T1 HANDMADE SMG
This month we're adding new weapons, firstly filling a gap in the weapon lineup, the Handmade SMG is unlockable near the end of the T1 tech tree.
While it lacks accuracy and raw damage, it compensates for this with sheer volume, letting players unleash a hail of bullets. Skilled survivors can use it to stay competitive by timing their attacks and positioning themselves carefully, allowing for surprise bursts against better-equipped foes.
SKS
Unlockable at the start of the T3 tech tree, the SKS bridges the gap between the SAR and the M39. This mid-tier powerhouse combines punchy damage with accuracy, making it a reliable pick for players who want a no-nonsense rifle with solid range and stopping power. The SKS delivers balanced performance with a kick that seasoned survivors will appreciate.
IMPROVED WOLF AI
Hello I'm Maverick!
I recently joined Facepunch to work full-time on the AI and it's been a blast so far.
This month we're releasing the first step of a major AI overhaul. We're starting small by just updating the wolf, but long-term the goal is to update scientists and all other animals.
The why The current wolf feels a bit like a landmine: if you're walking around and you didn't see it or hear its footsteps, you die. That issue is of course amplified in the pitch black night.
Since wolves runs faster than players, once spotted your only options are to try to kill it before it kills you, or jump out of reach if possible.
Since the wolf charges in a straight line, you don't really have to aim and if you have a nailgun or better it's just a matter of unloading the magazine as fast as you can.
Assuming you spotted the wolf before it spotted you, hunting it was not really engaging. When shot from a distance wolves don't charge and just flee very far away, often forcing you to engage in a long hike to get its loot.
The result of this is that the wolf was either frustratingly hard to handle, or trivial, with no in between. This motivated us to reshape the wolf into something that would pose a challenge that feels fair, and can be tackled in multiple ways.
The how I could write an exhaustive list of all the new behaviors, but I think it'll be way more fun for you to experiment and I'm confident the community will find even the cool hidden ones.
Forget everything you know about the old wolves and just try out stuff that seems like it should work!
QUALITY OF LIFE CHANGES
IO Arrows New arrows that show input/outputs when looking at IO deployables
Floating objects drift down rivers Corpses, Boogie Boards, Boats now float down rivers
Hear player voices over CCTV Listen in on the group taking Oil Rig
Disable Monument CCTV Can now damage monument CCTV cameras to disable them for 5 minutes
Copy Paste IDs in F7 menu Easily get a player's ID when using the Report menu
Add vendor NPC's to all Water Wells Every Water Well variant now has killable vendor
GESTURE PACK DLC
This month we've added more ways for players to communicate and express themselves with the introduction of our first gesture pack - available now on Rust's permanent item store.
The pack includes 8 new gestures:
- Rock Paper Scissors (Mini-game)
- Loser / L Hand
- Knuckle Crack
- No-No / Wagging Finger
- Cut Throat
- Shush
- Watching You
- Finger Gun
NOTE: You'll need to assign the gestures to a slot on the gesture wheel via our new gesture wheel customisation on the main menu under Options > Gestures (learn more below)
Rock Paper Scissors Included in the pack is our first ever gesture minigame; Rock Paper Scissors.
Trying to decide which teammate does the next farming run? Or who gets to use the L96? Now you can settle the score with a round of Rock Paper Scissors.
To play, select Rock Paper Scissors from the gesture wheel then wait for an opponent to interact with you to start the minigame. (Note: you'll need to assign the gesture to a new slot via the main menu for it to appear on the gesture wheel)
Once a 2nd player joins, you'll be prompted with UI to choose a hand/option to play - use the numerical keys on your keyboard to make a selection of either rock, paper or scissors. Both you and your opponent will have 10 seconds to make a choice; If the timer runs out or a player moves too far away, the mini-game will end.
After selections are made by both parties, each player will "shoot" simultaneously on the count of three to determine a win, lose or draw result.
We look forward to seeing how you all use the minigame - our plan is to add similar interactive gestures in the near future.
GESTURE WHEEL CUSTOMISATION
In order to support the new gesture pack we’ve added the ability to customise your gesture wheel this month, as well as adding a new wheel so you can access double the gestures. You’ll find this in the Options > Gestures menu.
Customising your wheel is straightforward from this menu. Simply click on a slot to change what gesture is assigned, or use RMB to clear a slot. You can access the second wheel via the arrows at the top, and use E/Q to switch between gesture wheels in-game.
