Tag: Scientists

Workshop, Shock, Shopping

Workshop, Shock, Shopping

Well, it’s that time of year again Bumfuzzlers! Being naughty or nice will determine whether you get coal or goodies! Lucky for you, all Bumfuzzlers are nice! That means, no matter what, you get goodies 🙂 We’ve got a Christmas event, in-game store, economy, scientists, stacking, in-game map changes and more! Read on!

The North Pole (Modtopia)

Given the time of year, Santa’s Workshop is making a comeback! All the toys are being made up in the snow biome (not necessarily North) ready and waiting for you to get your dirty paws on them! Thing is, you’re going to have to get past the elves who guard the workshop, sneak in and get out quick before Santa wakes up!

There’s a couple things to note:

  1. The doors will automatically open at night. During the day they’re locked. If you try to activate on the door, it’ll tell you the time of day it opens.
  2. The doors will also close so if Santa wakes up while you’re inside, you’re going to be in big trouble. I’d suggest you get out quick.
  3. The boxes inside refresh loot automatically which could be hours or days. If they’re empty, someone might have been there before you or the loot just hasn’t refreshed yet.

The loot should be pretty good, but it should be even better after the next wipe when changes to the store make some items a little harder to get. Read more about that down below. Have fun! 🙂

Cheer and Fear (Modtopia)

If you’re big on the holidays, you may be interested in a collection of Christmas and Halloween items I’ve put together! You Bumfuzzlers can now buy a Christmas Cheer or a Halloween Fear kit that gives you access to foggers and Christmas lights, coffins and Christmas Trees.

It’s a great way to support the server and get some goodies in return! Run over to the store to check them out!

Christmas Shopping (Modtopia)

From the start of the last wipe, it became even more clear to me that the in-game store (/s) needs a bit of work as does the economic system. So, I’m going to be making changes come the next wipe (December 20th).

Here are the major changes:

  • Special items that give dodge, build or damage powers will be removed. You’ll have to find them out in the world which I think will be more enjoyable anyway.
  • Various raid related items like ladders will be removed. We don’t want to allow the in-game store to give too much of a jump on builders. Raiding day 2 is just silly.
  • Ammunition, especially rockets, C4, Satchels and such will be removed for the same reason as above. I’ll leave certain blueprints, but you’re going to have to craft.
  • Resources and components will be removed. Now you’ll have to get off your big fat fatty lol and smack a barrel or two instead of buying 10.000 RP of HQM to build a giant armored base on day 1. (You know who you are! lol)
  • Removed a lot of ‘actual’ items from the store. The blueprints will remain, but the actual items will be removed. You’re going to have to craft.

Here’s a list of some minor changes:

  • Hazmat Suit now gives 1 quantity
  • Santa hat now gives 1 quantity
  • Diving items were removed
  • Frog Boots now gives 1 quantity
  • Scientist Suit now gives 1 quantity
  • Pookie Bear was removed
  • Calling/Killing SuperHeli price raised slightly
  • Calling/Killing CH47 price raised slightly
  • Setting time to 9am/9pm price raised slightly

No doubt this all means balancing of loot will have to be spot on and I’m prepared to monitor it as well as I can. I’ll need feedback from you Bumfuzzlers about any difficulties you’re having with the changes.

Wipe Cycle (Modtopia)

On Modtopia, we’ve changed the wipe cycle to 2 weeks. Thank you to everyone who voted in Discord!

There may be some items I probably have to adjust due to the change (possibly kits and quests), but I think it’ll be for the better just because the 1 month cycle resulted in a low turnout the last two weeks even with the attempted idea of Wipe Kits (which has now been tried and buried so that won’t be happening again).

The point is, struggle along with me in balancing and continue to give me feedback. I’m confident it’ll come out better in the end, but it might take some time and effort.

Economics (Modtopia)

With the changes to the store and to the wipe cycle, I’ve also decided that everyone’s monetary balance needs to reset from time to time.

Right now players can save up their cash just before the wipe and then immediately spend it to get ahead of other players. That causes major issues for players without monies, but it dramatically hurts new players joining the server for the first time at the start of a wipe.

So on the 1st Thursday of every month, when we wipe blueprints, your money will return to 0. Sorry Rockefellers! 🙁

Money Barrels (Modtopia)

Earning money from breaking barrels wasn’t working for some levels (/loyalty), but it worked for others. After testing, it appears that anyone getting earnings per barrel lower than $0.51 received nothing! This meant anyone below Veteran level, even though promised, were a bunch of broke Bumfuzzlers!

