default header

Uberust

Cult War Journal #2: Breach and Clear

Moderator: JC Denton

Cult War Journal #2: Breach and Clear

Unread postby icycalm » 04 Sep 2026 20:34

Image

Official Page: https://rust.facepunch.com/news/breach-and-clear

Facepunch wrote:This month's update brings you Monument Blockers, Breakable Attack Heli Armour, HQM Nodes, Upkeep Group Scaling, various item buffs, and QoL and balance changes, as well as many performance updates and much more!


Official Teaser: https://www.youtube.com/shorts/FgorQu3f5Ys

Image

Game Start: Saturday, September 5 @ 2 PM UTC and continuing through the month

So starting from this month I will be titling the War Journal entries the same as Facepunch's updates, since we'll be playing monthly wipes. No need to reinvent the wheel here. And I would therefore like to launch a tradition that we at least make an effort to engage with each update's headline feature. Last month the Power Trip update turned on the power functionality in the Power Plant and several monuments linked to it, and I visited the Supermarket extensively and got several batches of the chilled food that the update introduced. So I feel that last month I did engage with the headline new feature, even though I only played for a week. For this month, on the other hand, the monuments affected by the monument blockers feature are the top-tier ones that there's no way in hell we can engage on the first day, if even the first week. Moreover, the big clans will clear those blockers within a day or two, so unlike last month's feature, this one can only be accessed in a very limited timeframe. In fact, since it's been a day since the wipe, I am sure the blockers are all cleared. So impossible to engage this month.

The second headline feature, "upkeep group scaling", kicks in pretty much automatically as long as you have more than 4 players authorized on a base. So if we get 5 tomorrow, we'll be paying 2% extra on upkeep. It won't make a noticeable difference to us, but we WILL be engaging with the new features, so I'll chalk that up as a success. But we may not get 5.

Next up in the list of new features are the new high quality metal ore nodes, and we will DEFINITELY be engaging with those over a full freakin' month. Moreover there are tons more smaller changes that we'll have to deal with anyway, read the official page, so I am feeling good about my update engagement requirement even if the headline feature is inaccessible to us. At least directly inaccessible, because indirectly it affects the entire server since it slows down the big clans. So for example, if you want to buy something from them, availability and price differences are already factored in for you.

Overall, it's a minor update, which is why it only gets a teaser animation instead of a full trailer. Not all updates get full trailers. Last month's update was huge, so it got a great trailer. We should get at least two more large updates before year's end, and I'll be posting about them in other threads in due course.

For this update, we just have to get used to the pace of the monthly wipe, which will open up to us a whole new level of depth of engaging with the game. It means we'll have the time to reach the industrial stage, which means we'll be forced to deal with the electrification stage in order to power the industrial stuff. We'll have to wire up the entire base! For lights, traps and turrets, electric furnaces and more. The most we've done with electricity before is connect a solar panel to a battery to power a phone. Now we'll play Factorio in Rust!

Image

Regarding the start day, I decided to go for Saturday since we aren't playing anything else this weekend. If we're playing Battlegrounds or a Star Citizen event, this won't be possible, and in those months we'll be playing on wipe day (Thursday). But on free weekends, why not start on Saturday to get more people in? The 2-day loss isn't a big deal on a monthly server, and it occurred to me there may even be an advantage to it... You get to see where all the big bases are, so you can try to avoid building near them. And that's a huge advantage on a long-term server where the clans are much more committed and have much more time to mess with other people's bases. You WILL get raided on a monthly server, and one of the major ways you can ensure you're raided less is to build as far from large clans as possible. A Saturday start will give you the intel you need to make a wise choice. Of course note that with all my other requirements for a Cult Base (must be on coast, near snow, road and rail, and so on, not to mention the Apartment Complex), it will be a challenge choosing what to compromise on, since it's impossible to satisfy all these requirements (the big clans also love the coast and roads, etc.) But that's all part of the fun of the early-game.


P.S. Rustoria.co US Long Premium, which we'll be playing on, has the Premium tag which is a new game feature. It was introduced to help combat cheating, and it means you must have at least $15 worth of skins or DLC in your account to log in. It's a one-time payment, so it's well worth it, plus the skins and DLC are always useful. Post in the #rust channel on Discord if you need help picking the skins or DLC.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Rust Trailers

Unread postby icycalm » 04 Sep 2026 21:18

Every month I will be posting the top 2 Rust trailers in the month's War Journal thread for hype. Always the same two. They're two of the greatest game trailers of all time, very high up the list, the first unrivaled in atmosphere, and the second in action. I watch them regularly. They make me want to play the game all the time.

