Tag: Patch

Perms, Clans, Goods

Perms, Clans, Goods

I’ve got some updates for you Bumfuzzlers! We’ve got talk about Rust patches, signals, airdrops, stacking items, smoke rockets, the SuperHeli and more! Read on!

Signal Cooldown (Modtopia)

Unfortunately it appears the supply signal cooldown was causing smoke grenades to convert into supply signals! We can’t have that 🙂 so I’ve disabled the cooldown for now. Santa will know how many of you took advantage of that one! 🙂 For now, enjoy spamming supply signals and smoke grenades to your heart’s content!

Thanks to Rumguzzler for reporting the issue and for Kreeperlink helping me duplicate it!

Stacking Items (Modtopia)

I noticed, when testing the smoke grenade and supply signal situation, that some items weren’t stacking properly. For instance, smoke grenades only stacked to 2 and the latest Halloween items didn’t stack at all. I went through the items and adjusted stacking numbers to what they should be.

  • Now stacks to 256
    • Smoke Grenades
    • SAM Rockets
    • New Burlap Gloves
    • Coffin Storage Boxes
    • Cauldron
    • Diving Fins
    • Diving Mask
    • Diving Tank
    • Diving Wetsuit
    • Fishingrod Handmade
    • Fogmachine
    • Geiger.counter
    • Gravestone
    • Halloween Lootbag
    • Hazmatsuit Scientist Peacekeeper
    • Knife Butcher
    • Large Candles
    • Leather Gloves
    • Roadsign Gloves
    • SAM Site
    • Scarecrow Head
    • Small Candles
    • Spiderweb
    • Spooky Speaker
    • Strobelight
    • Tactical Gloves
    • Wall Graveyard Fence
    • Watchtower
    • Weapon Mod 8x Scope
    • Wooden Cross
  • Now stacks to 100,000
    • Paper
    • Glue
    • Sticks
    • Blood
    • Salt
    • Bleach
    • Duct Tape
    • Battery

Skull Money (Modtopia)

Originally, you’d get some cash for crushing an opponent’s skull, but some people who will remain nameless lol! It wasn’t supposed to allow fellow clan members or friends to collect the blood money! Due to that, it’s now disabled until there’s a fix. Don’t worry though. Humiliation is still in place!

Sign Images (Modtopia)

There was an issue placing images using sign artist (/sil) on to XXL signs. That’s now been resolved so you should have no issues decorating your base with your favorite memes!

Thanks Doc and Rumguzzler for the feedback!

P.S. – There may be an issue where signs don’t keep their images after a restart. I’m trying to find time to research it further. Special thanks to Doc for helping me test this.

Airdrop Loot (Modtopia)

The airdrops were slightly OP with loot and if you consider that subscribers have been getting 5 airdrops every so often plus airdrops for voting airdrops, it needed a slight nerfing. I’ve left all of the good items in there, but simply added more items to dilute them. This means more randomization and hopefully a bit more fun in finding a good item. It shouldn’t be that difficult as there are still good items in there.

Also, I’ve lessened the subscriber airdrops from 5 to 3. This means you can get your hands on up to 5 airdrops every 48 hours between subscribing and voting. That’s still pretty darn good.

It may take a slight nerf again, but we’ll see. Obviously we all want the loot to be good, but just not over the top.

Thanks to Kreeperlink for your feedback!

Calling SuperHeli (Modtopia)

First of all, why would you call the SuperHeli? 🙂 Regardless of your reasons, when you hit level 17 (/loyalty) you can call the SuperHeli. However, as you level up, cooldowns are supposed to go down and the amount of times you can call the SuperHeli (/callheli) is supposed to go up. Unfortunately that wasn’t happening. Now it will.

Thanks to JoePerry for the heads up!

P.S. – Be careful if you call the SuperHeli either through /callheli or the store (/s). If there is a SuperHeli already up, it may cause the copter you called to be destroyed. There’s a limit imposed on the number of SuperHelis that can exist at one time for obvious reasons. Imagine there were 3 up at a time? Yeesh!

Teleportation (Modtopia)

Similar to the calling of the SuperHeli, there were some missed permissions on teleportation (/tp). Players at certain levels may have been getting the default teleport settings for cooldowns and countdowns when they should have been getting a reduction in time as their levels went up. This should now be resolved.

Thanks JoePerry for the heads up on this one!

