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Facepunch updates

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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 » 20 Aug 2017 14:07

It looks like there are six achievements now, and they are actually unlocking.
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Unread postby icycalm » 22 Aug 2017 20:54

Community Update 148
Rust's Thompson made real, a different perspective, lore, and more.
https://rust.facepunch.com/blog/community-update-148/
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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 » 30 Aug 2017 06:09

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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:

chrome_2017-09-21_13-52-58.png


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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Devblog 194

Unread postby icycalm » 18 Jan 2018 22:20

https://rust.facepunch.com/blog/devblog-194/

Leaving Early Access next month.
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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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