Devblog 109

  • https://playrust.com/devblog-109/


    Changelog:


    Lots of audio polish & mix tweaks
    New footsteps w/ more variations per surface type
    More bow & crossbow attack sound variations
    Bear/wolf footsteps are audible from farther away
    Fixed movement being faster when walking diagonally
    Fixed metal facemasks not always protecting against headshots
    Procedural Map: Dungeon updates
    Procedural Map: New powerline meshes
    Procedural Map: New mountain types
    Procedural Map: More distance between huge mountains
    Procedural Map: Reduced water wave clipping
    Procedural Map: More aggressive altitude based snow
    Procedural Map: Snow patches of various sizes in the far north
    Procedural Map: Micro cliffs can no longer spawn on roads
    Procedural Map: Wild pumpkins and corn spawn more reliably
    Procedural Map: Mushrooms spawn inside forests on ground patches with no grass
    Procedural Map: Overall mushroom, pumpkin and corn populations are higher
    Procedural Map: Airfield walls no longer float slightly above ground
    Procedural Map: Fixed rivers sometimes intersecting with dungeon sewer systems
    Procedural Map: Loading time optimizations (mostly cliff and monument placement)
    Procedural Map: Reduced overall bush and clutter rock density slightly
    Procedural Map: Tweaked the size of driftwood spawn patches
    Procedural Map: World size is now clamped between 1000 and 6000
    Many food items now stack to 10
    556 stacks to 100
    Charcoal stacks to 1000
    Fixed helicopter gibs being destroyed by fire
    Human meat reduces hydration
    Added new Waterbarrel art
    Reactive target cost reduction
    Reactive target automatically resets after 6 seconds of being knocked down
    Added Fish Trap
    Added various fish meat and constituent products

    Chillen ist die Kunst, sich beim Nichtstun nicht zu langweilen.