Server Patch

There were a number of exploits with the hot air balloon and some other bugs so Facepunch was nice enough to release a server & client patch on Monday. Here’s a list of the various fixes as per Facepunch. It’s not extremely descriptive, but if you were following the various exploits and issues it might make more sense.

  • Fixed footIK mess when crouching
  • Fixed Hot Air Balloon exploit
  • Skin bundle update
  • Fixed lodding issues on rowboat
  • Fixed another Hot Air Balloon exploit
  • Fixed boats clipping in front of cargoship
  • Fixed triggerhurtnotchild warning

Btw, I saw today that Facepunch was doing some work on electricity. It’ll be interesting to see players have to first cut off a base’s electric before going in for the raid.

Clans

Lately, there’s been some talk about clans and their size and while clans are important to the game, I happen to agree some limits might be a good idea. Large clans can overpower a server, create an unsavory environment for solo/duo players and scare new players away from the server. Due to this, I’ve lowered the limit for clan members from the default of 8 to 3.

There’s a good chance I’ll raise the limit in the future, but for now let’s see how this goes. I feel clan member limits should be based on average population of the server. If there’s an average of 10 people on the server at any given time, clan size should be limited to duos or trios. If it’s 25, it can be upped to quads and if it’s 100, we can allow for 8.

Some of the other settings:

  • Alliance Limit: 1
  • Member Limit: 3
  • Moderator Limit: 1
  • Ally Friendly Fire Option: Off

Thanks to everyone for participating in the Discord discussion. I’m sure it’ll be an ongoing topic.

P.S. – I also configured clans to purge the inactive clans after 60 days of inactivity.

Selling Smokes (Modtopia)

Smoke rockets have two modes – locked-on = lots of damage, not locked on = not so much damage. When locked on they do about 20 times more damage and because of that, and the perk of locking on, I’ve gone ahead and lowered the quantity in the store to 1 and raised the cost to 2.

Also, it appears the blueprint for the smoke rocket will actually seem to work, but the crafting menu doesn’t show it there so you can’t actually craft it. Due to that, I’ve removed the blueprint from the store and credited back money to anyone who purchased it.

At the same time, keep in mind you can use /craft.lockon to create lock-on rockets. It’ll require 1 regular rocket and 1 tech part which seems fair.

Thanks to Kreeperlink and Doc for the feedback!

Loot & Resources (Modtopia)

Modtopia used to be set to a 1 week wipe cycle, so in some situations, the loot is still reflecting a shorter life cycle.  Both loot and resources are probably a little higher than they need to be for a 1 month wipe cycle and it’ll take a little bit of time to get it right.

The more feedback I get from you Bumfuzzlers the faster it’ll go. Maybe by next wipe, the server will be tweaked just in time for the North Pole to come to Modtopia. Yes, Santa is coming soon so you better be good for goodness sake! 🙂

Thanks to all the Bumfuzzlers who provided feedback. It’s so critical to ensuring the server is configured properly and the various aspects of the configuration work properly. Let me know what you think about the changes. Nothing is set in stone! Please keep it up and have fun!

 

Griefing, Chinook, Feng Shui

Griefing, Chinook, Feng Shui

Howdy Bumfuzzlers! Just making sure you’re getting your regular feeding of updates now that updates aren’t actually being updated-ly 🙂 The folks at Facepunch are still working on the game, but of course as I mentioned, now that they’re out of early access, they’ll be releasing only one patch per month (Thursday March 1st). That doesn’t mean we don’t know what they’re up to! Here’s a list of some items they’ve been working on recently.

Grief Protection

It appears players would sometimes find a cabinet, destroy it and then let the decay process finish off the rest of the owner’s base. Apparently Facepunch is building in a process to make it so that destroying the cupboard in this situation will result in an automatic 24 hour protection.

This seems a little weird to me though since it probably should be based on how many resources are in the cupboard to being with. For instance, maybe instead of 24 hour protection, it should be for ‘x’ times the pre-existing time, but that’s Bumfuzzlered too.

Let’s see how it turns out. My guess is they’ll come out with a fix for the fix lol

Item Manipulation

Finally we can now pick up and repair those forgotten items like beds, signs, picture frames, mailboxes and more.

Sometimes Rust players want to play home decorator and rearrange furniture! I mean, if it’s yours and it’s in your house why wouldn’t you be able to move it? Sometimes you realize the bed would work better across from the door with a purty painting over the headboard! Feng shui can make all the difference.

