Trick or Treat Runners!
Watch out! The deadly Rippers are back in Online Invasion during this 17 days long event but this time they're not alone - a Demon Sniper and his skeleton minions have made their apparition to make your life tougher!
Also, the Halloween Box partially mutated over the years to have a sibling box, the Halloween Box 2! This new magenta Pumpkin Box contains similar goodies as the classic orange Pumpkin Box, but with some unique item replacement, such as 9 unique new weapons, new costumes and some more crazy stuff!
Once again, special thanks to the modding community for their contribution! Changelog Halloween update:
- items: Halloween Box 2 added
- fix: Shovel should now work on all but asphalt/road/rocky/ice terrain
- fix: helicopter wreck in Copehill Down only appeared after the Forward Camp base had been captured
Changelog 1.98.1
- maps: few fixes here and there
- invasion: Vigil Island map can now be started on the north leg
- invasion: balancing of Warsalt Legacy, Swan Lake and Elk Island - now easier especially with a lower amount of players
- invasion: DarkCat tank can now spawn on every map in invasion
- vehicles: Scorpion AXN tank physics tweaked and broken turret model fixed
- misc: Scorpion Tank AI now prioritizes free shooting turret slot over sitting at the rear slots
- misc: areas around ladders are now denied for deployment
- WW2: fixed all the stationary HMGs to be HMG42 instead of the factions' custom HMG
- modding: weapon specification parameter "deny_ladder_range" added
Changelog (Vanilla): 08/06/2024 (1.98 patch 1)
- balancing: MK47 droprate of the stabbed offduty veteran reduced from 33 to 15%
- balancing: Spawn rate of the offduty veteran reduced by 50%
- balancing: Summer boxes drop rate doubled
- balancing: increased the chances getting a weapon from the Summer boxes by an average of 40%
- fix: hovercraft and M551 not being properly repairable with wrenches
- fix: Supershorty shotgun to be missing in the Summer box fixed
- fix: increased the selling price of the MRL launcher kit from 0RP to 500RP
- fix: new weapon flares being available in the armory in some maps fixed
- fix: fancy sunglasses costume costs reduced to 1RP as respawn_with can drain RP
- fix: only 1 parasol can be in the inventory instead of 2
- weapons: FD338 and FD338SD to have a very high stance change recovery time fixed
- weapons: Chinalake ballistics and reloading animation reworked - now loads one round at time
- weapons: RPK16 long barrel has now better accuracy while crouched and especially prone. Smaller spread range on top
- weapons: Stoner 62 reworked - 30 rounds mag (was 20) and accuracy improved while prone
- weapons: added protection on death to the MRL kit
- weapons: price not being the same for the MRL kit and the deployer fixed
- equipment: digging animation speed of the shovel increase by 20%
- vehicles: increased the health points of the icecream van significantly
- wearables: TCap costume not respawnable with anymore
- wearables: Fancy Sunglasses costume not respawnable with anymore
- fix: some items of the Summer boxes were listed in the armory in quick matches
- fix: Fancy Sunglasses costume not being shown at very high ranks fixed
- fix: few minor text fixes
- bug: fixed the roof of the church in "Road 666" to deny aerial radio calls on its roof
- maps: Overlord now added to Quickmatch
- maps: Overlord given more complex bounds to bunkers (better collision)
- maps: Overlord given heavy MG-42s that now always spawn in the bunkers
- vehicles: Luchs now has Winter paint texture on Bastogne
- vehicles: Luchs hitbox updated to make repair easier
- vehicles: Luchs turret turn rate decreased, autocannon accuracy slightly decreased
- vehicles: (Pacific) IJA now receive the Soukoutei PT boats instead of the USMC version
- Linux: corrected issues with filename capitalization causing crashes
Hello Runners!
First of all, happy 80th Anniversary of D-Day!. We hope you will join us in the celebration of this day!
For this event, we're releasing a D-Day themed map for Edelweiss complete with various new vehicle assets for both Western Front and Pacific campaigns.
A good portion of the new content has been produced by community members - the D-Day map itself by NetherCrow and DiLing(YISIC), and the Churchill Mk VII and its Flamethrower variant by Anzac Joe.
We also feel it's necessary to mention that we were in a bit of a time-crunch to get this published for D-Day itself, so please bear with us if there are issues with its release, and be aware that we plan to set up a 'wave-defense' style scenario for the Wehrmacht, and to enable the map in Quickmatch at a later date.
On the Vanilla side of things, we also have some new content for you.
After 7 community boxes and 2 seasonal boxes (X-mas and Halloween), we thought that it'd be time for a new seasonal box to also celebrate the Summer. Thanks to the awesome community we put together not one but TWO SUMMER BOXES!!
The Summer box will be active throughout the entire Summer (until end of August) so that you'll have enough time to collect as many as possible!
Beside several new weapons, we also have 3 new vehicle drops and a lot of Summer goodies to fill your RP or to chill with online friends with an Iced Coffee on a sunlounger. For a entire list, check the change log below.
Special thanks in no particular order to Redfox, Axnone, TerranConfederacy and Return Dirt and all others involved!
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And now ... drumroll... Some more drumroll
RWR2 is in development!
We're super excited to make it finally public that we're working on RWR2! RWR2 will be a whole lot different from RWR1, we've been experimenting with a lot of cool new stuff building up from where we got in RWR1 over the years. We made a quick video showcasing some of the changes, and will be dropping more videos and screen caps in the future.
[previewyoutube=MS47I3HAjX0;full][/previewyoutube]
What's different between RWR and RWR2?
--- New world system: RWR on launch started with 10 maps (now 16 maps) 1km, RWR2 will have 1 world with 25 km area with no loading screens in between, hence 25 times bigger than a single RWR map. --- New factions: More varied factions with different agendas, some factions are allied against others. The player will be playing in various factions throughout the campaign ranging from civilians to resistance fighters to military. --- New objectives: The campaign has a larger variety of objectives and advancing further in the game isn't always about capturing zones. --- New building system: Some buildings feature interiors now, and some walls are destructible for entrance, and most walls feature damage effects. --- New health system: Actual health is in play now with self-healing, allowing player to spend time more surviving and less respawning. --- New camera control: The camera rotates now *shock* --- New stealth mechanics: High grass and foliage help staying unnoticed, there are lights to stay away from at night time. In certain circumstances, enemies don't recognize you as their enemy. --- New AI: Bots and commanders have learned plenty of new tricks, e.g. chasing, driving in a convoy, retreating, looting and moving items, and a whole lot of changes in combat. They handle new types of objectives and communicate their intent better to player. AI navigation has been pretty much rebuilt. --- New squad mechanics: Ability to handle squad equipment, give orders to individual squadmates where to move and look at, order to throw grenades and build deployments --- New vehicle types: Helicopters! --- More new stuff: aiming down sights, improved vehicle physics, vehicle trunks, shooting while driving, fall damage, incendiaries and fire, build actual gapless sandbag wall lines, wind effects, terrain modifications We are currently in early pre-alpha stage so it's safe to say there will be a lot of changes as new things are being worked on. At this point it's too early to make estimates for when RWR2 will be released or when alpha or beta testing will begin, we'll know when the time is right. Don't forget to join the community on the Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you and keep on Running, your Osumia Games [hr][/hr]
Changelog 1.98 (Vanilla):
- items: Summer Box 1 and 2 added
- weapons: Supershorty secondary shotgun added
- weapons: QJZ89 HMG added
- weapons: VKS sniper rifle added
- weapons: RPK LMG added
- weapons: M249 LMG added
- weapons: Chinalake grenade launcher added
- weapons: QBZ87 portable auto grenade launcher added
- weapons: KS-23 high caliber shotgun added
- weapons: KSB shotgun with dual magazine added
- weapons: SV-98 sniper ridle with alternate pistol added
- weapons: OST-14 bullpup assault rifle with underbarrel GL added
- weapons: AR-15 assault rifle added with thermal alternate fire added
- weapons: M14-EBR battle rifles added
- weapons: FHJ-01 dual shot napalm launcher added
- weapons: MRL missile launcher added
- goodies: several Summer themed valuables added
- vehicles: Hovercraft added
- vehicles: M551 Sheriff tank added
- vehicles: Scorpion AXN tank added
- AI: new "off duty veteran" soldier added during the Summer event
Changelog 1.98 (WW2):
NEW CONTENT:
- CAMPAIGN and INVASION maps: New Operation Overlord D-Day Map
- vehicles: New British Churchill Mk. VII Heavy Tank
- vehicles: New British Churchill Mk. VII Flamethrower Heavy Tank
- vehicles: New Wehrmacht Panzer II Luchs Light Tank
- vehicles: New Wehrmacht Flak '88' Cannon
- vehicles: New USMC DUKW Amphibious Armoury Truck
- vehicles: New IJN Su-Ki Amphibious Armoury Truck
- vehicles: New IJN Soukoutei Armoured Gunboat
Hey Runners!
Osumia Games wish you all Merry Xmas and a Happy New Year 2024!
The year is coming to an end with a quick annual recap of what happened this year at Osumia Games and what is coming for the (near) future.
2023 recap
2024 will mark the 10th year since the Early Access release of RWR here on Steam. How time flies! 2023 has been similar successful as 2022 where the RUNNING WITH RIFLES family has grown by another 99.000 members (projection until the end of the year) and on top of that, over 73.000 DLC units have been sold. Some other insights about the year 2023's review include 9 updates with 2 major ones including 2 new maps, a community box #7 containing 3 new vehicles, several new weapons and other goodies! We also added a Camera mod to the package for the content creators.
Eastern Front WW2 DLC
As you might have read it already in the Steam forum, EF will be delayed. Here's the original post: [quote]Hello Runners, Unfortunately we're announcing a delay to Eastern Front today. Our team of four (Trem, TheSoldier, 577, and Unit G17) have jobs outside of game development, and can only commit hours during their free time, and lately progress has slowed down. We are not prepared to suggest a new 'release date' at this time, but rest assured, this is a passion project and we are looking forward to releasing it! What we can say is that it won't be coming before Q3 2024. Keep an eye out for news posts in the future! Keep on Running, Osumia Games[/quote]
Osumia Games in 2024
Beside the release of the Eastern Front WW2 DLC later in 2024, we'll also have some exciting news to announce soon! We won't go into details yet, but Osumia Games is cooking something tasty! Feel free to add a guess in the comments.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you! Keep on running, Your Osumia Games Event log (Vanilla):
- invasion: Bad Santa enemy added over the xmas event
- invasion: Xmas box added
- maps: few fixes here and there
- vehicles: experimental scripted vehicles from community boxes such as the repair crane and the ZJX-19/XE repair tank are now also working in the campaign and not just in invasion
- projectiles: experimental scripted EMP grenades from community boxes now also working in the campaign and not just in invasion
- projectiles: fixed a bug where some CB7 flares disappeared when throwing in the Tropical Blizzard map instead of spawning the flare object itself again
- man vs world: added a "Nightmare" difficulty
- man vs Zombies: added a "Nightmare" difficulty
- misc: added content of the Community Box #7 in the lottery
- modding: added can_shoot_running option for weapons
Trick or Treat Runners!
Watch out, the deadly Rippers are back in online invasion during this 11 days long event, but also the Halloween Box which makes its return with the beloved pumpkin goodies! The Halloween Boxes are also active in single player campaign so that you can enjoy it online and offline!
Happy Running, your Osumia Games
Hello Runners!
Today, we have a "new" map for you. It's basically a conversion of the Edelweiss map "Hell's Highway".
While it looks very similar, it has been extended and has its own twists to better match Vanilla gameplay. The map "Route 666" has been added to the invasion rotator but can also be played as quick match, as well as in Dominance PvP where the city part is being used for a conquest and a king of the hill substage.
Some of you might find some use with the "Camera Mod" we did a while back, mainly to make scenery screenshots and videos. Don't expect it to be a powerful tool, it's very basic but might be interesting for some of you content creators.
We cleaned it up a bit, added some documentation and are shipping it as an own package of the game. No file needs to be replaced anymore and can be used as overlay.
below is a video we made with the mod using the camera script. You can use it yourself as an example and reproduce the video on your own just by running the camera mod script without any modification.
[previewyoutube=-gdKzEuvdt8;full][/previewyoutube]
Don't forget to join the community on the Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!