To resolve this, you now get money for every 4th barrel instead of every single barrel. This way, the Native level who originally was set to earn $0.25 per barrel will now earn $1 for every 4 and it’ll work just fine. Legitimate levels who earned $0.50 now earn $2 every 4 barrels and so on.

Thanks for the feedback datWaffle21 and Skyy.
Thanks to Shining tradeit.gg for testing.

In-Game Map (Modtopia)

You’ll now be able to see the SuperHeli and the Bradley on the in-game map (press G) displayed as a red dot. You can mouse over the dot to make sure which one it is.

I have the ability now to show any items on the map so I am considering it, but I don’t want to show too much. I appreciate the whole process of discovery and adventure and while it might be useful to show cars, boats and balloons, it’s no fun when you know where everything is. I’m not even sure I like showing the SuperHeli and Bradley, but let’s give it a shot.

Item Stacking (Modtopia)

Recently, a bunch of new items were added to the game, so I had to adjust who those items stacked in inventory.

Here are a list of items that now stack:

  • “barrelcostume”: 256,
  • “cakefiveyear”: 256,
  • “clatter.helmet”: 256,
  • “electric.andswitch”: 256,
  • “electric.battery.rechargable.large”: 256,
  • “electric.battery.rechargable.small”: 256,
  • “electric.blocker”: 256,
  • “electric.cabletunnel”: 256,
  • “electric.counter”: 256,
  • “electric.doorcontroller”: 256,
  • “electric.generator.small”: 256,
  • “electric.laserdetector”: 256,
  • “electric.orswitch”: 256,
  • “electric.pressurepad”: 256,
  • “electric.simplelight”: 256,
  • “electric.solarpanel.large”: 256,
  • “electric.splitter”: 256,
  • “electric.switch”: 256,
  • “electric.timer”: 256,
  • “electric.xorswitch”: 256,
  • “electrical.branch”: 256,
  • “electrical.combiner”: 256,
  • “electrical.memorycell”: 256,
  • “habrepair”: 256,
  • “wiretool”: 256,

Thanks CannonFodder for bringing it to my attention.

Electricity (Modtopia)

With the newness of electricity, I know lots of you probably want to mess around with it. Thing is, it might take you some time to find all the pieces and then to have enough to truly experiment like you’d want to. So I figured I’d put up a package in the store that allows you to purchase all the components and then some. You get goodies, server gets supported and it’s not OP. Worst case, it allows you to better defend your base against pesky raiders.

The kit includes big items like solar panels, batteries large and small, a wind turbine, components, switches and even a generator which isn’t even in the loot rotation right now (only admins can spawn it).

At the least, you’ll have light, at the most, you’ll have experience with making traps or useful time savers like auto lights and doors.

Go check out the Electricity package in the store!

Scientists (Modtopia)

I didn’t like scientists spawning at the junk piles (and based on feedback neither did many of you), but I think it’s appropriate to have them in the Military Tunnels and on the Cargo Ship – and now they are. Hopefully this makes those coveted areas a little more challenging.

Thanks Lancelot50 for your feedback

My Corpse? (Modtopia)

I’ve been having nothing but issues with the /where command. I’ve worked with it several times and sometimes it works for me, it doesn’t for someone else, and vice versa. I’m going to work on this more in the coming weeks, but for now I just disabled it. I hope to get it, or something like it working soon.

Ore Counts (Modtopia)

For some reason ore counts reset during the last wipe which is a bit of a pain since I couldn’t remember what they were set to (lol) and it was balanced really well! I think now the ore counts are slightly higher than I’d like, but it’s better than being too low.  I’ll work at balancing them out over the next few days/weeks.

Please let me know how you feel the balance is. That’ll help me adjust the levels.

M39 Rifle (Modtopia)

Some of you have asked where you can find the new M39 Rifle so I had a closer look. It was available in the Locked Crate and Elite Crate, but now I’ve added it to the Bradley and SuperHeli loot as well. It’s considered rare, but not very rare which means it’s more rare than a pick axe, less rare than C4, and exactly as rare as a Python.