We’re just exposing two wheels as even with the new gestures you won’t be able to fill them up, but we’ve now got the system built so we can add more wheels as we release more gestures down the line.
RADIOACTIVE WATER BUFF
The introduction of Radioactive Water last month was pretty weak. We felt it needed a buff to bring it in line with the original vision.
Here are the changes to Radioactive Water:
- We have increased the radiation amount from sprinklers by 70%
- We have increased the radiation amount from splashes by 40%
This makes Radioactive Water the counter against full kits that it should be.
MIXING TABLE IMPROVEMENTS
This month I added some nice QOL improvements for the mixing table.
- You can now click a recipe to add the required ingredients to the mixing table inventory, in the correct slots.
- Repeat clicking will stack the additional ingredients required to produce another of the same item.
- Shift-clicking will add the ingredients for the maximum number of items you can afford to produce.
- The recipe names of recipes you cannot afford to produce are now also greyed out, making it much quicker to see what you can currently create.
Finally, I made some minor performance and memory improvements for the mixing table UI.
ANTICHEAT UPDATE
Since our last anti-cheat update back in July, we have applied an additional 91,676 bans, 19,398 of these were temporary, and the remaining were permanent bans. Here's the breakdown per patch:
World Update 2.0 - October
- 22,473 permanent bans
- 6,735 temporary bans
- 113,580 reports
Time To Kill - September
- 14,885 permanent bans
- 5,294 temporary bans
- 77,871 reports
Stay Alert - August
- 22,827 permanent bans
- 1,386 temporary bans
- 105,031 reports
Road Renegades - July
- 12,093 permanent bans
- 5,983 temporary bans
- 102,764 reports
Notes
- Patch-specific report data is only from Facepunch Official servers due to data reliability originating from non-official servers, the total number of reports across all server since July is 5.3 million.
- Bans that were later reverted are excluded from these metrics.
- Bans are placed for multiple reasons. The numbers above do not strictly reflect only cheat-related bans, but cheat-related bans make up the vast majority of bans.
- A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics
.The above is to provide context and transparency, not to state we're doing a good job, there is much more to be done in this area, and we are continuing to work on it.
Next In July, I talked about server-side player culling, if a player is behind a hill and you can't see them, don't network the player. We feel we've done all we can in internal testing and will now roll out this change slowly across all official servers starting this month.
We teamed up with a third party to handle takedowns on our behalf. One of the core objectives is aimed at cheat-related material. The takedowns will be made at the request of Facepunch staff after manual review. There is no automation, and there is no room for innocent content to be taken down.
- We've taken down over 1200 cheats-related media on social platforms.
- We're working continuing to work on several other legal fronts to disrupt cheaters.
COPY PASTE
Copy Paste is a new admin tool that allows server admins to copy, paste & save bases!
This opens up a number of new workflows such as allowing admins to submit a copy of a base when they are submitting a bug report. It also will speed up testing on staging, allowing you to paste platforms with every item you need to test new content.
If you are interested, head over to the
wiki page[wiki.facepunch.com] to learn how to use it!
TWITCH DROPS - RUST KINGDOMS RETURNS
Rust Kingdoms returns! The ultimate battle for control begins this Friday on
Twitch[www.twitch.tv]!
Watch live as some of the biggest creators both in and out of the Rust scene stake their claim for the throne, through serving/defying their masters, picking battles carefully, or risking all their rewards - who will rule the kingdom by Sunday 17th?
[twitch.facepunch.com]Don't miss out on lots of epic Twitch Drops too! You can sync your account at any time
here[twitch.facepunch.com].
FLASH SALE - 40% OFF RUST THIS WEEKEND
In case you or your friends missed the World Update 2.0 sale, the game is now 40% off again for this weekend!
This also includes all
standalone DLC on the Steam store
Head on over to
Steam to take advantage of this 48 hour sale, just in time for this month's wipe and the latest patch update.
FACEPUNCH SERVERS
Many official Facepunch servers, especially those in Eastern and Western Europe and Eastern US, have been upgraded to new, higher-performance hardware. This long-awaited upgrade should significantly improve stability in these regions during peak time. Some servers also received a slight increase in their max player capacities.
Following this update, you may find that your favourite Facepunch server is no longer on your favourites list. To find it, please use the search bar in-game and, if needed, enable the "show empty servers" option.
Upgrades for other regions will be rolled out in the coming weeks.
All blueprints have been transferred, so no progress has been lost.