Thank you and keep on Running,
your Osumia Games
[hr][/hr]
Changelog 1.97 (Vanilla):
- maps: new map "Route 666" added. A modified vanilla adaptation of the WW2 map "Hell's Highway"
- maps: added an armory in the ruin parts of Swan River and removed an enemy APC to make it a bit less vehicle heavy and slightly rebalanced the AI push on top
- maps: fixed map related AI pathing issues on the "Green Coast" map close to the "Old Harbour" base
- maps: fixed a crash in quick match on the "Tropical Blizzard" map, as the Wiesel MK20 weapon wasn't declared
- dominance: added a conquest and a king of the hill substage of the map "Route 666"
- dominance: added A10 gun run and Cluster bomb calls
- dominance: adapted the call marker size of the artillery call to match vanilla (hadn't been update since the spread changes)
- invasion: added the map "Route 666" to the map rotator
- particles: reworked the bullet hit particles on vehicles
- misc: "camera_mod" package added
Hello Runners,
As most in the Chinese online RWR community probably figured out, we've had some ongoing issues with our former server provider in China which has locked the RWR servers for unclear reasons. After trying to keep an open discussion with the provider on how to remedy the situation to no avail, we currently have no other choice than to accept it and retire the servers in Mainland China to avoid such issues in the future. We are simply put not welcome anymore to continue hosting servers there.
While the exact cause is still unclear, we got enough clues to guess but won't go into details at this point.
RWR is just a game which connects people around the world to have fun and politics have no place in RWR!. We've said that often enough in the past and also our in-game moderators are applying consequences but will, in the future, be even more sensitive on that subject to avoid any kind of political discussions on delicate topics. This applies to everyone, no matter where the players comes from.
On the more pleasant side of things, the new ASIA servers have a premium line to Mainland China, hence benefiting from a low latency and no need to use network accelerators of any kind!
To ensure this, we have to restart the servers on a daily basis at 8AM Beijing time.
We have tested and tried so many different options and hope to have find the best solution for every Asia located Runner to enjoy!
Yours sincerely,
Osumia Games
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RWR
RWRRWR
8
Your Osumia Games
Change log 1.96.1:
- dominance: added a KotH substage for the map "Rattlesnake Crescent"
- dominance: reduced the size of the largest conquest substage on Moorland Apocalypse from 6 to 4 bases
- dominance: split the Vigil Island conquest substage in 2 distinct ones as the substage was too big
- dominance: fixed missing damage multiplicator for some vehicle MGs
- dominance: fixed missing updated Warsalt Legacy overlay mask
- visuals: fixed ghost shader for plants and bushes in the Warsalt Legacy map
- sounds: applied volume gain to some audio files after being turned to mono
- sounds: slightly reduced the dying sound of the female elites
- ww2: fixed cards showing blank for Edelweiss in WW2 invasion
- ww2: fixed a few translations
- ww2: fixed "ww2:combined" to not be shown in the campaign menu (supposed to be quick match only)
- ww2: fixed emoticons not showing up
- ww2: removed the radio jammer from the player faction in "WW2:Power Junction"
Hey Runners,
Let's have some PvP fun at the first Dominance PvP session of 2023!
Server: "DOMINANCEEU2" - 64 server slots
communication: Join Discord for better communication. An event voice chat channel will be created (link for Discord in the game menu).
Feel free to discuss the event for improvements. Best in the Discord channel #event-discussion.
even the teams, load your weapon and let's get it on!
Happy fragging,
your Osumia Games
PS: you can also join with the DEMO of RWR!
[hr][/hr]
for those who are new to PvP, below is a YouTube link of a compilation of some scenes from last year's Dominance events!
(you might achieve the best video quality by watching directly on YouTube!)
[previewyoutube=I6GJijMNEhs;full]https://www.youtube.com/watch?v=I6GJijMNEhs[/previewyoutube]
Vanilla:
- weapons: MG42 weapon cooldown slightly reworked
- weapons: KAC Chain Saw cooldown added and increased ammunition from 150 to 200
- weapons: tracer dart missile makes 15% less damage, has less pulldown and the dart can be disarmed
- weapons: added missing weapon lock on player death to the SKS
- vehicles: Legion can now better overrun soldiers
- throwables: AT mine carrying capacity increase from 2 to 3 at 5000XP
- maps: fixed "Elk Island" not always appearing in quick matches
- maps: fixed the "churches" for better AI navigation
- gamemodes: emoticons added in dominance and minimodes
- dominance: cooldowns adapted from Vanilla
- dominance: King of the Hill substage added for the map "Black Gold Estuary"
- dominance: short information text added on the mapview mask overlays
- soldiers: Rangers with tracer darts as secondary have a dedicated and longer change weapon in animation to give the enemy more chance to react
- visuals: fixed some emoticons that weren't shown properly
- sounds: increased the output volume of a few weapons which had been lowered by mistake in last update
- weapons: added missing weapon lock on player death to the Browning Auto 5
- weapons: fixed cooldown of the Sten Mk IIS, which made the gun overheat too fast
- script: fixed the wrong briefcase unlocks in the map WW2: Power junction
- misc: fixed mapview for Linux and Mac for Elk Island in invasion
Hello Runners!
Today, we are celebrating the 8th birthday of RUNNING WITH RIFLES on Steam, woohoo! For this occasion, to celebrate this event, we're offering a large sale and dropping loads of new free content!
We also want to seize the occasion to feed you with some information about the upcoming WW2 DLC "RUNNING WITH RIFLES: EASTERN FRONT".
Let's start with the new content.
After 6 community and 2 seasonal boxes (X-mas and Halloween), we thought that it'd be time for the COMMUNITY BOX #7! and here we go!
This brand new community box contains 7 new weapons including a truly special one, the Saw Blade Launcher which is really funny to use once you know how it works. We'll let you find out!
We also have a shovel, which allows you to create sandbag wall elements, as long as you are on the right terrain, as digging on e.g. asphalt won't work!
On the vehicle side, we have 4 brand new vehicles, one being the LAI-109, an extremely powerful mobile missile launcher. Just make sure to have some infantry around to protect it, as it's rather defenseless against AT weapons!
There is also the LAILV-002, an advanced "Spawn Truck" with a dual HMG and holes on the roof for 2 infantry to shoot from.
The MMLS-528 is a "Multiple Mine Laying System" which can shoot AT mines from the front and AP mines from the rear.
Last but not least for the crazy fella out there, a formula 1 vehicle for the lulz, VROOM!
Here again, thanks for the numerous modding community submissions!
Oh and we also have a new map based on the map of the same name, Elk Island from Trudin, thanks again buddy, much appreciated!
The map has been adapted for Vanilla as well as for Pacific and will respectively be playable in quick matches and online invasion!
As for WW2, this won't be the last map for this update. Beside this Elk Island map for Pacific, we also made an adaptation of the Vanilla map Power Junction which has been set up to be a unique scenario in the WW2 DLC featuring three (randomly selected) factions battling each other! Both maps are playable as quick matches or for online invasion.
Alongside this, we're dropping in a pair of new weapons alongside some QOL changes and gameplay tweaks. We hope you enjoy!
We also wanted to confirm we are still on track for releasing Eastern Front in late 2023. Development continues, and we have a tasty new screenshot for you to salivate over!
Additionally, we're bringing an "Eastern-Front" themed Submachine Gun over to the Western Front - the venerable Danuvia 43M, an Axis-power weapon made by Hungary, complete with a bayonet, and with its slick folding stock, it can be carried in the sidearms slot!
You can wishlist the EASTERN FRONT DLC HERE!
Don't forget to join the community on the Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!
Thank you and keep on Running,
your Osumia Games
[hr][/hr]
Changelog 1.96 (Vanilla):
NEW CONTENT:
- maps: "Elk Island" map added in quick match and online invasion
- items: community box #7 added
- items: combat dog spawn crates added
- weapons: added a cooldown in all vehicle (H)MGs and some mobile MG type weapons
- weapons: Gilboa DBR double-barrel rifle added
- weapons: MGV-176 submachine gun added
- weapons: SKS semi-auto rifle with explosive ammo alt added
- weapons: SIG MPX submachine gun with hollow point alt added
- weapons: SBL sawblade launcher added
- weapons: AN-94 with burst shot alt rifle added
- equipment: Shovel added - builds infinitely sandbags on terrain tagged as dirt or sand
- equipment: Panda costume added
- vehicles: LAI-109 missile launching truck added
- vehicles: LAIV-002 armored spawn (also AI) truck with MG added
- vehicles: MMLS-258 AT and AP mine laying tank added
- vehicles: F1 vehicle added, vroom vroom!
- ai: Rangers now have a 50% chance to have tracer darts as secondary weapon against vehicles
- crosshair: reticle color going from white to plain red when a weapon with cooldown reached max spread. The crosshair will blink until the end of the cooldown
- ui: added map time in the scoreboard (has been added already in a silent update)
- hotkeys: hotkey list extended to 20 instead of 10 slots - not in game menu. The extended slots are accessible with MOD+key
- modding: added force_as_shoots_blast_projectiles as weapon parameter to force the AI to switch to secondary weapon when facing an enemy vehicle
- modding: "cooldown" sound key for weapons added
- modding: "cooldown_start" and "cooldown_end" specification key for weapons added
- modding: auto_update_tree_foliage command line parameter added to make billboard textures always facing the cam in free cam mode
- misc: emojis added - can be added to the shortkey list optionally
BALANCE CHANGES:
- items: drop rate of all community boxes increased by 20%
- weapons: elites have a 33% higher chance to have the M202 as AT instead of their stock AT weapon
- vehicles: Legion has significantly more weight so that it can now bulldoze other tanks and the AI not trying to drive around
- vehicles: Legion respawn time increased from 140 to 180 seconds
- vehicles: added min health to steer value to the transport trucks
- vehicles: Mustela acceleration and max speed reduced and driving physics slightly improved
- invasion: "Swan River" and "Warsalt Legacy" maps made slightly easier at map start
FIXES and TWEAKS:
- maps: minor tweaks here and there
- vehicles: Legion ai navigation offset in wrong vehicle tag fixed
- projectiles: activated, non-sticky projectiles aren't pushable anymore
- animations: slowed down the sniper prone cycle animation for all sniper weapons but the SVD by 35%
- particles: tracer dart blinking emitter slightly reworked
- ai: dogs not joining squads anymore to avoid issues with vehicle slot queues
- input: fixed gamepad handling for selecting a spawn point in the map view
Changelog 1.96 (WW2):
NEW CONTENT:
- maps: "Elk Island" added into Pacific campaign and quick matches
- maps: "Power Junction" ported over from Vanilla to a special WW2 scenario
- weapons: Danuvia 43M submachine gun added. This Hungarian-made 'Eastern-Front' weapon can be found carried by German elite solders, and features a bayonet as well as a folding stock
- weapons: Browning Auto 5 Semi-automatic Shotgun added. Can be found carried by Allied elite soldiers, featuring a large 8-round capacity and heavy firepower
- weapons: Browning Auto 5 Sawn-Off Shotgun added. Can be found carried by U.S. Marine elite soldiers, featuring a smaller 5-round capacity, but carried like a pistol
- misc: added emoticons to WW2 in the same manner they were handled in Vanilla
- misc: added overheat systems to some weapons, especially static or vehicle-borne machine-guns, in a similar manner to Vanilla
BALANCE CHANGES:
- weapons: increased damage of the Beardmore-Farquhar .50 Cal
- weapons: lowered the capacity but increased the movement speed of the Flammenwerfer 41
FIXES and TWEAKS:
- maps: fixed missing palm trees on Peleliu Airfield
- maps: added missing armory trucks on Swan River
- translation: fixed a minor issue with Ho-Ha deploy call out
Hey Runners!
Ho-Ho-Ho!
Osumia Games wish you all Merry Xmas and a Happy New Year 2023!
2022 is coming to an end and we'll make a quick recap of what happened this year at Osumia Games. After an incredible year 2021, this year has been a bit quieter but the RUNNING WITH RIFLES family has grown by another 96.000 members and on top of that, over 75.000 DLC units have been sold. This makes the year 2022 to be significantly more successful than 2 years prior. Some other insights about the year 2022's review include 23 updates with 5 major ones including 2 new maps, a new DLC, the RUNNING WITH RIFLES: Veteran Pack including a lot of new models/skins, a new vehicle call, an increased stash capacity and some custom animations. 9000 Runners are new owners of this DLC alone. Thanks for that! Last but not least, we also added native game controller and full Steam Deck support!
We also announced last Spring the start of the work on our third WW2 update RUNNING WITH RIFLES: EASTERN FRONT We are still hoping for a release late 2023 and with the help of UnitG17 joining our WW2 developer team, it might be doable! More information will follow. Towards the end of year, we organized a couple of Dominance PvP events. We might do that again in 2023 as the feedback was rather encouraging. Let us know if you are interested or if you prefer to stick to invasion coop! Below is a YouTube link of a compilation of some nice scenes from 2 Dominance events if you want to see how it looks like! (you might achieve the best video quality by clicking on "watch on YouTube") [previewyoutube=I6GJijMNEhs;full]https://www.youtube.com/watch?v=I6GJijMNEhs[/previewyoutube] Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you! Keep on running, Your Osumia Games Event log (Vanilla):
- invasion: Bad Santa enemy added over the xmas event
- invasion: Xmas box added
Hey Runners,
Next PvP session incoming!