Patch Installed (Modtopia)

There was an optional patch I installed on Modtopia and Vanillatopia around 11am today with the following changes:

  • Fixed LS red card puzzle
  • Several exploit fixes
  • Clatter helm craft enabled

Christmas Update

You can expect the official Rust Christmas update to come on this Thursday, December 13th. I’ll try my best to get the server updated as soon as it drops, but as always I don’t know exactly when Facepunch will work their magic. I’m excited to see what they add this time around. I thought the Halloween update was very creative!

Thank you Bumfuzzlers for supporting the server and for all your feedback. Keep having fun out there! 🙂

Special mention to Three-Fingered Willie, Wuckfit, RaidenPeep, lookits69, and Doc for various feedback!

Host, Resolution, Wipe

Host, Resolution, Wipe

The image related issues are now officially resolved. It’s been frustrating battling for 2 weeks with these issues which turned out to be host related. They had connectivity issues that they denied for several days (of course) only to finally recognize they were wrong. This caused me to chase my tail for a while and for you to have a less than stellar experience.

Now, Bumfuzzlers, they’re resolved and I’m sorry for the delay and for my temporary, longer than usual, absence. I was just fed up quite honestly. I’ll consider changing hosts, as much of a pain as that is, but in the meantime, here’s a quick recap of the fixes.

The following now have been tested and work perfectly (as far as I know):

Modtopia

  • Skip Night (/voteday)
  • Crosshairs (/crosshair)
  • Kits (/kit)
  • Server Rewards (/s)
  • Bounty (/rustnet)

Vanillatopia & Modtopia

  • Graphical menu (/ui)
  • RustNET (/rustnet)
  • Automatic Search Lights (/sl add <terminalid>)
  • Remote Turrets (/rt add <terminalid>)
  • Security Cameras (/sc add)
  • Player Skins (/skin shop)

Bounty NET

I found an issue on Vanillatopia with Bounty NET that I’ll work on over the next couple days. It works fine on Modtopia, but for some reason, Vanillatopia has an unexpected error.

Zambies

I’ve made an adjustment to the zambies. Originally, they would notice you if you were 100 meters away. I’ve changed that to 30 meters to give players the ability to potentially hide from them if they wanted to.

Scientists

I was sure I turned them off, but it appears they are back. My guess is during the recent futzing with the server, the setting reverted as MrNiceGuy was nice enough to advise me on decay. I’ll look at that.

Wipe

I believe everything else is working well and tonight’s wipe should go as planned. Both Vanillatopia and Modtopia will get a wipe tonight. Hope everything is now back to normal for you Bumfuzzlers and this wipe is more enjoyable! Sorry again for the inconvenience.

Triangles, Buoyancy, Chinook

Triangles, Buoyancy, Chinook

Big update this past Thursday! Got lots of new toys for all you Bumfuzzlers! We’ve got everything from motor boats, to a new Chinook event, to triangle walls and more! Here’s a quick overview of what’s new in Rust!

Motor Boats

They call them row boats, but that doesn’t make any Bumfuzzler sense to me. They have an outboard motor and speed around in the water! Ain’t no oars in sight! lol

You’ll find somewhere around 48 spawned around the map. Make sure you fuel them up, push them into reasonably deep water and sit in the seat closest to the motor. Oh! And make sure to start the engine!

Check them out! And don’t forget, with the fishing plugin we have on Modtopia you can use /castfishingpole to fish 🙂

Also, now that you can skip around on your new high speed aquatic vehicle, you can get to the loot piles out in the ocean!

Buoyancy

As they were working with making boats float, it appears making bodies float was just as easy so now… bodies float! 🙂 It’s a good addition for those of us who enjoy realism.

Chinook Event

This thing rocks! 🙂 It’s filled with scientists, flying bullets and special cargo!

The cargo has a special lock on it that will take some time to open so you’ll have to defend it against other players. It’s said damaging the laptop will simply slow it down so best not to do that!

Water Impacts

Now bullets have the proper reaction when shot into the water. It looks really nice!

The Forest

The foliage is looking quite awesome with the changes!

 

New Map

Personally, I love using LustyMap (key m or /map – only available on Modtopia) but the game map has gotten some great improvements! There’s so much more detail now and you can really see the topography of the land. I do wish you could fully zoom out, but it’s still nice. It shows the crate for the Chinook event real clearly on the map. I’m expecting an update to LustyMap to do the same.