Chinook

It’s unclear if the Chinook will make it into this month’s patch. I have a feeling it won’t, but hey, we can hope! Apparently testing is ongoing and it looks really sweet!

From what I’ve heard so far, the Chinook is part of a new event where it will hover over a given area for a certain amount of time, drop crates and potentially other goodies and if someone wants it, they’ll have to hold down the area.

Great idea! I’m also very interested in seeing what the mod community does with it!

Other WIPs

They’re apparently working on foliage shadows and they’ve set the new world reflections setting to 2 by default. This is the max yet it’s suggested it’ll improve performance. Anything that does that obviously is goodly.

They are working on new bushes and trees like birch and oak trees which should be nice.

Also, the chainsaw is still being worked on in terms of sounds and animation. This is going to be an interesting addition. I’m very curious what it will do for resource gathering. Seems to me gathering wood may be really easy, but other players will hear you for sure.

Here’s a solid overview of these updates from Shadowfrax. Enjoy!

On Thursday, this will be the first monthly patch since Rust has left early access. I’m thinking it will be interesting. Will it be a larger patch than usual? Will it be more stable? Will it be more polished and complete?

I’m rooting for Facepunch to get it right with lots of goodies and less buggy releases.

Thursday, when the patch drops we’ll be wiping the map and blueprints so get ready to make a fresh start!

Enjoy Bumfuzzlers!

World, Frog Boots, Pickles

World, Frog Boots, Pickles

Today marks the end of early access for Rust as it’s officially released today! This means a higher price and hopefully higher quality releases despite the lower frequency. So, they released a patch today and forced a map and blueprint wipe, but they gave us some pretty changes to the world and trees. There’s also some other nuggets such as frog boots, pickles, animal redistribution via biome and more! Let’s get crackin’ Bumfuzzlers!

World Updates

It’s come a long way since the original release. Over the last months they’ve really made some great strides in improving the look and feel of the game.

Here’s the original Rust release:

Now here is how it looks now:

Updated Trees

The new trees look great and when paired with the world generation changes it makes for a great looking, more realistic world.

View Model Details

We’re still waiting to see our clothing in the first person view, but here are some new pictures of how it might look when completed.

Here’s a complete list of changes with highlights from yours truly! Bet you’re going to eat your pickles with your Frog Boots on aren’t ya, ya Bumfuzzler!

Devblog 197 February 08 2018

  • NEW Added Frog Boots, My Dudes.
  • NEW Added new trees
  • NEW Added Road Exploration Tutorial
  • NEW Added Workbench Tutorial
  • NEW Added Research Tutorial
  • NEW Section Names for each tutorial instead of “task list”
  • NEW Added Pickles, with a chance of botulism
  • UPDATED Improvements in lighting process/ Higher IBL contribution
  • UPDATED Post Processes and LUTs refresh
  • UPDATED Visual upgrades on the world generation (terrain, rocks, foliage and lot more)
  • UPDATED Improved overall terrain splat mapping
  • UPDATED Higher Densities of Icebergs and Icesheets
  • UPDATED Optimized foliage system with a lot of different foliage types
  • UPDATED Vm animation updates
  • UPDATED Netting costs 1 Rope instead of 3
  • UPDATED Fire arrows cost 2 cloth instead of 10
  • UPDATED Scientists have reduced accuracy
  • UPDATED Changed default server information image
  • UPDATED Loot Barrels now drop 2 Scrap instead of 1
  • UPDATED Double Metal Door now default blueprint
  • UPDATED AK47 horizontal recoil kicks in faster
  • UPDATED Aim Sway inactive for several seconds after a shot
  • UPDATED Melee tip hides sooner
  • FIXED Fixed some streaming sound related performance spikes
  • FIXED Fixed missing mesh references on skinnable items
  • FIXED Wild Animals now spawn in biomes and terrain that fits their environment
  • FIXED Fixed inaccurate upkeep time on the tool cupboard
  • FIXED Fixed doors not decaying when their upkeep was not paid for
  • FIXED Fixed harbors not spawning correctly
  • FIXED Fixed hilltop rocks sometimes overlapping monuments
  • FIXED Fixed various small world generation issues
  • FIXED Workbench Experiments can now reveal ammo types
  • FIXED Fixed Garage Doors taking splash damage
  • FIXED Fixed task list not displaying under some resolutions
Flares, Lights, Action

Flares, Lights, Action

Woo! It must be Christmas cause there’s lots of goodies! Flares, Flashlights, Garland and now you can admire your new Skin Perk Weapons!