Server: "DOMINANCEEU2" - 64 server slots
communication: Join Discord for better communication. An event voice chat channel will be created (link for Discord in the game menu).
Feel free to discuss the event for improvements. Best in the Discord channel #event-discussion.
even the teams, load your weapon and let's get it on!
Happy fragging,
your Osumia Games
Hey Runners,
ready for some PvP fun? Let's get it on!
Server: "DOMINANCEEU2" - 64 server slots
communication: Join Discord for better communication (event voice chat channel).
even the teams, play fair and have fun!
Happy fragging,
your Osumia Games
[hr][/hr]
below is a YouTube link of a compilation of some nice scenes from the 2 first Dominance events this year!
(you might achieve the best video quality by watching directly on YouTube!)
[previewyoutube=I6GJijMNEhs;full]https://www.youtube.com/watch?v=I6GJijMNEhs[/previewyoutube]
Hey Runners!
Focus of this update is mainly to re-introduce the Pumpkin boxes during our Halloween event but also a juicy update of the WW2 Undead mode! More information about the event can be found >> HERE <<.
We've also updated the WW2 Undead mode with a new map! Experience the community-made Swan River map in all its extravagance in the Undead mode. The Swan River map was a recent addition to the game and its urban close-quarters environment are perfect for chaotic battles with the undead and the Axis remnants!
Some additional changes have been made to the standard WW2 mode as well, including some new content. See the changelog below.
Happy Running,
your Osumia Games
[hr][/hr]
Changelog (Vanilla) v1.95:
- modding: added support for manually assigning scores for character models
New Content
- maps: Swan River Udead Map added to the Undead Gamemode! Can be played by starting WW2:UNDEAD under the Campaigns list
- vehicles: Wasp Flamethrower-APC added. Variant of the UKF's Universal Carrier, and can generally be found on any map with that faction present
- soldiers: WW2-Undead Flammenwerfer Soldier added. This threatening enemy soldier is aggressive and resilient, posing a challenge to players in the Undead mode
- weapons: Flammenwerfer 41 added. This flamethrower is used by the Axis on the Arnhem, Bastogne, Varsity, and Sealion levels, as well as in the Undead mode
- weapons: Beardmore-Farquhar .50 cal machine gun added. Devastating and relatively lightweight, but with a small capacity. Carried by UKF Sentry Soldiers
- audio: new music themes for Edelweiss' "Swan River" and "Swan River: Undead" added
Balance Changes
- weapons (ww2 invasion): raised commonness of Vickers K machine gun and Winchester Automatic Rifle in Invasion
- soldiers (ww2 invasion): reduced commonness of Fallschirmjaeger Snipers to spawn on Operation Varsity
- equipment: slightly raised chance of the medical kit to spawn, from 0.18 to 0.19
- weapons: raised damage chance of Type 96 normal and Trench variants
- weapons: raised damage chance of Type 99 LMG normal and Scoped variants
- weapons: raised accuracy of Beardmore-Farquhar when using bipod
Undead balance changes
- ai: adjusted behavior and balance of both the Undead and the Axis boss enemies
Bug Fixes and Tweaks
- factions: modified the Allied Faction on Swan River to represent the Polish Armored Division instead of the regular UKF Forces
- textures: updated the appearance of the Type Hei Automatic Rifle to more closely resemble its real shape
- translation: fixed a minor issue with Ho-Ha deploy call out
- Music: adjusted Varsity Undead music
- weapons: fixed a couple visual issues with the M2 Flamethrower's muzzle flash
Trick or Treat Runners!
Watch out, the deadly Rippers are back in online invasion during this 13 days long event, but also the Halloween Box which makes its return with the beloved pumpkin goodies!
We also extended and reworked the WW2: Undead gamemode: Experience Swan River as a new map in the WW2: Undead campaign! Fend off hordes of Undead and forces of the Remnants as you fight through the devastated city and rout out their stronghold in the Mansion.
Happy Running, your Osumia Games
Vanilla:
- weapons: added weapon name to several blast projectiles which were still using generic "rocket" or "grenade" names
- weapons: Tracer Dart is now locked during penalty
- dominance: fixed a base capturable status in the KotH substage of Swan River
- weapons: factions now have faction specific grenade launchers instead of just the M79 for all
- weapons: overall grenade launcher damage increased to better deal with the 150% HP vest
- weapons: Dragunov SVD recover time increased as the weapon really needed a nerf in PvP
- weapons: Famas G1, SG552 and L85A2 price significantly decreased
- weapons: Deployable weapon prices decreased as they were barely bought as result of the high RP cost
- throwables: Spawn flare price decreased from 50 to 30RP
- calls: Artillery strike Tier2 removed from the radio call list
- calls: readjusted the radio call costs, globally decreased for most
Hey Runners,
after the nice feedback of the last 2 PvP sessions, we decided to organize the next Dominance event!
Server: "DOMINANCEEU2" - 64 server slots
communication: Join Discord for better communication. An event voice chat channel will be created (link for Discord in the game menu)
even the teams, load your weapon and let's get it on!
Happy fragging,
your Osumia Games
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below is a YouTube link of a compilation of some nice scenes from the 2 last Dominance events!
(you might achieve the best video quality by watching directly on YouTube!)
[previewyoutube=I6GJijMNEhs;full]https://www.youtube.com/watch?v=I6GJijMNEhs[/previewyoutube]
Vanilla:
- maps: few tweaks on Swan River map
- scripts: antifarm script fix to not apply on Iron Enclave map but Dry Enclave only
- scripts: minor balancing tweaks in the Swan River map
- vehicles: mortar now has a 360 shooting angle
- vehicles: missile launcher has 8 protectors instead of 5
- dominance: added new KotH substage to the Swan River map
- dominance: fixed some deployable weapons who had a wrong weight
- maps: Swan River armory trucks have proper tags and will now spawn properly
- maps: added decoration cars in the Swan River map
- misc: barbed wire obstacle are now crushable by tanks
- misc: reworked the broken decoration cars textures
- maps: few fixes here and thereon Swan River WW2 version
Hey Runners,
After the release of the new map "Swan River" last week, we made a small Dominance PvP session and had a blast!
We want to do that again next Saturday and hope to bring the server to smoke!
We'll select the best maps for the session, featuring Swan River (which just has been extended by a new KotH substage).
Server: "DOMINANCEEU2" - 64 server slots
communication: Join Discord for better communication. An event voice chat channel will be created (link for Discord in the game menu)
Reward: no reward, just pure fun! Make sure to make the teams even and let's rock!
Happy fragging,
your Osumia Games
Hey Runners!
In today's release, we want to highlight a new map called SWAN RIVER based on a community map of the same name originally developed by a Runner named Trudin in the workshop. We contacted him and he agreed right away that we can adapt it to be included among the various game modes. Again, thanks for the opportunity!
The original map was designed to be played with the Edelweiss DLC so we needed to convert it for Vanilla. A few days ago, we thought that why wouldn't we make the map playable in Vanilla Invasion AND in WW2 Invasion after all? So here we go, we have the first map included in both!
If you guys want to give Trudin a thumbs up on the map, feel free to leave him a message under his project here!
The map is also playable in Dominance PvP and while mentioning this gamemode, it'll be time to organize the next PvP session for those who are interested. Usually events are being organized in Discord!
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We also reworked the Man vs. Zombies gamemode as a pre-Halloween release by adding difficulty progression relying on monster difficulty increasing across the campaign, rather than controlling the difficulty through the overall amount of enemies. Therefore, no more high tier mobs in the first stage but quite a few of them in later stages!
For a complete list of changes, please check the changelog below!
Keep on Running,
your Osumia Games
changelog v1.94:
- maps: few fixes here and there
- maps: new conquest 19 bases map "Swan River" added in invasion and quick match for Vanilla and Edelweiss
- vehicles: new defense structure added, the missile launcher, only in the Swan River map
- vehicles: sandbags are not repairable anymore
- vehicles: made mortar ammunition crates sensitive to vehicle bumps
- vehicles: FT-Croc model slightly reworked
- vehicles: Legion has now significantly more steer smoothening for easier turning handling
- weapons: disarming a Claymore now doesn't make the item vanish anymore, but returns the Claymore resource instead
- weapons: disarming an AT mine (dominance/minimodes) now doesn't make the item vanish anymore, but returns the AT mine resource instead
- weapons: missing FT-Croc flamethrower projectile burned ground particle effect added
- weapons: FT-Croc flamethrower main weapon has now infinite ammo but added a cooldown
- weapons: Patrol ship mortar slightly reworked
- weapons: C4 shaking effect reduced by 25%
- weapons: fixed the Golden MP5SD not being tagged as rare weapon properly
- weapons: added AI burst time logic to most vehicle MGs
- calls: increase the reveal time of the GPS Laptop call from 10 to 20 seconds
- scripts: fixed an issue where the sandbags could still be repaired by the repair vehicle/crane
- script: added invisible mine fields for the Dry Enclave map to make the player focus on the objective
- dominance: Swan River map added to the dominance rotation with 2 substages
- dominance: Model29 secondary from vanilla added
- dominance: stock sniper rifles don't 100% kill anymore but have a smaller chance to make only 90% damage instead
- dominance: stun duration reduced by 33%
- dominance: fixed a script issue where the leading faction wasn't shown properly (countdown text in faction color)
- dominance: fixed a script issue which ended in a round tied even if one faction had more bases then the enemy at the end of the round
- dominance: added bandage to the supply quad
- dominance: fixed crash when using the VFS MG
- man vs. world: added dedicated medical crates that always spawn 1-2 bandages
- man vs. world: stun animation time reduced by 50% for players
- man vs. zombies: added dedicated medical crates that always spawn 1-2 bandages
- man vs. zombies: high rank zombies spawn score increases throughout the campaign
- man vs. zombies: doubled the damage of the Desert Eagle to be more effective especially against higher tier zombies
- man vs. zombies: multiplied the damage of the Claymore by a factor of 4
- man vs. zombies: increased the damage of the M202 by 36%, price halved
- man vs. zombies: damage of the Microgun increased significantly, price increased by 20%
- man vs. zombies: adjusted the RP income and added a RP gain per kill
- man vs. zombies: stun animation time reduced by 50% for players and 25% for enemies
- modding: added disarm_instance_class and disarm_instance_key (see e.g. claymore.projectile)
- modding: added cooldown_start and cooldown_end as weapon parameters (see e.g. patrol_ship_mortar.weapon)
- misc: issue with model swap happening out of camera frustum fixed
- misc: potential crash with remote detonable grenades fixed
- misc: fixed repair_rate parameter of the hesco barrier to be in the wrong tag
- misc: added destructible fences in vanilla
- misc: added destructible fences in Pacific
- misc: extended the destructible fences to also include security fences
- misc: swimming character can't be stunned anymore
- misc: added dayphase to online sync to prevent apparent day time shifting in long matches
- misc: deployable GL now has a dedicated map marker
- misc: TOW's map marker size decreased by 30%
- misc: fixed number of animations being limited to 1000
- misc: changed the way items are saved
- misc: removed a specific file existence check when loading the game when not running in debugmode
Changelog for 1.93:
- weapons: fixed the alternate stock pistols to not being respawnable with
- vehicles: fixed a physics bug where the VFS wasn't repairable
- vehicles: VFS now enterable not only by Veteran pack owners
- vehicles: fixed missing drop parachute for the VFS radio call
- vehicles: VFS speed and acceleration slightly increased
- vehicles: alternate Veteran pack rubber boat now enterable not only by Veteran pack owners
- radio calls: added xp requirement text for locked calls
- veteran pack:models - few of them reworked
- veteran pack: radio call menu - added airdrop skin selector, separated from character skin
- veteran pack: inventory - added third skin alternative for high rank
- veteran pack: added custom icon for airdrop vehicle calls
- veteran pack: adjusted the DLC to work properly in Dominance
Hey Runners!
We have some juicy news for you today!
First of all, this month we celebrated the 7th anniversary of the release of RWR! We discussed internally various milestones we've reached the last couple of years and we certainly didn't anticipate what we have today. The number of weapons and equipment has grown from around 50 to over 200 these days, and the amount of maps has doubled and the vehicles have gone even beyond that!
Today, we also have something totally new! Indeed, we have a new VETERAN PACK DLC for you!
The main feature of the DLC is the extended stash capacity which extends your stash slots from 300 to 500!
It also adds 64 new/alternate and mainly more realistic soldier models for the players who own the DLC, alternate airdrop vehicle skins, a special radio call, a new chat player icon and some new animations and poses!
Thanks to GK_PPSH41, Pogonop, RedFox, Return_dirt, TerranConfederacy for their contributions!
You can find the new DLC and more info HERE!