Triangular Walls

Now more weird looking roofs now that we have triangle walls. I wonder what else people will use them for?!? Guess we’ll have to see 🙂

Tons of Balances

Here’s a quick list of some of the changes:

  • The AK47 now has increased recoil and a slightly more complicated recoil pattern during the initial burst.
  • The AK47 now has less accurate firing from the hip due to an increased aimcone value for hipfire.
  • Semi Automatic Pistol now has a HQM cost of 4 (was 8)
  • Semi Automatic Rifle now has a HQM cost of 4 (was 0)
  • All SMGs cost half the HQM they used to (including mp5)
  • Heavy Plate Armor pieces are half price
  • T-Shirt costs 20 scrap to research (was 75)
  • Longsleeve shirt costs 20 scrap to research (was 75)
  • Longsword crafting cost was halved
  • Hide armor leather costs halved
  • Bolt action rifle cost reduced significantly
  • BAR more damage
  • Heavy Plate less nerf
  • Shirt/longshirt more radiation protection
  • HV rockets deal 1/4 rocket damage
  • HV Rockets cost 1/4 what basic rockets cost
  • Rocket launcher cost reduced

Enjoy Bumfuzzlers! Lots of great things in this patch and a lot of great things coming! Below I’ve highlighted the major changes (IMO)

Devblog 199 April 05 2018

  • NEW Added Powered rowboat vehicle
  • NEW Added Chinook Event
  • NEW Multiple seats in vehicles
  • NEW Added lakeside forests
  • NEW Added Birch, Oak and Beech trees
  • NEW Added projectile pooling (gunfight performance)
  • NEW Bullets now impact water
  • NEW Added server asset warmup (performance hiccups)
  • NEW New client side entity parenting (performance, vehicle support)
  • NEW Added triangular conditional wall models
  • NEW Junkpile Scientists
  • NEW Hapis – Added Junkyard monument
  • NEW Hapis – Added Outpost B3 small monument
  • NEW Hapis – Added sewer branch monument
  • NEW Hapis – Added Collapsed Tunnel small monument
  • NEW Hapis – Mining outpost
  • NEW Added vehicle spawns to Savas KOTH
  • NEW Added horse meat (needs icons)
  • NEW vehicle_flipy and vehicle_sensitivity convars (unused)
  • NEW Hair Cap system
  • NEW Head and Facial hair styles
  • NEW Player Corpses float on water
  • NEW Variable wind animation
  • NEW Added floating offshore junkpiles
  • UPDATED Updated ingame map to be more detailed
  • UPDATED Map coords swapped so that the letter is horizontal
  • UPDATED Eye Adaptation and LUTs updated
  • UPDATED Tweaks to dynamic grass and terrain splat colours to align
  • UPDATED Re-added display of decals on static furnace, mining quarry, pumpjack & small refinery
  • UPDATED Changes to ocean and river reflectivity to be more physically accurate
  • UPDATED Caves Spikes Trap nerfed
  • UPDATED Major network interpolation & extrapolation improvements
  • UPDATED Updated EAC
  • UPDATED Stripped server schema refresh (performance hiccups)
  • UPDATED Significantly improved shading on new foliage
  • UPDATED Increased overall forest sizes
  • UPDATED Big mix pass over most of the sounds in game
  • UPDATED Spawning scientists are invulnerable until activated
  • UPDATED Scientist reaction time goes up when they get hit
  • UPDATED Hapis – Updated Site A and B tunnels
  • UPDATED Hapis – 8 new cave and tunnels
  • UPDATED Hapis – updated roads
  • UPDATED Hapis – Updated site b tunnels to have radiation
  • UPDATED Updated Savas KOTH loot table with all recently added items
  • UPDATED AK47 has more hip aimcone
  • UPDATED Water reflections
  • UPDATED Temporal anti-aliasing
  • UPDATED Pubic, Armpit and Eyebrow hair
  • UPDATED AK47 has more difficult recoil
  • UPDATED Added 4 HQM to SAR cost
  • UPDATED Removed most Junk from Airdrops + Elite Crates
  • UPDATED TShirt/LongShirt additional radiation protection
  • UPDATED Reduced SAP HQM cost by 4
  • UPDATED Heavy Plate Armor slightly less movement speed reduction
  • UPDATED Heavy Plate Armor cost Halved
  • UPDATED HV Rockets cost slightly more than 1/4 that of regular rockets
  • UPDATED HV Rockets do 1/4 damage of regular rockets
  • UPDATED Reduced longsword cost
  • UPDATED Reduced rocket launcher cost
  • UPDATED Rocket lancher has increased durability
  • UPDATED You can now research and craft Binoculars
  • UPDATED CCTV + Targeting Computer are stackable to 64
  • UPDATED Hide armor costs halved
  • UPDATED SMGs HQM cost halved
  • UPDATED TShirt/LongShirt costs reduced
  • UPDATED TShirt/LongShirt research cost now 20
  • FIXED Fixed gather amounts being inaccurate on HUD
  • FIXED Fixed NPCs showing in the report list
  • FIXED Fixed main menu only showing one friend
  • FIXED Fixed hitching when opening map
  • FIXED Fixed that servers needed a restart before newly released skins could be used
  • FIXED Fixed health bars not updating when buildings are repaired via upkeep
  • FIXED Fixed being able to walk far away while looting
  • FIXED Fixed ore bonus nodes doing pointless position update ticks
  • FIXED Fixed field rocks sometimes overlapping monuments
  • FIXED Fixed some floating rocks near monuments
  • FIXED Fixed sometimes falling through terrain near monuments
  • FIXED Fixed rare world checksum mismatch on certain seeds
  • FIXED Fixed exploits to dive underneath terrain
  • FIXED Fixed some rock terrain adjustments having reverted
  • FIXED Fixed skin selection icons not refreshing until clicked
  • FIXED Junkpile scientists no longer hover above ground
  • FIXED Hapis – Fixed some out of bounds exploits
  • FIXED Hapis – Fixed junkpile spawns on cliff edges
  • FIXED Fixed gap in Garage door which allowed traps to be trigged through
  • FIXED Fixed blueprint read not using master sound
  • FIXED Fixed flame turret been trigger through walls
  • FIXED Pubic hair clipping through clothing
  • FIXED Broken wrists on some clothing items
  • FIXED Placement guides not showing underwater looking from above
  • FIXED Z-fighting in stomped grass when grass displacement is enabled
  • FIXED Particle shadowing inside caves and interiors
  • FIXEDArgument exception in motion blur
  • FIXED Number overflow in occlusion culling
  • FIXED Null reference exception in MaterialColorLerp
  • FIXED River UV stretching in direction of flow
  • FIXED Crash in terrain texturing initialization
  • FIXED Fixed skin shading when in shadow
  • FIXED Foliage biome tinting
  • FIXED Fixed Chainsaw chain direction
  • FIXED Fixed garage door culling at short range when gfx settings low
  • FIXED Fixed thrown objs impacting vehicle they were thrown from
  • REMOVED Removed workshop vote counts (Valve doesn’t send them anymore)
Gestures, Oak, Floaters