As always see my favorite changes highlighted below.

Devblog 191 December 21 2017

  • NEW Added Throwable Flares
  • NEW Added handheld flashlight
  • NEW Added a bunch more deployable interaction sounds
  • NEW Added Upkeep notifications and gametips
  • NEW Door Garland is available to craft w/ Window garland sitem
  • NEW Can Admire/Examine skins with N key
  • NEW Added fog start distance in dark environments (gamma / navigation exploit)
  • FIXED Fixed spinner wheel sound playback bug
  • FIXED Fixed beams being invisible
  • FIXED Fixed various errors on client and server
  • FIXED Fixed fog not always being disabled in caves (gamma / navigation exploit)
  • FIXED Fixed high external stone gate only decaying very slowly
  • FIXED Fixed roof conditional models in various scenarios
  • UPDATED Wounded players no longer block player movement
  • UPDATED Upkeep payment intervals are now saved and restored on server restart
  • UPDATED Crossbow can take underbarrel modifications
  • UPDATED Lowered some upkeep costs
Fireplaces, Frosty, Xmas Lights

Fireplaces, Frosty, Xmas Lights

The Thursday patch proves to be a merry one focusing on getting all of you Bumfuzzlers in the Christmas spirit! Get a load of all the new Christmas goodies!

 

 

Here’s a patch overview

There are definitely other changes such as extra slots added to Tool Cupboards, increased protection for Metal and Armored tiers, no more looking through metal walls, various added sounds and AI adjustments. As always I’ve highlighted my personal favorites below!

Devblog 190 December 14 2017

  • NEW Enabled Xmas Content
  • NEW Lots of new deployable placement sounds
  • NEW Lots of new deployable interaction sounds
  • NEW Doors require upkeep
  • NEW Wall frame inserts require upkeep
  • NEW Floor frame inserts require upkeep
  • NEW Deployables inside the building privilege radius are decay protected
  • NEW Added decay.delay convars (all default to 0)
  • UPDATED Open/close sounds only play for the local player
  • UPDATED Tweaks to a few existing deployable sounds
  • UPDATED Animal behaviour overhaul
  • UPDATED Optimized upkeep backend
  • UPDATED All barricades can be repaired
  • UPDATED Added extra slots to TC
  • UPDATED Normalized building protection between tiers
  • UPDATED Increased protection for Metal Tier (2x stone)
  • UPDATED Increased protection for Armored tier (2x metal)
  • FIXED Animals can no longer walk through closed doors at monuments
  • FIXED Fixed broken items being traded in vending machine
Building, Junk, Cupboard

Building, Junk, Cupboard

Woohoo Bumfuzzlers! It’s a wipe! and a giant update that will surely be game changing!

We’ve got building 3.0! The Junkyard monument is in and hopefully spawned on the new map I chose for the wipe. I didn’t see it in the Rust:IO map. Also a new quarry monument! New water effects! and a hole bunch more! I have plans for this wipe which will take a day or so to put together 🙂 Can’t wait to post about it!

Check out some of the related videos and pics of the update below!

I’ve highlighted what I feel are the most important updates as always. Enjoy the updates Bumfuzzlers!