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Something New On The Horizon:
Time for a big announcement! We have been hard at work on a THIRD DLC pack for RWR! We are now publicly announcing RUNNING WITH RIFLES: EASTERN FRONT - another WW2 expansion pack! This pack will add the Soviet Red Army to the game and cover a variety of famous battles from the conflict. You will journey across some of the most famous locations of the Eastern front, including Stalingrad, Kursk, Berlin, and more, all based on the historical terrain where these clashes occurred! Though we are not announcing a release date at this time, the game's storepage is already being set up so you can Wishlist the DLC and get news about it as development comes along! We are hoping to release some time in 2023, but as said above, we won't set a release date yet, as we don't know how quickly things will move.
With the expansion we'd also like to mention we have officially expanded our team with the addition of community member "Unit G17". He's been a great help to the team over the past several months and was heavily involved in the development of the WW2: UNDEAD gamemode, and will be working with us in creating the EASTERN FRONT expansion pack! He brings his expertise in scripting to the team and is helping out with a variety of other tasks as well. Warm welcome to you, Unit!
Development began some time ago, shortly after the release of RUNNING WITH RIFLES: EDELWEISS. We were eager to make an Eastern Front-themed DLC to complete our coverage of the most well-know theaters of WWII - the Pacific, the Western Front, and the Eastern Front. However, current events made us reexamine our position when the Russo-Ukrainian War began in February, just days before we were set to announce the DLC, and we thought it too distasteful to announce it then. Nonetheless, we still wish to move on with our plans to develop and release RUNNING WITH RIFLES: EASTERN FRONT. We're lucky to have such a diverse community of gamers from all over the world, and no matter what country you come from, we hope to have your support. You can look forward to fighting some of the largest and most well-know battles of the Eastern Front! You can wishlist the EASTERN FRONT DLC HERE! Keep on Running, your Osumia Games changelog v1.92:
- maps: few changes here and there
- maps: Warsalt Legacy has now additionally a southern entrance to the castle
- maps: maps that are desert themed have been moved to vanilla.desert
- models: default tank model UVs slightly reworked to make custom skins handling easier
- weapons: player can now respawn with the non-suppressed stock pistols again
- weapons: M202, Javelin and C4 now have a lock time on player death
- vehicles: AAV-G17/A1 has proper 25% and 5% damage visual indicators (smoke/sprakles) and is unsteerable at 5% HP left
- invasion: lowered the difficulty in the Warsalt Legacy map, especially noticeable when playing with low amount of players
- ai: Rangers now switch weapon modus more often
- ai: bots won't seek for cover when XM25, APJ and SEV90 projectiles are being shot at them as cover it not helpful against those weapons
- ai: changed detectability to 100% when in vehicle, bypassing equipment modifiers
- ui: added mouse wheel sensitivity option, changed default sensitivity
- characters: added custom animations usable with Veteran Pack
- characters: added Veteran Pack skins
- stash: added 500 capacity for Veteran Pack
- calls: added a new light armored anti-tank vehicle drop for Veteran Pack called the VFS
- icons: added Veteran Pack chat icon
- effects: changed splat_map and particle effects to use both tag and surface_tag for tagging with specific surface types, fixing some existing effects
- vehicles: made repair_factor 0 to ignore repairing attempts
- vehicles: reworked chute implementation
- dialogue: changed tags to get characters say tank specific comments for all tanks
- camera: fixed regression with stuttery free camera rotation
- modding: changed how weapon and vehicle "overloading" works in several ways, works better with base resources which have the key set, also improved reload.txt live reloading
Hey Runners,
It's update time with some really exciting news for you guys!
First of all, this update will include 2 "new" maps, one for Vanilla and one for Pacific (see WW2 section below). They are not entirely new, hence the quotes, as the Vanilla map "Warsalt Legacy" is based on the EDELWEISS map "Varsity" but has been heavily reworked and adapted for Vanilla needs, implying larger roads and also a bigger ruin city part as we all loooove those massive close quarter combats in destroyed cities, don't we? The map will be playable in quick match as an assault map and has been added to the online invasion map rotator.
The map has also been added to the Dominance map rotator, more precisely the ruin part as "King of the Hill" mode but also as a normal conquest substage.
We also added a new soldier type, the "Ranger". He is about as rare as the grenadier but is behaving differently on most aspects. Beside being a squad leader (max 3 squad members though!), he is rather aggressive, faster and is equipped with an automatic rifle and tends to switch to his underbarrel grenade launcher when facing larger groups of enemies. As secondary, he is equipped with a SMAW which makes him a versatile tank destroying unit.
He has a strong body armor on top of it and likes to call for Gunship support, ouch!
Next, let's come to a topic that has been on the suggestion list of several Runners or potential Runners pretty much since the first versions of the game were made public: controller support.
We stated repeatedly that in RWR, albeit being a top down shooter, not only the aiming direction matters but also the distance of the crosshair as the projectiles have ballistics, and the world is entirely 3D like on most conventional shooters that are not top-down. This made us come to the conclusion that having a controller support would not bring the joy that one would expect.
After the announcement of the Steam Deck, we brought this option on the table again, as the Steam Deck features a trackpad for aiming, similar to the Steam Controller, both in that aspect having potential to be seriously taken into consideration. The next thought was if regular twin stick controllers without trackpad could be an option too, and after some testing, tweaking and the addition of a minor aim assist it was indeed surprisingly playable in so that we decided to add general gamepad support as well. This has been tested with PS4 controller, Trust GTX 1230, Steam Controller and last but not least of course also on the Steam Deck, which was the device that fired up the whole idea.
Playing with gamepad, we'd suggest to start with the "casual difficulty", which gives enough challenge to sink your teeth into your controller - at least this was the case for us but we are definitely not the most advanced controller players out there! :)
For a full list of change, check the changelog below!
We also do have some new content for RUNNING WITH RIFLES: PACIFIC being published today.
We're bringing over an RWR: Vanilla map into Pacific; "Vigil Island" is being transformed into "Wake Island". With some modifications to the terrain, this will be a King-of-the-Hill style map set in the middle of the campaign. Included is also two new weapons - a Scoped M1941 Johnson Rifle for the US Marine Snipers, and a rare Type Ko semi-automatic rifle for the Japanese forces. Some extra tweaks have been made to a few Japanese weapons - the Type 4 Garand and Type 100 Paratrooper SMG can now both equip bayonets, and the Type 100/44 SMG now makes use of a full-size bayonet instead of a short one. Paired with this are the usual assortment of some bug fixes and balance adjustments to keep things alive.
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We can't make this post without dropping a line about the actual situation in the Ukraine. We at Osumia Games are blessed having a community from all over the world with different cultures, who just want to have fun together.
Military conflicts should only be fiction and we are vehemently rejecting any kind of aggression. We stand with peace!
MAKE LOVE, NOT WAR!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you! Keep on running, Your Osumia Games [hr][/hr] changelog v1.91:
NEW content and features:
- maps: map "Warsalt Legacy" added for online invasion and quick match
- ai: new soldier class - the "Ranger". Armed with a faction specific underbarrel AR and as secondary SMAWs
- dominance: added Warsalt Legacy to the map rotator
- dominance: added King of the Hill substage of Warsalt Legacy to the map rotator
- dominance: added neutral troups at the "Hill" bases in King of the Hill substages to avoid instant capture
- weapons: added alt fire mode for the Benelli M9 and Glock 17 which removes the suppressor
- controls: added Steam Input game controller support
- controls: added analog movement, throttle and brake for game controllers
- controls: added vehicle drive lookahead in driving direction for game controllers
- controls: added haptics/rumble events for game controllers
- controls: added optional aim assist for game controllers
- controls: change mouse sensitivity to adjust to resolution
- controls: added mousewheel handling for menu ui sliders and scrollers
BALANCE Changes:
- invasion: couple of balancing tweaks implying partial minor map redesign
- weapons: stock machine pistols bullet spread and bullet decay start time slightly buffed
- weapons: QBS-09 shotgun spread decreased
- weapons: XP requirement for the SMAW increased
BUG Fixes and Tweaks:
- maps: few fixes here and there
- weapons: Dragon's Breath projectile class changed to bullet to avoid going through thin walls
- weapons: XM25 has slightly faster reload speed but lower blast radius
- weapons: Claymore's time to live extended from 3 to 4 minutes
- weapons: shielded weapons received the parameter usable_for_cover="0", so friendly ai won't group around their users
- vehicles: passenger AI slot queue of the Technical reworked to have front seat to be occupied last
- misc: extended the lock on death from rare weapons only to backpack valuables and healthy vests
- animations: fixed a bug where the dog was in a looping attacking stance
- animations: fixed a missing animation for the shock paddles
- animations: suppressed pistol mount animation speed increased
- particles: corrected syntax error in flare.particle
- bug: fixed a crash when the neutral faction tried to make a radio call but missing the resources
- modding: added the rest of vest modifiers to weapons
- items: added drop_count_limit_in_range for items to reduce the less important item clutter
- controls: reduced some input lag related to mouse positioning
- controls: radio view now works as both tap to toggle visibility or hold to show/release to hide as usual
- ui: changed clipping in menu render for Deck/Proton compatibility
- ui: changed radio view to center on screen
NEW content:
- maps: "Wake Island" map added to campaign, invasion, and quick match - a modified version of the "Vigil Island " vanilla map but suited for Pacific gameplay
- weapons: NEW Type Ko semi-automatic rifle - a low-recoil 6.5mm weapon carried by IJA and IJN Veteran soldiers in early- and mid-war maps
- weapons: NEW Scoped M1941 Johnson rifle - semi-automatic sniper rifle carried by USMC Snipers in all stages of the war
- weapons: Type 4 Rifle can now mount a bayonet
- weapons: Type 100 Folding SMG can now mount a bayonet
BALANCE Changes:
- calls: Light Artillery barrages now deal remarkably less damage to all vehicles, but cost has been lowered -50RP; encouraging use against infantry groups
- calls: Strafing Run radius of each bullet raised from 3m to 3.35m
- soldiers: the specialist Tank Hunter AI soldiers now wield small-arms when fighting infantry, drawing their heavy Rocket Launchers only when engaging Tanks
- weapons: variety of tweaks to nearly all Sub-machine Guns, Semi-automatic Rifles, and Semi-automatic Snipers, focusing on tweaks to reloading time, but with others too
- weapons: Sten Mk V now costs only 10rp instead of 15rp
- weapons: Type 100/44 now utilizes full-length bayonet instead of short bayonet
- weapons: M1 Garand 60mm Launcher - reduced blast radius of High-Explosive by 0.5m, raised Anti-Tank mode damage; 1 less shot against Medium Tanks
- weapons: Type I Carcano now has more differences from Type 38; better standing-accuracy, longer damage range, but slightly lower velocity
UNDEAD BALANCE Changes:
- weapons: semi-automatic rifles no longer have special boosted damage in this mode
- zombies: common zombies now receive slightly more damage from all small-arms weapon sources
BUG Fixes and Tweaks:
- calls: fixed a sorting issue with Allied call-ins on Hill 262
- models: improved the weapon models of all Type 100 SMG variants, Type 2 SMG, and the Type 4 Garand
- hud: Type 100/44 now utilizes full-length bayonet instead of short bayonet
- hud: Type 99 Rifle and LMG now visually illustrate a late-war pattern of Japanese bayonet instead of early-war
- translation: couple of fixes
Hey Runners!
First of all... Ho-Ho-Ho! Osumia Games wish you all a...
2021 is coming to an end and it has been a very special period for us. Thank you all so much for the support over the years, as we know some Runners are still here from the beginning of our journey!
This year 2021, the RUNNING WITH RIFLES family has grown by another 315.000 members and on top of that, over 150.000 DLC units sold complete those insane numbers. This is by far a record year, and that is 6 years after the release of the game! It looks like continuously publishing updates and having a very strong modding scene has paid off.
Speaking about records, we broke another one for concurrent players back in May with over 14.000 Runners playing at the same time!
We certainly weren't prepared for the sudden influx yet with some intense server management we came through it! :)
Some other insights about the year 2021's review include 30 updates with 7 major ones and still having an awesome community which provided new goodies for 2 community boxes!
Alright, enough with the numbers as we also have another update being released!
While the Halloween event was mainly a success, we decided to make a (small this time!) Xmas event by including a new enemy type, the Grinch!
The Grinch is similar to the Elite Ripper from the Halloween event, hence a pain! He will always drop a Xmas gift on death, which is mainly stuff for sale to avoid the dogged hunt for temporary rares that we experienced during the last event.
We've also prepared an update for owners of the RUNNING WITH RIFLES: WW2 DLCs!
We're adding in one new weapon to the game, as well as one new 'undead' enemy type to the special Undead gamemode, plus a variety of other changes.
The new weapon is the Sauer M30 Luftwaffe 'Drilling', a unique shotgun and rifle combination weapon meant to help a crashed Pilot survive in the wilderness. Featuring a powerful double-barrel Shotgun mode that can switch to a devastating 9.3x74mm Rifle mode, this gun packs a punch! It can be found carried by Fallschirmjaeger 'Veteran' and 'Sniper' soldiers on the game's final maps, Operation: Sealion and Operation: Varsity. It is also available to the player in the WW2: Undead mode right in the Armory, but locked behind a bit of XP!