Gestures, Oak, Floaters

There’s a bunch of things in the Rust pipeline I wanted to make sure you Bumfuzzlers knew about. Here’s a quick rundown of some goodies coming our way!

Floaters

Finally, players won’t be able to run out into the ocean to deny attackers loot. In the coming update, bodies float in the water and will even travel down streams with the flow of the water! Very nice update to enhance the realism!

Gestures

Finally gestures seem to be closer to reality with this video posted on Twitter by one of the Rust developers. Check out the video below to see the player wave hello, give a thumbs up/down, clap, surrender, give an ok sign and even point! This is really awesome!

Motor Boats

The motor boats that we’ll see in the next patch coming on April 5th now has some updated looks as it’s been polished and textured. It now has storage and requires fuel to run.

This water craft won’t be craftable and is said to disappear after about an hour – presumably if it’s not used. You can find it spawning on beaches and near lighthouses. Should be a nice addition.

Bullet Impact

Apparently now bullets will kick up the surface of water properly, but at the moment, at least in the staging branch, it just works on the ocean. I assume this is coming to streams soon.

Chinook

The Chinook is coming in this next patch is seems! It’ll be awesome to have a new event. What’s awesome is that they seem to have made it somewhat intelligent and it’s said they will be updating the Helicopter with that same intelligent AI in the future!

Scientists

They’ve been tweaking things a bit and it seems there is now a delay between sighting players and shooting at players. Also, they should be spawning at junk piles by default.

Skin Loading Fixes

I have had nothing but issues with plugins that use skins for roughly a month. It affected the loading of Skins for players and plugins like SkinBox (allows you to change skins of items /skinbox), SkinLoot (spawns in various skins for SkinPerks), SkinPerks (gives special powers to skins – “still broken it seems :'(” ), PlayersSkins (allows players to set default skins for items) and I believe even LustyMap (the map shown using key M and in upper left).

