# Patch 2.20.59 **Published by:** [Worldwide Webb News](https://paragraph.com/@worldwidewebb/) **Published on:** 2022-12-04 **URL:** https://paragraph.com/@worldwidewebb/patch-2-20-59 ## Content New Features:Add Party Hat itemAdd Login queue: During times of high traffic your login may be queued for a short timeAdd new tutorial questRugbusterz Changes:There is no longer a limit on Rugbusterz passive slots.We felt that limiting passives in Rugbusterz retracted from the potential of builds, things like Weeberall will always be a necessity and maxing it is essential to surviving in the late game. Whilst we think that is okay, the route to achieving that shouldn’t be so linear (we have plans for the future to further improve this dynamic). A less used passive like window shopper for example, provides the highest value earliest in the game, but late game will feel like a wasted passive slot. We hope that removing the limit hopefully gives the players more freedom.” 2. Removal of weapon selection screen, you now take all of your inventory in the game “Rugbusterz has a relationship with the total items you take into the game, the more you have the harder it is to achieve the perfect build. Having to select non-optimal passives left a sour taste on certain runs, which has been addressed with the infinite slots. The weapons are where the randomness feels more fun, and the skill expression should be about navigating your selection to find a build that works well with your current equipment. This is the area we want to guide Rugbusterz towards, and expand in this direction to increase build variance and complexity whilst retaining a level of skill-based decision making.Scaling changes, the game increases in difficulty at an exponential rate.Ultimately the current infinite game mode for Rugbusterz worked well as a stop gap for what we want to achieve, and provided a large amount of sample data to help us build forward. Going for really long runs was fun and many of you have gotten pretty good at it, however it isn’t the game experience we want as our main focus (there will still be plenty of spaces for that type of skill expression). We believe the more engaging part of Rugbusterz is managing your exp per second in the game. Focusing on game modes where bosses spawn at defined intervals (i.e. number of kills or level), and then measuring players on their time to defeat bosses is a more engaging expression of skill. Additionally, this shifts the gameplay paradigm towards players having a spare 25 minutes for a game of Rugbusterz, as opposed to needing to clear out their evening to take on a marathon run.Visual updateI hope everyone is enjoying the new look, a lot of work went into this and there is still a bit more work to be done with the weapons and some minor additional tweaks. We feel this has brought the game more inline with the main game worldTotal mob cap increasedThis feeds into optimization and might be why people are experiencing framerate issues, we are playing with this currently and testing the outcomes. It is possible that we have bitten off more than we can chew, given the visual update in parallel. We will continue to test and tweak, and we thank you for your patience on this.”Bug fixes:Inventory loading slowdown is fixed: inventory should load faster now and not require a reloadNFTs you no longer own are correctly cleared from your inventoryApartment crafting table recipes are restoredRugbusterz 59 second pause is fixedSpawning into the game is more reliable (less likely to see black screen after login) ## Publication Information - [Worldwide Webb News](https://paragraph.com/@worldwidewebb/): Publication homepage - [All Posts](https://paragraph.com/@worldwidewebb/): More posts from this publication - [RSS Feed](https://api.paragraph.com/blogs/rss/@worldwidewebb): Subscribe to updates - [Twitter](https://twitter.com/Worldwide_WEB3): Follow on Twitter