Speaking of the Undead mode, regarding that new enemy type being added: the "Undead Spitter"! This armless abomination horks acidic gobs of liquid to a medium distance, and can put some pressure on the player to stay mobile. With the new Spitter we are also adding in Opel Blitz trucks to the map, as the Spitter can damage those, and occasionally a regular Shambler might spit acid on them too (but they will only spit on vehicles, not on regular soldiers.)
Alongside these changes, back to the PACIFIC theatre, the M1 Garand 60mm Grenade Launcher weapon is being redesigned - it will now feature two firemodes which switch its projectile type. The main firemode will now be the M49A2 High Explosive Mortar shell (adapted to fire from a rifle), and the other will be the M9A1 Anti-Tank Grenade.
Furthermore a couple balance changes and bug fixes have been made, and we updated the names of a couple weapons discovered to be inaccurate. Full changelog below!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!
Thank you!
Keep on running,
Your Osumia Games
Changelog v1.90 (Vanilla):
- maps: few fixes here and there
- dominance: added stashes in most maps
- dominance: added on more base and reworked Blackgold Estuary
- Man vs. Zombies: all higher tier zombies have different damage models to get an idea about how damaged they are
- Man vs. Zombies: player damage models added
- invasion: Grinch enemy added over the xmas event
- invasion: Xmas box added
NEW Content:
- WW2 Undead enemy types: NEW Zombie "Spitter" type enemy added to the Undead mode!
- WW2 Undead: Opel Blitz trucks now spawn around the map
- WW2 Undead: Common Zombies now have a small chance to use acid-spit, but only against vehicles, such as the Opel Blitz
- weapons: NEW Sauer M30 Luftwaffe "Drilling" Shotgun added to the game! This double-Shotgun + underbarrel Rifle combo packs a lot of punch. Can be found on Fallschirmjaeger Veterans and Snipers on Sealion and Varsity, and is also available to the Player's armoury on the WW2 Undead mode!
- weapons: REDESIGNED M1 Garand 60mm Grenade Launcher. Can now change grenade types between High-Explosive (anti-personnel) and Anti-Tank
BALANCE Changes:
- maps: Arnhem wave-defense section has been rebalanced, reducing the number of enemy soldiers, vehicles, and artillery strikes to make it easier when playing alone
- maps: Hill 262 in Allied campaign - added an Allied Armoury Truck
- weapons: M1 Garand 60mm Grenade Launcher - the High-Explosive mode now has a 6m blast radius instead of 5.5m. Reload speed is slightly slowed down to compensate. The new Anti-Tank Grenade mode works mostly like the secondary-slot AT Rifle Grenades, but deals slightly more damage
- calls: Strafing Run projectiles' blast radius raised from 2.75m to 3m
- vehicles: raised the respawn time of most Landing Craft in the Pacific campaign based on community request
UNDEAD BALANCE Changes:
- weapons: all Semi-Automatic Rifles now deal slightly more damage
- weapons: all Mobile style Heavy Machine Guns no longer have a penalty to their damage
BUG Fixes and Tweaks:
- calls: addressed an issue where airborne Paratrooper calls were not spawning a guaranteed medic in Invasion mode
- calls: Airdropped Armoury call-ins no longer have random spread for where it will land
- weapons: M1D Garand renamed to M1C Garand, since no M1D's were used in WW2. The weapon's model has been slightly altered as well, but the HUD icon was already appropriate
- weapons: Type STE (the Japanese MP 34 in 7.63x25mm) now renamed to Type SU; new information was discovered, and this new name is more correct
- soldiers: UKF Commando model combination with suppressed weapon and sniper suit - fixed issue where the Commando model was not drawing when wounded
- Undead soldiers: slightly tweaked the Resurrector summoning sound
Vanilla changelog:
- maps: few fixes here and there
- equipment: added a bit more kaboom to the welding torch when exploding on death
- dominance: added the AT mine to the inventory. Friendly fire is disabled.
- Halloween event: Elite Rippers aren't spawning anymore
- Halloween event: Pumpkin Boxes aren't dropped anymore
- Halloween event: scripted elements from items such as the werewolf frenzy, vampire blood thirsty and scream costumes are removed
- valuables: non-Halloween typical weapons from the Pumpkin Box are now being dropped at a low score rate by other existing community/gift boxes
- maps: Bougainville now showing the proper mapview in the respective campaigns
- weapons: M1 Garand Large Mag and G 43 Large Mag have faster accuracy stance recovery (from 1.8 to 2.0)
- soldiers: Sentry AI soldiers in Campaign (Invasion unaffected) have less armoured vest layers (from 8 to 6) and are slightly more vulnerable to Melee and Explosive attacks
- translations: few fixes here and there
- enemy count: reduced total soldier capacity on map by -20, reduced bonus enemy compensation per player from 4 to 3
- calls: reduced cost of Airdropped Armoury from 350 to 175
- difficulty modes: lowered enemy capacity percentage on Easy and Normal
- soldiers: Axis Remnant elite enemy types all spawn less often
- soldiers: Undead elite enemy types all spawn less often, though the reduction is not as signficant as Axis Remnant
- soldiers: Axis Remnant Sentry, heavy Machine-Gun Sentry, and Officer are more vulnerable to Melee and Explosive attacks
- soldiers: Axis Remnant Sentry and heavy Machine-Gun Sentry have slightly less armoured vest layers
- dogs: Axis Remnant Kampfhund (dog) is now more vulnerable to Melee and Explosive attacks
- dogs: Undead dog model has been adjusted so it has a more prominent skeletal spine visible, slightly highlighting the threat visually
- summoning: Undead 'Resurrectors' and dog 'Howlers' now summon less allies. Resurrectors from 3-5 randomly to 2-3 randomly. Dogs from 3-4 randomly to a fixed amount of 2.
- valuables: Undead Brutes and Resurrectors now have a chance to drop loot when killed
- vests: Veteran Gear vests now resist Melee for one strike and will result in wound from it at the end
- vests: Sniper Gear vests now result in wound from Melee
- vests: Assault Gear vests now resist one Melee strike, but still do NOT result in wound at the end
- briefcase crates: breaking open a Briefcase Crate now spawns randomly 1-2 Briefcases, instead of a guaranteed 2
- briefcase unlocks: removed the Large Wrench and HE Rifle Grenade from the possible Briefcase unlocks from the Undead mode
Trick or Treat Runners!
Osumia Games doesn't have a history of Halloween goodies buuuut it's never too late for that, isn't it?
Today, in invasion and until Monday, November 8, we'll have some pumpkin boxes for you. Lot of goodies such as new powerful weapons, but on the more humorous (hey, it's Halloween after all!) also new costumes with custom effects behind them, such as spawning skeletons when you kill an enemy with the Reaper's Scythe while wearing a fancy Reaper costume! Or going berserk as a werewolf when on a melee streak. You can even disguise as vampire and replenish your vest. We want to thank the modding community especially for the ideas they submitted for this box! Boo!
We also made a few fixes and balancing tweaks which will especially please the XP-addicted among you guys. Indeed, the XP per kills is average 35% higher than it was in 1.87 (base on a 10 kill streak - Godlike Pwnage). Lower kill streaks especially will take advantage of the change, as the XP boost has never been higher!
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We've also prepared a big update for owners of RUNNING WITH RIFLES: EDELWEISS!
We're very excited to debut a new game scenario: WW2 Undead! In the spirit of Halloween, this is a zombies-based mode. Taking place just after the end of the war, Axis Remnant forces have resurrected the dead in an attempt to overthrow the victorious Allies (Unbeknownst to them, the Undead share little sympathy to their cause). Set in the aftermath of Operation: Varsity, play as a lone member of the Allied forces (or team up with friends in co-op) to defeat the Axis Remnant and the Undead! To launch the mission, locate it under the Campaigns menu. You must be an owner of RUNNING WITH RIFLES: EDELWEISS to have access to it. To win the mission, you must visit each base marked on the map as having an occult 'pentagram' within it and stand on the pentagram seal until it completely lights up. Finishing all the pentagrams will unlock the Castle Gate in the north-east corner of the map; within the Castle you must defeat the enemy Overlord boss to win! Can you stop the evil forces at hand and bring an end to this great villainy? Good luck soldier!
The new scenario comes complete with many new types of enemy units and a variety of assets specific to it. In addition, changes to the standard EDELWEISS and PACIFIC mode have also been made; you can find the changelog below.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!
Thank you!
Keep on running,
Your Osumia Games
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Changelog v1.88:
NEW content:
- items: added Halloween Box for online invasion
- modding: added grenade specific throw animation support
- modding: added allow_rare for armory_item_spawn result
- modding: added vehicle spawn_point lock_range
BALANCE Changes:
- weapons: player_death_drop_owner_lock_time increased from 30 to 45 seconds
- weapons: G11 slightly rebalanced and alternate fire mode (full auto) added
- weapons: medical dart gun now only unwounds friendly units and been slightly reworked overall
- weapons: M6 lynx suppressed sniper rifle bullet speed slightly reduced
- weapons: APR suppressed sniper rifle bullet speed slightly reduced
BUG Fixes and Tweaks:
- maps: few fixes here and there
- misc: kill XP now relies more on the XP of an enemy unit
- misc: kill XP increased by average 35%
- calls: combat vehicles and rubber boat drops not possible on objects/buildings anymore
- ui: fix for menu scroll bug with initially selected quickmatch map
- vehicles: DarkCat XP damage reward significantly improved while final blow reward has been decreased. Added a damage RP reward
- dominance: soldiers now get stunned by the pepperdust
NEW Content:
- campaigns: NEW WW2 Undead mission available (found in Campaign list) - featuring a chaotic post-war battle between the Allies, Axis Remnant, and the Undead!
BALANCE Changes:
- vehicles: landing craft spawn point lockout reduced from 45m to 30m, AI machine gunner sight range reduced
- soldiers: enemy Assault Trooper, Banzai, and Flamethrower Operator are no longer immune to stun / the Mk 3 Concussion Grenade
- weapons: Mk 3 Concussion Grenade can no longer stun the user or friendly troops
- weapons: PPSh 41 (MP 717) boosted damage over distance
- weapons: M1 Thompson (20rnd) raised recoil slightly, was extremely overperforming when using short bursts; still decent now
- weapons: Reichsrevolver and M1899 Revolver accuracy nerfed, rarity also increased
- weapons: Officer's Engraved Enfield No. 2 Revolver variant increased commonness
- calls: considering its low price and rapid arrival time, the Strafing Run has been toned down
- vests: Sniper Gear - player characters will now enter a wounded state instead of outright dying
BUG Fixes and Tweaks:
- Saipan: tentative fix for most map-related bugs
- Varsity: fixed Waco glider with missing hitbox near LZ S
- items: Sniper suit now translates properly
- flares: fixed issue where Paradrop-spawn flares were usable on a variety of maps where they should not have been
- calls: Airdropped Armory no longer lands precisely on the marker, to prevent being used to crush enemy elite soldiers
- soldiers: cleaned up Tank Hunter vest off of inappropriate soldiers in Edelweiss
- soldiers: Snipers should now favor helping friendly units more than continuing to their objective
Hey Runners!
Summer has come to an end, the weather is getting colder, perfect conditions to drop the next update. Get yourself a hot cup of tea, make yourself comfortable and let's rock!
Starting with some major bug fixes, AI tank gunners will now properly prioritize targeting other heavy combat vehicles as intended. Destroyed vehicle wrecks won't instantly respawn after being crushed, now only after the defined vehicle respawn time has elapsed. Furthermore, deployable turrets, sandbags, and other assets have had their mass reduced significantly so that heavier combat vehicles will crush them instead of trying to drive around, which could cause some serious road bottlenecks. Sandbags will also get destroyed by smaller vehicles easier than before, which helps the aforementioned navigation bottlenecks.
For balancing changes, we worked on pretty much every mode starting with Dominance (PvP) where the 150% HP vest was too strong due to its immunity to stun projectiles. In Man vs. World, we increased the player's speed by 15%, it's Rambo after all! Next is Man vs. Zombies, where the player also benefits from the speed boost - a buff maybe even more important than in the previous mode. Also in this game mode, the odds of a crate being empty is lower in this update so that you'll have more opportunities to replenish your equipment when an armory isn't at your disposal or when short on RP. Last but not least in this mode, we also fixed a bug where the Ripper and Elite Ripper were moving back and forth, taking more time to reach you than intended - this makes it harder, so make sure to get rid of them ASAP!