Devblog 189 December 07 2017

  • NEW Bases repair themselves if upkeep resources are in TC
  • NEW Bases require upkeep resources to be kept in TC
  • NEW New on/off sounds for a bunch of deployables
  • NEW New active/burning loops for a bunch of deployables
  • NEW New searchlight movement sounds
  • NEW New open/close sounds for a few deployables
  • NEW New Junkyard monument
  • NEW New procedural roads art
  • NEW Brought back old caves (Hapis)
  • NEW Added “Pumping station” and “Abandoned Boat” loot areas (Hapis)
  • NEW Added Launch Site (Hapis)
  • NEW Added Ice sheets and Icebergs (Hapis)
  • NEW Added new static quarrys (Hapis)
  • NEW Foundations can now be placed at a half height offset
  • NEW Added half height walls
  • NEW Fixed various wall stacking exploits
  • NEW Roofs occupy wall sockets and can no longer be used as honeycombs
  • NEW Building privilege is emitted by the entire building
  • NEW There can only be one tool cupboard per building
  • NEW New monument placement algorithm
  • NEW Procedural roads now connect to monument roads
  • NEW Print last placement error in chat when pressing LMB while placement guide is red
  • NEW New power line placement algorithm
  • NEW Tool cupboard can store upkeep resources
  • FIXED Fixes to older radtowns (Hapis)
  • FIXED Fixes to loot and ore scarcity (Hapis)
  • FIXED Monument chainlink fences can be shot through
  • FIXED Roads are no longer split in half by rivers
  • FIXED Fixed gaps between roads and terrain
  • FIXED Fixed roads sometimes being partially flooded
  • FIXED Fixed hammer highlight on wooden triangle foundations
  • FIXED Fixed weird camera movement when jumping introduced last patch
  • UPDATED Small Furnace Art Updated
  • UPDATED Complete rework of site A (Hapis)
  • UPDATED Moved Site B to east coast (Hapis)
  • UPDATED Reduced size of arctic biome slightly
  • UPDATED Increased size of arid biome slightly
  • UPDATED Health bars are only visible when damaged or holding a hammer
  • UPDATED Grenades inherit player movement velocity
  • UPDATED F1 grenade has larger blast radius
  • UPDATED Dropbox is now Tier 1 WB
  • UPDATED Stone Spear no longer requires WB
  • UPDATED Experimentation at WB1 costs 75 scrap instead of 100
  • UPDATED Armored building tier costs 25 hqm and no wood/stone
  • UPDATED Armored doors have had their costs reduced accordingly
Outlines, Nades, Sounds

Outlines, Nades, Sounds

A bit of a light Thursday patch Bumfuzzlers, but it’s a patch nonetheless! There’s certainly some polishing going on and it’s probably light in preparation for next week’s wipe patch. 

With this patch we’ve got outlines around items. Much easier to find the goodies in the grass for sure!

Riding horses and driving cars should be a lot smoother as you can see in this video clip.

The admire animations are getting closer to completion!

And apparently there will be a new Quarry monument coming our way soon among a few other goodies.

The world outlines are certainly a great add. I can’t remember how many times I’ve lost items in the grass! Grenade mechanics were changed too, but it seems like a bit of a lazy change. I personally enjoy cooking ‘nades 🙁

Devblog 188 November 30 2017

  • NEW Add ignite and extinguish sounds to campfire and furnace
  • NEW Add turn on and turn off sounds to the ceiling light
  • NEW Added worldmodel outlines
  • UPDATED Lots of misc sound tweaks and polish
  • UPDATED EAC SDK update
  • UPDATED Stricter dropbox placement
  • UPDATED Python is now skinnable
  • UPDATED Reduced aim sway on semi auto weapons
  • UPDATED Finalized recoil design for semi auto weapons
  • UPDATED Grenades pinpull and throw happens much faster
  • UPDATED Stance recoil only active when moving or after first shot
  • UPDATED Grenades always throw at max velocity (farther)
  • FIXED Fix dark sign painting UI
  • FIXED Fixed reflections on hair shader
  • FIXED Fixed tree minigame X appearing too low
  • FIXED Fixed thompson having too much aimcone
  • FIXED Fixed delay/jitter of mounted objects
  • FIXED Fixed weird satchel behavior
Bulletproof, Panels, Minigame

Bulletproof, Panels, Minigame

Thanksgiving is no exception Bumfuzzlers! The patches must flow and flow they have 🙂

That post image is from the upcoming monument called The Junkyard. It looks pretty awesome and a great idea. Seems like it would be fun to explore for sure. Here’s a few more pictures of it.

Also more talk about half walls as part of Building 3.0. This should make for some far more dynamic buildings.

Take a look at the adjustments made to the tree mini game. They made it a little more manageable. No longer will you have to play ring around the rosy with the tree! lol

Admire animations seem to be coming along! This will go nicely with the latest Skin Perk addition to the server. Now not only will you get perks from certain variations of items based on skin, but you can also admire them!

As always, I’ve highlight my personal picks for important bullet items! Enjoy!

