/7.

Imagine being in your mancave, slaving away at some task, and suddenly you hear the blare. It's a whole new dimension of tactics and action.
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Unread postby Ciaróg » 11 Nov 2020 13:50

Stables Update
https://rust.facepunch.com/blog/stables-update

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In addition to the main feature of stables and some more variety of weather which are welcome additions to the game Rust also just added Telephones. This is huge in particular for Uberust because of the way we play using only the in game chat. It adds so much extra possible depth to the game.

Facepunch wrote:Catch up with friends and prank call your enemies with the new Telephone deployable. Once deployed and connected to power, you can use the telephone to call any other telephone on the island. Simply enter a number, hit Dial and the other phone will start ringing and can be picked up by anyone.

Looking for someone new to chat with? You can use the Directory tab to see a list of public phones. Any phone with a name will be listed in the directory, so to make your phone public you just to need to name it in the Dialing UI. You can delete the name of your phone to disable the public listing if you want some peace and quiet.

You'll find Phone Booths in several Monuments that are available for use if you wanted to check in on your base while in the outpost. Monument Phone Booths are all publicly listed and will appear in the Directory tab for everyone. There are also a small number of Phone Booths on the side of the road.

If you find yourself calling friends regularly you can also use the Contacts page to manually save numbers for future use.


Imagine phoning home because you found an incredible stash at a monument and you need help to carry it home safely only to hear one of your enemies laugh down the receiver and inform you your base is now under their control.
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Unread postby icycalm » 11 Nov 2020 18:34

This has huge implications even for the regular game. Now all the clans will have their own numbers in the server's directory listed under the clan name, and they will be able to contact each other and set up alliances etc. within mere hours of the wipe. Just because people use Discord doesn't mean they have the Discord address of every clan in the game, in fact in my experience the opposite is true. So now even the regular servers will become much more strategic, though of course still nowhere near the level of Uberust. (And note that this is something that games like LiF and Atlas can't do because of their theme.)

Also note that I distinctly remember years ago that there is a walkie talkie asset in the game's files, or at least concept art of it was posted on the roadmap at some point, and that would be even more of a game-changer for Uberust if it made it into the game. And now that the phone is in, I think the walkie talkie can't be far behind.

And finally, this from a year ago: https://www.reddit.com/r/playrust/comme ... e_in_rust/

FriyMan wrote:Radio communication is now possible in Rust!

Now that the new detonator has been added to the game, I realised that we can now create working radio telegraphs, that will use morse code to communicate. Just hook up a radio receiver to a light, and boom! you have a radio telegraph that can receive messages in morse code from someone clicking a detonator. I do not think that it would be widely used, as, well, discord is a thing, but anyways, I think there is something to be explored in this case. Hopefully, we could have a full working telegraph some time in the future.


TelonTusk wrote:just wait for someone to make a dot matrix display with lights and computer and you can send ascii characters over radio signals


FriyMan wrote:OOOOOOHHH YEEEEAAAAAAH!


Meanwhile, none of us has ever reached the electricity stage either in the regular game or on Uberust lol. I am up for playing a wipe soon and trying to rectify this. Maybe in December.
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Re: Facepunch updates

Unread postby icycalm » 03 Jun 2021 22:37

No videos from Facepunch or Shadowfrax yet, for some reason, but the Rustafied blog has stepped in with a video of its own: https://m.youtube.com/watch?v=mtfPTTmCbp4

No submarines unfortunately, but the updated animal models and AI are in, including wolf packs of three etc. The headline feature is a contacts system that screenshots and remembers and categorizes every player you will run into. Might be useful for making allies and forming teams. Other stuff is in too like colored wires etc. There’s also a crazy update which, if I understand it correctly, can hook up Rust to your home and sound your home’s alarm or some shit when various electrical things in your base get triggered.

Detailed explanations here: https://rust.facepunch.com/blog/contacts-update

There are 130,000 people playing on Steam alone right now.
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Arctic Update

Unread postby icycalm » 03 Feb 2022 20:35

Amazing new update that adds tons of depth to the arctic regions of the game.

Arctic Update
https://www.youtube.com/watch?v=psAEewE_4_E

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https://rust.facepunch.com/news/arctic-update

Facepunch wrote:This month's update brings a new monument, the Arctic Research Base, snowmobiles, polar bears, AI update, spray can item, QOL changes and much more!


This basically means that if you want a base that has everything, including snowmobiles in your garage, you now need to put it in the arctic region, which is also the toughest region in the game. And it of course must be placed on the water so you can have boats and now also submarines.

We still haven't played after the submarine update, and now with the snowmobiles we'll have tons of new stuff to do. I foresee a new wipe in our future coming in a few months.

I also love the heavy snowstorm sounds in the trailer. I hope they're in the actual game when you go to the arctic region and weren't just put in for the trailer.
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Re: Facepunch updates

Unread postby icycalm » 03 Mar 2022 19:56

Rust soundtrack update premieres on YouTube in three minutes: https://www.youtube.com/watch?v=K7vmP1f3f1g

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No one is quite sure what it is. It will be purchasable on Steam no doubt, but will it have extra tracks or game functionality? It’s a weird choice for their monthly update.
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Industrial Update

Unread postby icycalm » 02 Feb 2023 20:54

Industrial Update
https://www.youtube.com/watch?v=GMybqJ2eYSc

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The industrial update is finally live, and despite their best efforts to make it look cool in the trailer, it still looks dumb. The assets themselves look cool enough as part of an industrial fluid system, but not to move tree trunks and beds around.
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