Beside several map changes to remove power farming locations in online invasion, some combat vehicles spawn flares were removed from specific maps that were also sources of farming abuse. While farming is tolerated when the team is not struggling to advance, it isn't anymore as soon as the team is getting a disadvantage through farmers not actively going after the objectives. To underline this, we also made a few rules changes and/or adjustments.
Another change to make the online experience a bit smoother was the addition of a script to kick idle players so that after a few minutes, the idler will get booted from the server and open their slot for others.
Not only have we worked on bugfixes and balancing, there are also new additions you can experience in this update!
The first is the introduction of a new soldier group: the combat dog! woof! :D
The dog spawns are limited to campaign and invasion as a rare spawning unit and only for the player faction. We don't want PETA to knock at our doors for letting players shoot those doggos!
They bark, bite, run around and can even heal wounded units <3
Another addition (in invasion only) is the rare chance that a DarkCat tank can spawn for the enemies on selected maps, not just in the arena of Frozen Canyon! The chances are low, but be ready for a sudden death out of nowhere!
We've also added 6 new ranks between the "General of the Army" and "President" to close large gap in-between. These also have unique faction-specific skins!
Last but not least, and probably the coolest new addition is the AI awareness of cover when throwing grenades. While the grenade would always fall short in previous versions, the AI will now try to lob the grenade over and behind cover. It's been slightly randomized so that the grenade throw will not always land successfully behind cover (for balancing reasons), so keep on your toes! :)
We've also prepared a big update for our WW2 DLCs!
Major content additions involve a new Medium Tank for the IJA, the Type 97 Chi-Ha Kai. Alongside this comes a new emplaced weapon, the Fortified Turret, a static Medium Tank turret that will present a new challenge to players in the later parts of the Pacific campaign. There are new weapons as well; a powerful Elite Pistol (usually a light Revolver) can be unlocked for all factions with the sale of briefcases, a suppressed De Lisle Carbine can be found on British Commandos during the Sealion Boss Battle, and powerful but slow-firing Elite Revolvers can be found on any enemy Veteran soldiers. Lastly, Elite Heavy MG deploys have been returned to the player's armory but must be unlocked with briefcase sales; these weapons include the HMG 42, Type 98 Autocannon, and Browning M2HB.
Various balance changes and bug fixes have been made as well, including a rebalance of the Bergetiger Escort Mission on Hell's Highway, alterations to the behavior of Heavy Machine Guns, an increase to the Scoped FG 42 spawn chance (with a few Fallschirmjaeger Snipers helping out the Volkssturm on Varsity now), protective armored shields for the IJN Ka-Tsu's machine guns, and the addition of Guadalcanal to the Quickmatch playlist. Two of the more significant bug fixes address enabling the missing in-game Difficulty options and Journal in the Campaign. Lastly, a variety of other tweaks, including many suggested by the community, round out the patch.
Extensive changelog below!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!
Thank you!
Keep on running,
Your Osumia Games
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Changelog v1.87:
NEW content:
- soldiers: added a dog soldier group as random rare spawn for the player faction. It attacks enemies and heals friendly units, woof!
- invasion: DarkCat tank has a small chance to spawn in other maps than the map "Frozen Canyon"
- invasion: idling players will be automatically booted from the server after a maximum idling time has been exceeded
- ranks: added 6 news high ranks in online invasion between General of the Army and President
- AI: grenade tossing ballistics behaviour added for potentially reaching a target behind a cover
- items: added CB6 goodies to the lottery pool
- modding: added kill_probability_offset_on_successful_hit weapon parameter, which is a penetration mutliplier if a bullet connects, to allow lower probability weapons to make "critical" hits if the projectile connects
- modding: added use_ladders ai parameter
- modding: added grenade_throw_over_obstacle_offset_min ai parameter
- modding: added grenade_throw_over_obstacle_offset_max ai parameter
BALANCE Changes:
- dominance: added a 150ms reaction time to the AI when choosing target to compensate the situation unawareness penalty because of FoV
- dominance: 150% HP vest not immune to stun projectiles anymore for upper vest layers
- Man vs World: player movement speed increased by 15%
- Man vs Zombies: player movement speed increased by 15%
- Man vs Zombies: Elite Ripper has now a reduced movement speed when very low on health
- Man vs Zombies: increased the chance of crates to drop equipment (less empty crates)
- items: AAV and SEV-90 vehicle flares do not deploy on King of the Hill type maps (Power Junction, Vigil Island, Dry Enclave) and Iron Enclave for online invasion anymore
- vehicles: standard radio jammer respawning time increased from 180s to 300s
- AI: taxi request time increased from 15 to 20 seconds
- misc: XP combo bonus capped at 10 kills to infinitely increased linearly after the 10th kill instead of exponentially, which was abused by a minority of players
BUG Fixes and Tweaks:
- maps: several fixes here and there
- maps: Tropical Blizzard is now less foggy
- maps: terrain in Vigil Island is a bit less steep
- weapons: Benelli M4 and the suppressed Benelli M4 are now a single weapon with alternate (suppressor) fire
- translations: few fixes mainly in PT(-BR) and RU
- dominance: fixed the map "Moorland Apocalypse" where the vehicle spawn locations were faulty (already handled in a quick fix)
- Man vs Zombies: fixed Ripper and Elite Ripper's movement to go back and forth
- vehicles: destroyed vehicle wrecks will not instantly respawn anymore if crushed but after the vehicle set respawn time
- vehicles: all deployable static combat vehicles (MG, GL, TOW, Hornet, mortar, etc.) are now easier to destroy through vehicle collision
- vehicles: deployable sandbags are now easier to destroy through vehicle collision
- vehicles: fuel tanks don't change the faction anymore when the base owner has changed
- vehicles: fixed a bug where the SEV-90 got unsteerable even though he had enough health left
- vehicles: fixed missing broken mass and remove collision threshold of the radar tank
- calls: markers for rubber boat drop added
- script: fixed the icecream van not showing on the map when using the GPS laptop
- script: GPS Laptop now also shows the location of the DarkCat
- AI: fixed a bug where some heavier combat tanks had a low target priorization
- AI: drivers of tank class vehicles are not trying to steer around deployable static vehicles anymore
- AI: drivers of tank class vehicles are not trying to steer around deployable sandbags anymore
- ui: fixed a bug where vehicle_marker_atlas_size in hud.xml was locked to 8x8 atlas size
- misc: online rules slightly reworked
NEW content:
- vehicles: Type 97 Chi-Ha Kai added (medium tank). Begins to spawn on Tarawa (Island4) and is available through the call-in menu
- weapons: Elite Secondary Pistols added - available as a random unlock via selling the Briefcase (Type 26 Revolver (IJA), C 96 Pistol (WH), Enfield No.II (UKF) and M1917 Revolver (USF and USMC)
- weapons: Officer's Engraved variant of the Enfield No. II has been added
- weapons: rare Elite Revolvers added - the Reichsrevolver (WH) and Model 1899 Revolver (all other factions including IJA)
- weapons: De Lisle suppressed carbine added - rare suppressed bolt-action rifle carried by British Commandos
- weapons: reintroduced Elite Heavy MG Deploys - available as a random unlock via selling the Briefcase (Type 98 Autocannon (IJA), MG 42 HMG (WH), and M2 HB (Allies))
BALANCE Changes:
- Bergetiger mission: speed in Hell's Highway has been increased by 40%
- Bergetiger mission: repair multiplier has been doubled (campaign only)
- Bergetiger mission: Hell's Highway (Axis) Bergetiger escort mission has been rebalanced to be less challenging (significantly more attacking friendly units)
- maps: Operation Sealion now has more Allied Homeguard soldiers defending at the start of the map
- maps: Operation Downfall now spawns 3 Medium Tanks on the enemy force during the final phase instead of 3 Light Tanks
- maps: Saipan now has a new capture zone added, and a new armoury located somewhere in the town before the airfield
- heavy MGs: completely re-balanced, more forgiving recoil control resulting in greater firepower, but with slower turning speed and lower velocity, plus more vulnerability to explosives
- heavy MGs: now limited to carrying only 1 in inventory (formerly 2 when high enough rank)
- elite heavy MGs: alongside being re-balanced, have additional health to resist explosives slightly more than normal heavy MGs
- items: Veteran Vest's reverted a change in previous patch to the resistance (it was affecting enemy veterans too much)
- items: Assault Vest slightly lowered the bullet resistance of the final layers
- weapons: Heavy MG 34 cost raised from 60 RP to 75 RP
- weapons: Type 98 Autocannon (IJA elite heavy MG) anti-tank damage reduced, cost raised from 200 RP to 250 RP
- weapons: M12 Trench Gun adjusted damage profile; it is now far more powerful in short ranges and good against enemy Elite Soldiers, but has slightly shorter maximum range
- weapons: Light MG 34 and Beardmore-Faruqhar LMG slightly lowered recoil
- weapons: Vickers Mk VI Bipod raised damage profile
- weapons: Type 96 slightly raised damage, intending to improve reliability
- weapons: PPSh 41 "MP 717R" increased stance recovery, reload speed slightly slowed down
- weapons: LP 08 Carbine slightly lowered damage range
- weapons: Sten Mk II SD (suppressed) lowered the maximum range to 40m
- weapons: Enfield No. 4 (regular) reduced velocity - this change does not affect the sniper version
- weapons: M1 Garand 60mm Launcher blast radius raised to 5.5m
- weapons: M1918 BAR (heavy) raised crouching accuracy to be much closer to Light and Rapid Fire BAR's; keeps its slow stance recovery
- weapons: SMGs: slightly lowered recoil of the following: Type 100/44, MP 34, Lanchester, Type BE, and Type STE
- weapons: Bayonet range of Type 44 Carbine and Type 99 LMG have been raised
- Scoped FG 42-G: Fallschirmjager Snipers spawn more often on Sealion
- Scoped FG 42-G: occasionally, Fallschirmjager Snipers and Veterans can now spawn on Operation Varsity to support the Volkssturm (giving a few more opportunities to collect a Scoped FG 42-G)
- Scoped FG 42-G: slightly raised commonness of the weapon to show up on Fallschirmjager Veterans and Snipers
- vehicles: Deployable Sandbag's mass reduced by 90% so that tanks don't see them as obstacles, which could lead to traffic jams
- vehicles: Bofors raised projectile blast radius from 1.5m to 3.75m
- vehicles: Ka-Tsu is no longer immune to Anti-Tank Rifle Grenades, however like Medium Tanks it remains immune to Flamethrowers
- vehicles: Ka-Tsu machine gunners are now protected by a shield, but the guns turn slower
- vehicles: M10 GMC has had its health increased (will absorb 1 extra Panzerfaust shot but same amount of Medium Tank shots) and its cost lowered to 1000 RP
- vehicles: Willys MB Recoilless Rifle Jeep raised the damage and area-of-effect of recoilless rifle
- vehicles: Coastal Gun raised the reload time from 4 seconds to 6.5 seconds
- call-ins: M4 Sherman can now be called in by the USMC on Tarawa and Saipan as well as the rest of the late-war maps
- call-ins: Airborne Paratrooper call-ins now guarantee one soldier with a medkit (ground-based infantry call-ins are unaffected)
BUG Fixes and Tweaks:
- difficulty options: fixed an issue where in-game difficulty changing was not possible for WW2
- journal: fixed issue that Journal was not accessible in WW2 Campaigns
- soldier models: when combining Sniper Gear with the Sten Mk II SD or De Lisle Carbine on the UKF faction, you now receive a Commando uniform
- soldier models: when combining Assault Gear with the Vampir StG 44 on the German factions, you now receive a Nachtjaeger uniform, though without the black tunic
- soldier models: adjusted brightness of USF Varsity soldier model set to help differentiate them better from the Volkssturm
- weapons: Kar98k Elite fixed missing reload sound
- weapons: Folded M3 Greasegun now uses the proper reload animation
- weapons: Kar98k Scout now can toggle bayonet
- weapons: SMGs: fixed an issue where bayonet melee range was not being extended on all IJA SMGs as well as the 9mm MP 34
- icons: M43 Stick Grenade icon tweaked to remove the (nearly impossible to see) fragmentation sleeve
- items: Sniper Gear can now be dropped like other vests
- maps: Pacific Campaign - fixed some issues with captureable attack-ship bases
- maps: Pacific Quickmatch - removed attack-ship spawn points since the bases are not objectives anyways
- maps: Guadalcanal can now be played in Quickmatch
- maps: Saipan has fixed attack-ship platforming
- vehicles: Type 98 Autocannon Ka-Tsu 13mm Machine Guns can no longer damage themselves
- vehicles: Maus guns slightly repositioned as they formerly sat too low
- call-ins: US Army Rifle soldiers no longer have a 20% chance to spawn with a vest, but the Squad Leader will still keep theirs
- soldiers: Sniper soldiers (AI) are now more accurate
- soldiers: IJA regular soldiers - addressed an issue where some could spawn with unintended weapons on some maps of the campaign
Pacific / Edelweiss DLC changes
- items: Sentry Vest now has lower weight when at 40% health, to make swapping it out for another vest in the backpack slightly more viable when at this stage of damage
- calls: lowered cost of Nebelwerfer barrage from 500RP to 450RP, this should also hopefully result in more consistent sorting in the call-in list
- weapons: M1 Garand w/ 60mm Launcher - increased blast radius and slightly raised damage
- weapons: MG 34 bipod variants - slightly raised damage
- weapons: Bren - slightly lowered recoil
- visuals: updated map view frames for 21:9 screens
- maps: minor fix for island8 map
Fix for launching Man-vs-World gamemodes
Hey Runners!