Apparently this last Thursday they’ve made some updates which have allows many of the plugins to work again. I’ll be tweaking all of this stuff soon and posting separately about it, but I’m hoping to see the server getting back to normal soon!

Oak Trees

The Rust landscape should get a great makeover soon with some new trees. In the next patch we’ll see Oak trees of all variations of leafy to bare, to dead.

In the future we’re going to see birch and beach trees too! You can see a pic of them below.

They’ve made some really nice graphical improvements over the recent months. I’m very impressed from where it’s come.

Hair Styles

Facepunch wants to ensure we get an assortment of player look and feel. They’re going to be adding shaved heads with larger beards, short afro’ish hairdos and even ginger setups!

I’ll keep you Bumfuzzlers updated as I have more news about upcoming changes.

Here’s a great overview of some of the things I’ve mentioend!

Tunnels, Pillars, Chainsaw

Tunnels, Pillars, Chainsaw

We get a forced wipe this week, blueprints and map, but of course it’s part of our schedule anyway. What isn’t part of our schedule is that next week Facepunch is forcing a wipe of blueprints and map again! Very poor on their parts, but what can ya do? We’ll Bumfuzzler on. They must be doing something special to mark their leaving early access.

Anyways, we have an update here to talk about! There’s at least one somewhat controversial change which is related to pillars.

Military Tunnels Rework

The new pictures really look sweet. Take a look at this pics!

Pillar Removal

We have one less item to use in building now that they removed the pillars. Here’s what they had to say about it.

“We’ve removed the pillar building block since it was rarely ever used and came with significant disadvantages in terms of upkeep. We realize that some people preferred pillars for aesthetic reasons, and we have some conditional models for wall frames planned for the near future to address those concerns.

I also ensured that wall frames now provide the same stability as walls and doorways to make bases easier to plan. This also makes wall frames a great option to add additional stability to your builds.”

I’m eager to see what they add to cover this.

Around Corners

If you ever got killed by someone peeking around corners you’ll be happy they’ve made this change. They’ve changed the way game traffic is communicated to ensure there’s no delay between players when peeking.

Player & Monument Spawns

There should be no more spawning of any kind on islands. I like this change, especially when players spawn onto an island that other players have tried to take over. Also, with monuments, players could build around the monuments easily and prevent others from getting to them.

AI Improvements

They’re working on giving AI the ability to open doors and break down barricades which sounds really awesome.  Also, they are adding the ability to have AI move between patrol points better. AI will now also take transparent walls, like fences, into account when generating the Navigation meshes. I wonder if they’ll stop shooting through obviously solid objects.

First Person Clothing

In the video below you’ll see the progress on making shirts visible in the view port. This adds quite a lot of depth to the game and I’m really looking forward to this.

Chainsaw

Looks like we’ll eventually get ourselves a chainsaw 🙂

As always here are some highlight updates that make the patch! Enjoy Rusting Bumfuzzlers!

Devblog 196 February 01 2018

  • NEW Added 10 tutorials
  • NEW Added functional water wells
  • NEW Mini Water Well Monuments
  • NEW Added hilltop rocks
  • NEW New network interpolation and extrapolation
  • FIXED AI no longer ghost through fences and other transparent walls
  • FIXED AI no longer ghost through barricades
  • FIXED Fixed an ice lake exploit that allowed people build near trucks
  • FIXED Fixed Hapis floating barrels at Site A
  • FIXED Fixed spawning in the ocean on Savas
  • UPDATED Military Tunnels Level Design Refresh
  • UPDATED Added recycler to Savas KOTH
  • UPDATED Ak47 admire animation
  • UPDATED Double shotgun admire animation
  • UPDATED Eoka admire animation
  • UPDATED Mp5 admire animation
  • UPDATED Water bucket admire animation
  • UPDATED Rock admire animation
  • UPDATED Players no longer spawn on islands
  • UPDATED Maps have significantly more cliffs and hills
  • UPDATED Rivers have a nicer color
  • UPDATED EAC SDK update
  • UPDATED Monuments no longer spawn on islands
  • UPDATED Reduced player tick delay (peeker’s advantage)
  • UPDATED Removed wood cost from double sheet metal doors
  • UPDATED Hapis old caves now have lighting
  • UPDATED Hapis updated with new water well monuments
  • UPDATED Updated Savas KOTH loot table with newly introduced items
  • REMOVED Removed pillar building block