12:00am EST - Update day is upon us and with it, missions, a new camper module for vehicles, a ton of quality of life improvements, and more!
Our update stream goes live at 1pm EST. The update is expected to hit at normal time (2pm EST / 7pm BST). As with all first Thursday updates, a map wipe will be forced when it goes live (no forced BP wipe). Follow @Rustafied for news throughout the day.
The initial version of a missions system has been added to the game this month. Below I’ll summarize what you as a player need to know.
The basic premise is you go to NPC’s to launch various types of missions. You complete whatever objective the mission might have then return to the NPC for your reward (most of the time).
Mission objectives currently include retrieving certain objects, gathering various materials, killing certain animals, and finding treasure. Rewards include numerous items from the game along with certain amounts of scrap. As you would imagine, easier missions have lower rewards while harder missions have improved payouts.
Keep in mind, this is a first iteration and there are bound to be tweaks, changes, and new improved missions in the future.
Where do you find missions?
A bunch of new NPC’s have been added to safe-zone monuments around the map. There are several identities encapsulated including a lumberjack, miner, fisherman, dive master, stable hand, and more. At the moment there are 2 NPC’s at each safe-zone, although not all of them have missions available as of testing.
To start a mission, simply find one of these NPC’s and initiate a conversation with ‘e’. Proceed through the dialogue, tell them you’ll help, and soon enough you’ll be done with the conversation and see mission objectives on the top left of your screen.
As it stands, there are two mission NPC’s at each of the following: fishing villages, bandit camp, stables, and outpost. Below are some pictures to help you find them.View fullsize
General knowledge about missions
As already mentioned, you start missions by talking to any of the numerous NPC’s in safe-zones around the map. Once you’ve engaged in a mission, you’ll see the objectives appear on the top left of your screen.
Certain missions have a specific point you need to travel to (i.e. find the object or treasure hunt). These locations are denoted by a ‘scroll’ icon on your in-game map (see below). Travel to said location and look for either a small stash or red tool box to access the loot you’re looking for. Don’t worry, others cannot access those boxes, they just get hit with a ‘you are not authorized to access this’ type of message. That ‘scroll’ icon will change location based on the current objectives. So once you’ve collected an item, it’ll move the icon back to the NPC you must return said item to.
Some missions simply require you to kill a certain animal(s) or gather and return with a certain amount of resources. At the moment, only 2 missions have time limits (vodka and tackle, 1 hour limit each), all other missions can be completed at your leisure.
If you die and lose an item you’re supposed to return to a NPC, the mission fails and you must retry it. If you die while on a more general collection mission (hunting or harvesting), it doesn’t matter. Just respawn, brush yourself off, and go get the goods again.
You can cancel a mission at any time by opening inventory, clicking missions on the top left, then clicking cancel. Completed missions can be replayed every 60 minutes, a failed mission can be started again after 5 minutes.View fullsize
Here are a couple examples of current missions. For a more complete list of missions, check out our working doc of current missions in Rust.
Tackle the Day
Fisherman at a Fishing village
Retrieve the lost tackle
1 fishing rod
Lumberjack at Bandit
Kill 3 animals and return to the Lumberjack
Hunter at Stables
16 HQM, 1 laptop, 5 pipes,
5 scrap, 1 medium battery,
Other things of note
There is a mission icon on the compass showing you where to go for the current objective
Each NPC is the same from location to location (i.e. if you complete all fisherman missions from one fishing village the other fisherman at other fishing villages will not have missions)
Camper module added
The newest vehicle module to grace the game goes live with the update today. The camper module is good for various things and provides a new functionality we’ve never seen before: truly mobile respawn points.
This 2-socket vehicle module holds up to 4 players and has a bed for each of them to assign as a respawn point. Along with this, it features a locker with room for 3 loadouts, a 12 item storage box, and a BBQ for some cooking on the go.
With regards to health, the camper has 525hp. As health goes down, so does protection from the module. Windows break at 360 health and entire sides of the fucking thing start falling off when you’re at around 60hp. An AK will do about 5 damage per shot and 2 rockets will basically kill it (60hp, panels off, etc.).
Level 2 required
Quality of life
The team has completed a slew of changes aimed at improving players' general quality of life. Completed over the last month, the complete list of changes is very large. Below I’ve summarized some of the main changes of note, but we’ve also created a document which shows off every little change which was committed.
Player painted signs can be picked up and the sign images are saved
Vehicles no longer slide off cargo ship
Players can authorize others on auto turrets (like sleeping bags)
Show team members first in sleeping bag and auto turret assign UI's (teammate must be a steam friend too)
Added some lights to night supply drops (are on between 8pm and 7am)
Made it much easier to flip a boat back over
Right clicking scrap while using a research table will put the scrap into the scrap slot, not the item slot
Signs, picture frames, and neon signs can be stacked up to 5 (can't stack if they have saved data)
Automatically self authorize when placing an auto turret
Server tab added to F1 menu for admins to manage players and settings
Military tunnel loot shifts
Some shifts have occurred this month when it comes to looting military tunnels. Specifically, NPC’s no longer respawn while players are in the tunnel and elite crates respawn inline with the AI. This means there will be no more looting elite crates when there is no AI down there.
Horses now produce dung more often. Dung yields more Fertilizer
Tweaks to monument placement with relation to smaller roadside monuments
Fix radios connecting to the default rust radio even if they were set to an internet stream if a player loads in range of them
Fixed missing mesh assignments in WorldModelOutline scripts causing no outline glow on the m249, camera, boom box, bow, and paddle
Fixed server restart (save and load) choosing a random Cargo Ship variation, meaning a 50% chance that the cargo ship on the server wouldn't match the client. Cargo ship now loads with the layout that it had when saved
New ServerVar 'cargoshipevent' starts the cargo ship event
Better fix for players getting stuck in dance after respawning
Rustafied server changes
As you may recall, we’ve been polling our player base in Discord to gauge peoples opinions on certain changes and tweaks we can make to our servers. With the polls from last month completed, here is a list of some key changes going live with our servers.
Scheduled wipe times (not forced) will move from 2pm to 5pm local time for the region
All maps which were previously 4500 in size will be reduced to 4250
1 team member swap per wipe will be allowed now on our trio servers
Our Medium III servers (US and EU) will no longer wipe blueprints unless forced
Team UI will change from 8 to 12 max on all servers 300+ pop