Update number 146, check!
In this update right on time for the Steam Summer Sale, we focused once again on improving the quality of life of the gamers, especially new ones. We've added the possibility to change campaign difficulty on the fly, which as a feature makes a whole lot of sense when the campaign can be pretty long. No longer you have to restart the campaign from scratch after you realize halfway into it that either you've learnt the ropes so casual difficulty isn't giving you enough challenge or that hard difficulty is actually too much to handle.
At first, the option to change the difficulty is hidden - we still want players to keep trying for a while - but when you are badly struggling to capture territories or latest within a few hours into the campaign depending on difficulty, you'll be notified with a journal entry that the option is now enabled and you will find the button added in the campaign menu. After that the option stays available in other Vanilla campaign runs.
Furthermore, we changed the difficulty presets for the campaign similar to how it has been in the WW2 DLCs. Instead of just "casual", "hard" (was default) and "veteran", we now have "casual", "normal" (now default), "hard" and "veteran".
The new default difficulty is accordingly easier than what it was in earlier versions and by now having a "normal" difficulty option, there isn't such a big step in difficulty between "casual" and "hard".
We also made some small tweaks for the final missions, you can find about it among other changes in the Changelog below.
We've also prepared an update for PACIFIC and EDELWEISS!
Bigger changes include being able to select your initial spawn point when joining a server, a redesign of Bayonet penalties and a buff to the M10 Tank Destroyer
Attaching a Bayonet will no longer provide an accuracy penalty on most weapons, while the penalty on those remaining is now very mild. Instead the main drawback is having slower accuracy 'recovery' when transitioning from running to standing still. This overall makes using a Bayonet much more viable at long range, with a slight impact on how fast you can acquire your first target.
The M10 Tank Destroyer is now as fast as a Light Tank, and has also received a turret turn speed boost to help with firing while strafing or flanking. Furthermore it gets an increase to its main cannon's blast radius, to give it slightly more defensive power against Infantry.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!
Thank you!
Keep on running,
your Osumia Games
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Changelog v1.86:
NEW content:
- weapons: added F2000, XM8 and AKS-74U to be buyable at the ice cream van for 200 RP each
- campaign: added change difficulty menu, appears when a campaign has been played long enough or if any stage lasts long enough and is available from then on
- campaign: added highlighted commander messages for Final Missions
- invasion: added a campaign rotator. Faction rotates after every map rotation
BALANCE Changes:
- weapons: some price adjustments - SG552 (20->10RP), FAMAS-G1 (10 ->8RP) and L85A2 (10 ->8RP)
- weapons: SMAW max carry capacity lowered from 3 to 2. Rank requirement raised
- vehicles: bots use faction accuracy setting when shooting with vehicle weapons
- vehicles: Legion tank destroy reward down from 350 to 50 RP
- vests: EOD AI vest now can't be dropped on dead by EOD AI soldiers anymore
- vests: EOD AI vest stun state on projectile damage kicks in at later vest damage stages, while blast damage earlier
- calls: A10 gun run XP requirement increased from 1000 to 6000 XP and amount of projectiles increased by 33%
- campaign: Final Mission II (Frozen Canyon) script has been slightly reworked with e.g. less chance for the AI to backcap in phase 3 and also the minigun emplacement to not be left by the enemy on Castle capture by allied forces
- campaign: changed Final Mission I enemies to guard more likely and made them spawn more scattered
- invasion: added a supply quad at Leg SW in Tropical Blizzard (was mentioned for 1.85 but not applied)
BUG Fixes and Tweaks:
- maps: few fixes here and there
- translations: some improvements in the Chinese localizations
- weapons: Kulakov now can't be used when TK penalized
- weapons: Patrol Ship mortar doesn't damage self anymore
- weapons: DarkCat tank missile launcher doesn't damage self anymore
- vehicles: DarkCat tank has slightly improved navigation
- script: GPS Laptop now also shows the location of the ice cream van
- invasion: basic weapons have a 50% drop chance, instead of 100% to avoid clusters on heavily contested areas which could affect performance
- dominance: spawnpoints issue fixed in Islet of Eflen KotH mode (was mentioned for 1.85 but not applied)
- items: added CB5 goodies to the lottery pool (was mentioned for 1.85 but not applied)
- markers: comms marker textures are now preloaded to avoid a frame stutter on first call
NEW content:
- campaign: players may pick their spawn point on any ww2 levels when starting a new map or joining a server
BALANCE Changes:
- maps: increased enemy soldier counts by approx. 2 more soldiers per base on Peleliu and 3 on Downfall, both USMC and IJA campaign
- weapons: redesigned Bayonet penalty system; primarily slows down accuracy recovery when stopping to fire after running, rather than affecting the accuracy itself. Bolt-action rifles do receive a minor accuracy penalty anyways, but smaller than before
- weapons: all SMGs - reduced crouch accuracy slightly to make them less reliable at max range
- weapons: M3 Grease gun - lowered recoil so it will more consistently hit targets at range when firing short bursts
- weapons: M1928 Drum, M1921 100-round Drum, and PPSh 41 stance-change rate are improved
- weapons: reduced timer on the Type 100 Grenade Discharger's grenades from 3 seconds to 2.35 seconds, returned cost to 25rp
- weapons: slightly raised M1 Garand kill-probability to make it more competitive at long-range
- weapons: M9 Bazooka and Panzerschreck now reload in 3.5 seconds instead of 4 seconds
- weapons: M1918 BAR (all variants) raised damage-start distance, slightly improving long-range reliability
- weapons: MG 42 (bipod variants) raised accuracy
- weapons: various adjustments to the zoom of Scoped weapons to create a more standardized system and better distinguish between the powers of certain scopes
- weapons: Reworked M1 Garand 60mm Launcher to function as single-shot to avoid Assault Vest shenanigans
- call-ins: slightly raised blast-radius of all Light Artillery shells from 7.5m to 8m
- vehicles: raised the turret rotation speed of the Ha-Go and the Stuart Light Tanks
- vehicles: raised turret rotation speed, max speed, and slightly raised cannon blast radius of M10 Tank Destroyer
- vehicles: added a superior shield for better small-arms protection on the Sdkfz 251 Flak Driver
- items: slightly improved the resistance of each layer of the Veteran's vest, it now matches the resistance of the Assault vest
BUG Fixes and Tweaks:
- campaign: changing the difficulty settings will affect the amount of enemies spawned on wave defense maps
- campaign: fixed missing commander entries on wave defense maps
- maps: fixed an issue where a scripted artillery call on Guadalcanal was showing up as being ordered by the USMC instead of the IJA
- maps: USF will now correctly spawn M10 Wolverines on Sainte-Marie-du-Mont, Bastogne, and Operation Varsity
- maps: added second radio jammer to Operation Downfall
- maps: potential fix for crate desync on Operation Downfall
- maps: removed ineffective radio jammer spawn on west side of Sainte-Marie-du-Mont on the Allied campaign
- vehicles: LVT and Ka-Tsu wrecks can now be pushed around and destroyed by vehicles
- weapons: tweaked the appearance of the M12 Trench Gun Bayonet model so it more accurately represents the size of the bayonet
- weapons: set M1903A4 Sniper Rifle's cycle time to match the M1903A3 regular rifle
- weapons: added various missing animations on machineguns
- weapons: added larger explosion FX for Bofors
- weapons: new AT gun animation that provides better protection for the gunner
Hey Runners!
After two crazy weeks it looks like the online attendance has slowed down a bit to give us some time to breathe, pheww. While being very stressful, we were amazed about how much a single influencer could boost the interest for RWR with a single (very well-done though!) video that was responsible for a good chunk of nearly 200.000 new Runners within a week! Thank you so much for that, SONAR!
In case you are curious about the video, here is the Bilibili and here the Youtube version.
We seized the occasion of the unprecedented influx of new players to work on making server browsing a bit easier as it was starting to be cumbersome to look for a specific server when you had dozens of pages to browse. In the 2 previous hotfixes, we added a new online play section consisting of a list of servers which Steam friends are playing on, and improved the way player slots are reserved when joining a server so that in the case of an almost full server, it won't be a race of whose computer loads the map resources faster anymore.
As of today's update, we made some changes related to the AI behavior of "backdooring" bases, either by lonewolves units or some offense squads who went after random bases other than the one targeted by the commander. In online, the more players are on a server, the less own AI units are available to defend the back bases, hence the issue with backdooring. It could be very frustrating when you captured almost all the map and suddenly the enemy deploys far behind the frontlines to capture everything back. Now, the more players on the server, the less those backdooring units are spawning. On a 32-men server, they don't spawn anymore at all.
Another topic on today's update is that server browsing now also features a list of dedicated mod servers, so finding your favorite hosted mods is a breeze. Speaking of favorite mods, kudos to the mod "Girls Frontline: Fallen Eagle" which since recently peaks the subscription chart of the RWR mods in the workshop, congrats to Xe-No and his team!
We've also prepared a small update for PACIFIC and EDELWEISS.
Changes include some bug fixes and balance changes, including a pass over most Sub-Machine Guns intending to improve their lethality at short and medium range, and a nerf to the blast radius of the Light Artillery call-in shells (including the Light Naval Artillery.)
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you and keep on running!
Your Osumia Games
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Vanilla changelog v1.84.1:
- online: Added Steam friends server list view
- translations: Fixed some translations
- online: Added player slot reservation on servers which improves joining when servers are close to being full
- maps: few fixes here and there
- dominance: spawnpoints issue fixed in Islet of Eflen KotH mode
- invasion: added a supply quad at Leg SW in Tropical Blizzard
- items: added CB5 goodies to the lottery pool
- ui: server list for dedicated servers running mods
- server: serverlist_url added for start_server command
- AI: changed enemies to attack less to side bases and spawn less lonewolves when more players are on the server
BALANCE Changes:
- items: player version of Assault Gear no longer grants immunity to Stun (such as from Concussion Grenades). AI soldiers remain immune since they often use those grenades very aggressively
- call-ins: reduced the explosive radius of Light Artillery shells from 10m to 7.5m
- vehicles: raised damage of the twin-.50cal turrets from the downed B29 Bomber (on Peleliu Island), making it more threatening
- vehicles: raised damage of the PT boat twin-.50cal turret
- vehicles: increased the rate of fire of the Tiger I main cannon; lowered reload time from 7s to 6.5s
- weapons: added extra vision range to the Boys AT Rifle, almost as much as as Sniper Rifle
- weapons: Type 100 Grenade Discharger - raised blast radius to match Allied hand grenades (6m) and lowered cost from 25 to 20rp
- weapons: added a small amount of extra vision range to the Type 97 AT Rifle, quite mild
- weapons: improved reload time and accuracy stance-change rate of FG 42 to match M1918A2 BAR Heavy
- weapons: tweaked performance of most SMGs, including secondary-slot folded SMGs. Mostly their recoil recovers faster, giving them more of an edge in short and mid-range engagements
- weapons: raised base damage of M2 Carbine to match M1 Carbine and extended maximum damage range to be slightly higher (closer to other "proper" Assault Rifles)
- weapons: raised the damage model of the Type 44 Carbine to match the Type 38 Rifle, also raised moving accuracy slightly
- weapons: raised damage of HMG 34, M1919A4 HMG, M2HB, Vickers HMG
- weapons: raised damage and damage fall-off range of Type 99 LMGs, raised accuracy of Scoped variant
- weapons: lowered recoil of LMG 34 and Extended Belt
- weapons: raised damage and velocity of Type 98 LMG, Stinger
- weapons: slightly raised damage of LMG 42 and Extended Belt. However since it still feels inferior to the Stinger and Type 98, price is now lowered by 100RP
- weapons: raised damage of M1919A6 LMGs and Vickers Mk VI Bipod
- weapons: raised range of M12 Trench Gun
- weapons: raised damage and range of M712 Schnellfeuer
- weapons: slightly raised damage of Type 4 Rifle
- weapons: increased performance of Type Hei to make it more comparable to the Winchester Automatic Rifle
BUG Fixes and Tweaks:
- items: fixed a bug where dying from explosives while wearing the Banzai or Assault vest would cause the vest to drop undamaged
- briefcase unlocks: attempted fix to prevent British unlock weapons from being available to the Americans on Bastogne and Varsity
- calls: fixed sorting order on some maps and gamemodes so that the Airstrike Strafing Run shows up before the heavier, more expensive calls
- vehicles: fixed an issue where the new Ho-Ha rig was difficult to repair
- vehicles: improved the ability of Ho-Ha to shoot without being blocked by its own nose, such as when fighting on hills
- vehicles: fixed an issue where the Sdkfz 251 Flak Halftrack had its wheels located off the axel
- vehicles: attempt to fix the floating barrel of the Tiger I looking odd when driving
- vehicles: adjusted collision of destroyed Coastal Gun so it should clip less
- weapons: fixed a bug where the Gewehr 43 Ostveteran explosive rounds could still teamkill
- weapons: fixed a bug where the MP 40 Folded was less accurate than its normal counterpart
- weapons: fixed an issue where dying with the Type 44 while the bayonet was attached would not allow you to respawn with it
- weapons: increased length of the M12 Trench Gun model
- weapons: darkened colour of MG 34 bipods
- weapons: fixed muzzle-flash position on Beardmore-Farquhar LMG
- weapons: set accuracy stance-change rate of Type 38, Type I, and Type 44 to be equal to all other normal rifles (was formerly slower)
Hello runners,
It's update time! Beside some minor bugfixes, we focused on equipment balancing in this update. Several suggestions came straight from the active community on the Running with Rifles Discord.