Console Announcement Trailer
https://www.youtube.com/watch?v=1uprAyRDZn0

Image

Official Trailer
https://www.youtube.com/watch?v=LGcECozNXEw

Image
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Debrief

Unread postby icycalm » 01 Oct 2026 16:47

Our second wipe since our return to the game (see The Cult Returns to Rust!), and first full monthly one, was a huge success, especially if you consider we played in the most popular monthly server. We played the entire month, if you discount the first Thursday and Friday so we could have a Saturday wipe day, and survived something like half a dozen raids. The last one did get us good though, by an experienced group that stuck our TC at our roof, which was hard to reach without building privilege. Hell, it was hard to reach WITH building privilege while I was building the last three floors, because the outside scaffolding couldn't reach the last floor due to stability issues, so I had to build an inside scaffold for the last floor. I wonder if I had built one floor fewer, if we'd have survived even the final raid. Something to think about for the next wipe. And we didn't even strictly NEED the last floor! I added an extra one "just in case" we ended up needing it for something. And it cost us the base lol.

Image

My personally most proud achievement was the security room with computer station and access to CCTV in our base and across monuments on the island. The custom door skin was chef's kiss.

Image

View from the CCTV in the oil rig across our base. Not sure if it was the small or large oil rig. You can see our base at the top-right if you know where to look. It looks tiny from here because it's a large distance.

I was just about to launch a campaign across the island to register all the NPC CCTVs with our computer when we got the final raid and lost the base. Next time.

Image

Next biggest achievement in my book was the helipad roof, still under construction when we lost the base. You can see the heli-themed garage door leading to the elevator, and the emergency armored ladder hatch next to it. The aforementioned oil rig is in the distance.

Image

Terrific view from up there. Notice the inner tube in the pool I threw in as a nice touch.

Image

Ice throne in the recreation area. Looks fantastic, complete with swirling ice vapor. We later put the mini fridge next to it with the telephone on top of it and a skull rug in front of it, tying the area together nicely. We were planning on moving it to a dedicated throne room on the top floor when the last raid knocked us out.

Image

Our Die Hard-worthy elevator hatch. First time in the game that we managed an elevator. It used to be endgame item years ago, but now it's more like midgame.

Image

Drop box-skinned box connected to the drop box, with full automation sending everything to the appropriate boxes and even furnaces, plus electrical connections to our 3 large batteries, one of which can be seen at the far-right. All automation and electrical work by shubn.

Image

A moody garage shot by ysignal. You can see one of our car lifts with a car on it (the second is behind him, and that has a car too), and in the back our 3 electrical furnaces with automation and electrical cables. We really needed a bunch more of these furnaces and were in the process of moving them above the garage and adding more when the last raid shut us down.

Image

Final base pic. I am not happy with that many windows on the tower, it makes it look like an office building. I was planning to remove some of the windows and turn others into armored shooting spots when we got the last raid and lost the base. Next time we'll need a better window-placement plan because this time I was just copying the second floor's placement over and over.


Some conclusions in note form:

  • Our basic base design evolved from the snowflake we saw on YouTube and is pretty cool in function and aesthetics. It's quite weak for defense though, so we need to shore it up. Of course, we could move to a completely new design, but someone will have to make a case for it. Until then, we continue with what we have demonstrated, which several people besides me know now to varying degrees.

  • The main way you survive raids is by having emergency TC materials in stock in various locations. The two biggest raids that fucked us up the most did so due to decay damage from empty TC, NOT due to the raiders' damage. It took us a whole day of work to recover from the first, and we never recovered from the second, whereas if we'd had emergency materials (and access to the TC of course) we could have bounced back in an hour. So always keep at least a few hours' worth of emergency TC materials in at least one location, and ideally in two or three.

  • Though we didn't exhaust the tech tree, we did research close to 80-90% of it, and we now have a pretty good idea of research priorities for future wipes. Same with building priorities for base modules. So for the next wipe we should be able to operate and scale up our activities considerably faster, leaving time to pursue several base modules we didn't manage to get to this time, plus the new ones that will be introduced until then like the expanded animal farm coming in with October's update.

  • Wipe participants: icycalm, shubn, ysignal, Some guy, recoil, plus newcomer Adjudicator.

  • Our full wipe chatlog with dozens more screenshots and tons of commentary is available in our #rust Discord channel and I plan to copy-paste it in this thread, including our streams of it, sometime before our next wipe (which I estimate coming in 3-6 months).

I will keep reporting on news from Facepunch, DLC and skins, tactics and misc. topics. Follow along if you're interested, and be alert for announcements on our next wipe if you want to join us or just follow our escapades on Twitch and Discord.

Can't wait to get back into this world and make even more progress.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands


Return to Uberust