Devblog 187 November 22 2017

  • NEW Add ability to define custom falloff/spread/spatial blend curves on a sound by sound basis
  • NEW New tree sounds
  • NEW Added locational armor information when hovering over player preview
  • NEW Added Bulletproof Glass
  • NEW Added Explosive information panel
  • NEW Added Armor Information panel
  • NEW Added Seed information panel
  • NEW Added Weapon Mod information panel
  • UPDATED Ensured that the save coroutine does not crash when entity serializations throws an error
  • UPDATED Window bars inserts are thinner (improved visibility)
  • UPDATED Removed occluder meshes from building blocks (performance, memory usage)
  • UPDATED Removed some unused components (memory usage)
  • UPDATED Netting has larger ladder volume to allow climbing over frames
  • UPDATED Dud explosives fall off moving objects
  • UPDATED Fallen dud explosives never explode on pickup
  • UPDATED Tree Minigame X’s start relative to initial hit
  • UPDATED Tree Minigame X’s rotate less each hit
  • UPDATED Can wear bandana with Bucket/Wood/Riot Helmet
  • UPDATED Tree Minigame X’s only rotate in one direction
  • FIXED Fixed spinner been placed in building block areas
  • FIXED Fixed ghosting/trail in inventory player preview caused by temporal anti-aliasing
  • FIXED Fix volume jump when a sound that’s already fading out is told to fade out again
  • FIXED Fixed Explosives thrown on other explosives not attaching
  • FIXED Fixed dud explosives acting as garry’s mod thrusters
  • FIXED Fixed quickcraft lag when looting lots of items
  • FIXED Fixed lag from map doing processing even when closed
  • FIXED Bone Armor now protects legs as well as chest
  • FIXED Bandana and wolf headdress protection reduced
  • FIXED Fixed arrow protection being different than bullet protection
Trees, Perform, Sound

Trees, Perform, Sound

Alright you Bumfuzzlers! It’s the one of the two wipiest times of the month – the second Thursday of the month – so the world is reborn and loot is for the taking. I originally wasn’t planning on wiping blueprints, but I figured, since I wasn’t even sure if I had the right way to do it, I should try it this wipe. Normally we’ll be doing it once per month on the first Thursday of the month.

To me the biggest update has to do with trees as there’s now a mini game the true. However the falling aspect of the tree we’ve had for a while here at BumfuzzlerModtopia. The big difference is now we’ll have better effects, trees can be knocked down by explosions and no one will get kicked for fly hacking when standing on top of the tree! 🙂

Here it is in action!

My favorites highlighted below for your pleasure 🙂

Devblog 186 November 16 2017

  • FIXED Failsafe for occasional stuck bush rustle sounds
  • FIXED Fixed song shuffling
  • FIXED Fixed repeated phys impact sounds when an item is stuck inside something
  • FIXED Fixed occasional attempts to unload music clips that aren’t loaded yet
  • FIXED Fixed projected decals not showing sometimes
  • FIXED Fixed player motion blur popping when swapping LODs
  • FIXED Fixed beard sometimes not showing
  • FIXED Fixed hair motion vectors; used in motion blur and TSSAA
  • FIXED Fixed hair-related memory leak
  • FIXED Fixed TSSAA on inventory player preview
  • FIXED Fixed TSSAA related black sludge
  • FIXED Fixed TSSAA related water shoreline flickering
  • UPDATED EAC SDK update
  • UPDATED Cave reverb tweaks
  • UPDATED Beenie hat deforms hair when worn
  • UPDATED Workbench can no longer be locked
  • UPDATED Improved TSSAA performance and reduced GPU ram usage
  • UPDATED Trees can be knocked down by explosions
  • UPDATED Trees yield half res during harvesting and half as finishing bonus
  • NEW Added Tree Minigame
  • NEW Added Falling Trees
Research, Hairy, Sounds

Research, Hairy, Sounds

Thursday has come around and it’s patch time Bumfuzzlers! And we have some goodies like new sounds, new looks and cheaper researching!

Here’s a list of all the updates including. My favorites are highlighted, but what’s weird is hair isn’t in the list even though the site says the following “Currently in game are two hair styles per gender, two facial hair styles and eyebrow and body hair.” So I guess we’ll see!

Devblog 185 November 09 2017

FIXED Fixed flame turret been lockable
FIXED Stance recoil no longer affects xbow/bow
UPDATED New nail gun sounds
UPDATED EAC SDK update
UPDATED New garage door sounds
UPDATED Nailgun nails embed themselves in objects + retrievable
UPDATED Nailgun nails no longer damage structures
UPDATED Nailgun nails have larger radius (easier to hit targets)
UPDATED HV Arrow is now a default blueprint
UPDATED Oil Refinery is cheaper to research
UPDATED Searchlight is cheaper to research
UPDATED Large Medkit is cheaper to research
UPDATED Miner Hat is cheaper to research
UPDATED Chainlink fence/gate is cheaper to research
UPDATED Prison Wall/door is cheaper to research
UPDATED Double Sheet Doors are cheaper to research
UPDATED Floor Grill is cheaper to research