01Updates

Every change, dated.

Every fix and every feature we ship, per game, newest first. A game that needed a new build after a patch says so here, with the date.

What is working right now is on the status page. Status

Game update

  • Updated for Rust's October 22 update: players, names, held items, belt and clothes, the world and the visible check work again

Visible check fix

  • Visible check works again: players behind walls, rocks and buildings are hidden or drawn in the visible check color again
  • Aimbot "Visible only" skips players behind cover again

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Game update of October 13

  • Updated for Rust's October 13 update: players, held weapons, inventories, item durability and teams work again
  • Auto-update: the held item is now found on its own after a game update, like the rest of the entity chain

Game update, rocket trajectory, item durability

  • Updated for Rust's October 12 update: players, items, teams and the visible check work again
  • New: rocket launcher trajectory (Visuals > Launchers): see where your rocket lands from your aim, with its blast radius, distance and flight time
  • New: players caught in the blast are listed under the impact (damage %, direct hit, behind cover, and a warning when you are in it yourself)
  • New: rockets and 40mm grenades in flight show where and when they land, other players' ones too
  • New: item durability in the Target window, for the belt and the clothes (percent or bar)
  • Aimbot: a launcher now uses its rocket's real speed and drop
  • ESP preview: the flags label (ADS, crouch, unarmed...) can now be moved on its own
  • Performance: much lighter memory reads (entity list, collision, inventory)

Smoother overlay while the map loads

  • The visible check reads the server's map in small steps: no more overlay stutter while joining a server or when lots of new objects load

Web radar, items on the ground

  • Web radar: a live map of your server at elusive.is/r/<code> (Webradar tab), with the server's own map generated in game, players, scientists, vehicles, bases and monuments
  • Every item around on the web radar, each with its own look (shape, size, color, label, max distance), set per item, per category or for all
  • Items on the ground: their name and amount ("Wood x1000"), every skin under its base item; Loot > Dropped items with the kinds to show and weapons in their own color
  • Lists > World > Every game item: every item of the game as a tile, to set its color, visibility and max distance before it drops
  • Lua: entity.get_catalog() (every item of the game) and the "dropped" entity kind

Automatic game update support

  • Automatic game update support: after a Rust update the tool finds the game's new encryption keys and hidden statics by itself, in a few seconds, and remembers them for that game version
  • Started from the main menu on a new game version, it finishes adapting on its own as soon as you join a server
  • Raid path: the cheapest way in to the nearest tool cupboard, counted in sulfur, with the explosives per block (3D, 2D or dot style) (coming later)

First release

  • Players: box, skeleton, name, distance, weapon in hand, visible check through the map's collision, flags (aiming, crouching, unarmed, night vision, team), teammates, sleepers, wounded players and scientists
  • Target window: the hotbar (slots 1 to 6) and the clothes of the player nearest your crosshair
  • World: ores and collectibles colored by type, crates by tier, locked crate state (locked / hacking / hacked), barrels, corpses, backpacks, stashes, animals with their health, vehicles
  • Airdrops: drop zone, cargo plane with the time before the drop, the crate's landing point and time
  • Bases: tool cupboards, workbenches, boxes, doors, traps, every building block with its grade and health
  • Turrets: weapon inside, health, on / off / booting, peacekeeper or attack all, sight range drawn in front of them
  • Raid path (coming later): the cheapest way in to the nearest tool cupboard, counted in sulfur, with the explosives per block (3D, 2D or dot style)
  • Monuments: name, distance and the radiation protection they need, colored by yours; radiation window (your protection, rads taken, the monument you are in)
  • Aimbot: bullet drop, drag and movement prediction, your weapon's real range, settings per weapon type
  • Recoil control from each weapon's recoil pattern (strength, vertical, horizontal, ADS only), settings per weapon type
  • Lua: players, world entities, turrets and monuments
Rust DMA Cheat Updates & Changelog, elusive