The modding community also spent some energy on creating new content after we announced that we are open for a new community box. And today, we have the COMMUNITY BOX 6 ready for you!
Thanks to all the modders for the submissions and also to those whose work didn't make it into this community box.
In no particular order, credits go to Mr. Bang, Unit G17, KF Redfox, Warbro, Xe-No, MarcusKrug, Kiruex, oche34, NC0032, Veliki Shef, CN memories, GhostNZ, Waltarron, Return_Dirt, P90 rush B and MoistGoat.
While we thought pretty much everything has been covered, we have some new interesting weapons there, from an explosive arrow alternate fire mode for the Compound bow to an incendiary grenade launcher by way of a reverse-recoil light machine gun. Most new weapons in today's community box use the feature we implemented for EDELWEISS release, i.e. an alternate fire mode.
We've also prepared an update for PACIFIC and EDELWEISS!
The major content includes the Enfield P14 Sniper Rifle and Beardmore-Farquhar LMG for the UKF, the Boys Mk I AT Rifle carried by all Allied forces in both PACIFIC and EDELWEISS, and the M9A1 Bazooka for the USF. For vehicles, the M10 Wolverine tank destroyer has been added for USF forces! The M4A3 Sherman has also been made available on late-war Pacific maps.
Alongside these, a wide variety of balance and quality-of-life changes have been deployed that are sure to make playing more enjoyable, of these the most noticeable being the removal of friendly fire for certain explosive weapons. For the full list of changes, look below!
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Changelog 1.84 (Vanilla):
NEW CONTENT:
- equipment: binoculars now show the distance to target when "shooting" at it (not in quick matches)
- items: community box #6 added
- weapons: Compound bow - alt version with explosive arrow added
- weapons: Buckshot Bess Musket - alt version with bayonet added
- weapons: Ninjato - alt version using firecrackers (stun) instead of ninja stars added
- weapons: Ares Shrike - alt semi-automatic version added
- weapons: 44 Magnum - alt rapid fire version added
- weapons: AK47 with alt fire underbarrel grenade launcher (GP25) added
- weapons: M16 with alt fire underbarrel grenade launcher (M203) added
- weapons: G36 with alt fire underbarrel grenade launcher (AG36) added
- weapons: Zweihander melee primary weapon added
- weapons: Cavalry Saber secondary melee weapon added
- weapons: Mac10 secondary MP added and alt suppressed fire version (MAC10 SD) added
- weapons: Hunter double-barrel shotgun with double shot alt fire mode added
- weapons: Kulakov incendiary grenade launcher added
- weapons: Golden MP5SD primary suppressed weapon added
- weapons: RPD light machine gun with bipod alt version added
- weapons: Ultimax 100 reverse-recoil light machine gun with magazine and and alt fire version with drum added
- weapons: ASh-12.7 battle rifle with alt fire underbarrel flash grenade launcher added
- misc: Ammo backpacks for WB-II Microgun, Flamethrower and KAC Chain SAW
BALANCE CHANGES:
- equipment: stronger vest version for EOD ai soldiers
- weapons: EOD soldiers now can be equipped with a TTI-Combat Shield
- weapons: stock MPs - accuracy increased slightly when walking and also overall improvements (recoil, bullet decay)
- weapons: Stoner62 - improved recoil
- weapons: Chainsaw - damage significantly increased to reliably cut down weaker vehicles and emplacements
- weapons: Compound bow - increased kill decay start time significantly
- weapons: Buckshot Bess Musket - reload time decreased by 25%
- weapons: Shotguns - recoil recovery rate slightly increased
- weapons: Sawn-off shotgun - reload speed increased
- weapons: Dragon's Breath - reload speed increased and projectile pulldown decreased
- weapons: APR - recoil recovery rate slightly increased
- weapons: M712 Schnellfeuer - projectile speed increased
- weapons: PF-98 - reload time decreased by 30%
- weapons: Milkor MGL - uses a cycle animation instead of retrigger timer to prevent reload spam
- weapons: 44 Magnum - animations reworked
- weapons: Ares Shrike - recoil reworked
- weapons: TTI-Combat Shield - overall effectiveness increased
FIXES and TWEAKS:
- maps: minor tweaks here and there
- models: standard winter soldier model colors tweaked so that brown and grey are easier to distinguish from each other
- animations: Claymore placing animation reworked - takes less time to activate
- equipment: Claymore despawn time increased from 90 to 180 seconds
- equipment: C4 despawn time increased from 30 to 45 seconds
- wearables: all costumes now have a broken state, instead of just disappearing when damaged
- wearables: Black Ops vest can survive one small blast to be more effective against grenadiers
- weapons: Milkor MGL uses a cycle animation instead of retrigger timer to prevent reload spam
- minimodes: players drop items on teamkills to avoid respawning with the teddy close to an armory in teddy hunt substages
- minimodes: players drop items on disconnection too
- minimodes: encumbrancy of the Teddy carry item increased from 22 to 50%
- minimodes: Teddy Hunt - teddy now showing properly on the map when carried by a player
- minimodes: fixed a case where Islet of Eflen was spawnlocked
- dominance: weapons adapted to the changes in other game modes
- invasion: online invasion player faction from Brownpants to Greenbelts
- objects: fixed destructible wall material handling
- ai: fixed a collision avoidance issue with steering around vehicles while in water
- campaign: fixed a bug with campaign continue while hosting the game online causing stuck script
- online: added workaround for possible problems with Steam Cloud based authentication
Changelog 1.84 (WW2):
NEW CONTENT:
- vehicles: M10 Wolverine added to USF faction, available through call-in on every USF map except for Sicily and Bastogne
- weapons: Enfield P14 Sniper Rifle, UKF medium-tier rare carried by Sniper soldiers, can be unlocked via Briefcase
- weapons: Beardmore-Farquhar LMG, UKF high-tier rare carried by Veteran soldiers
- weapons: Boys Mk I Anti-Tank Rifle, Allied medium-tier rare carried by UKF, USF, and USMC Sniper soldiers, can be unlocked via Briefcase for UKF and USMC
- weapons: M9A1 Bazooka, Allied medium-tier rare carried by new USF Tank Hunter soldiers, can be unlocked via Briefcase
- soldiers: USF Paratrooper "Tank Hunter" AI soldier, behaves exactly like the Wehrmacht "Tank Hunter" soldier and will spawn on St. Marie, Bastogne, and Varsity
- features: the following weapons can no longer deal damage to friendly infantry or the shooter: all AT rifles, AT rifle grenades, autocannons, flamethrowers, and the Panzerwurfmine
- bayonets: the M1941 Johnson can now attach a bayonet
- bayonets: the Type 44 Carbine can now toggle its bayonet on or off
- sounds: Panzerfaust and PIAT have a new sound distinguishing them from other Rocket Launchers
- sounds: Heavy and Light tank cannons have new sounds distinguishing them from Medium Tanks
BALANCE CHANGES:
- map balance: M4A3 Sherman added to US Marine Corps call-ins on Iwo Jima, Peleliu and Downfall (both Axis and Allied campaign)
- map balance: M4A3 Sherman added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
- map balance: M3 Halftrack added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
- map balance: enemy "special soldiers" during the Varsity and Sealion boss fights no longer spawn with RP in Campaign (still possible in Invasion)
- map balance: removed a respawning Panzer IV from Arnhem to make it a bit less vehicle-crowded for the Allies to fight against (Allied campaign only)
- weapons: adjusted commonness of many weapons to become more standardized across all factions, should also raise commonness of high-tier rares in Campaign
- weapons: cost of Flamethrowers reduced from ~150RP to ~100RP
- weapons: StG 44 Vampir damage range raised to represent how its IR optics make for easier targeting
- weapons: M1941 Johnson LMG firepower greatly boosted and cost raised to better reflect its high-tier rare status
- weapons: MG 42 Extended Belt reload time set same as other belt-fed MGs
- weapons: MG 42 Mobile belt size raised from 100 to 150
- weapons: VGO No. 2 Mk I - improved firepower both when hip-firing and when using bipod
- weapons: MG 34 completely redesigned - moved from being a medium-tier rare weapon to being a common armoury weapon
- weapons: Winchester Automatic Rifle has had its accuracy and recoil control improved to better reflect its high-tier rare status
- weapons: M2 Hyde reload speed slowed down, long-range firepower slightly nerfed
- weapons: Type 96 LMG is no longer replaced by the Type 99 LMG but rather augmented by it once it becomes available
- weapons: M1903A3 is now available alongside the M1 Garand on the Western Front (formerly only mid/late-war Pacific maps)
- weapons: minor changes to most LMGs, HMGs, secondary-slot Carbines, the M1941 Johnson Rifle, Scoped FG 42, Sterling
- weapons: adjusted the cost of some rare guns to better reflect performance
- briefcases: UKF now unlocks the Lanchester SMG instead of the M1928 Thompson w/ Drum
- briefcases: USMC can now unlock Scoped M1D Garand
- briefcases: IJA can now unlock Scoped Type 99 Rifle and Type BE SMG
- briefcases: WH can now unlock the Panzerschreck
- briefcases: IJA must now unlock the Sniper Gear camouflage suit with Briefcases like every other faction
- soldiers: Tank Hunter soldiers can no longer kill themselves or friendlies with their Rocket Launcher
- soldiers: Assault soldiers can no longer spawn with medium-tier or high-tier rare guns
- soldiers: Banzai soldiers can now spawn with SMGs and occasionally the Type BE
- soldiers: IJA Veterans can now spawn with the Type BE (not just the IJN)
FIXES and TWEAKS:
- soldiers: Added rank names and icons for the UKF and the Polish Armoured
- soldiers: fixed an issue where Axis Veterans were not spawning with HE Rifle Grenades
- soldiers: Banzai Chargers more reliably follow their Officer into attack
- soldiers: Banzai Officer will be less likely to join player squads
- quickmatch: added some Heavy Tanks to some of the maps
- quickmatch: all items and weapons normally unlocked by Briefcase sales in Campaign are now immediately available in Quickmatch
- soldier models: carrying an M9A1 Bazooka or Panzerschreck will now attach a rocket-ammo backpack onto the soldier model
- soldier models: improved the model of the USMC Assault soldier
- AI: fixed a bug regarding collision avoidance while in water
- calls: fixed an issue where Jeep call-ins were not working for the UKF Paratroopers on Arnhem
- calls: fixed an issue in Quickmatch where the M3 Halftrack call-in on Hell's Highway would spawn a bunch of other vehicles and cost a ton
- calls: fixed Strafing Run call in not working in Quickmatch
- calls: Wehrmacht Infantry call-in can now deploy from the base 'Best' on Hell's Highway
- calls: now show barrage radius outlines in Quickmatch
- items: adjusted the appearance of the Victoria Cross and Iron Cross HUD icons
- maps: placed a Stash on the South Bridge base for Axis to use when arriving at Arnhem
- maps: adjusted the extraction point on Arnhem leading to Hell's Highway for Axis campaign to make more sense
- sounds: added some airplane airdrop ambience to maps that feature Paratrooper drops
- music: raised the distance boss-music plays at when away from the tank for all bosses, especially on Sealion where the nearest on-map Armoury is quite far
- weapons: tweaked the HUD icon and model of the Scoped M1D Garand sniper rifle
- weapons: tweaked the HUD icon of the Type 44 Carbine to show its bayonet turned out
- weapons: added explosive visual effect to Bofors and AA guns projectiles
- weapons: fixed an issue where the 20mm Anti-Aircraft Gun was not able to damage Sentry soldiers
- weapons: increased the size of all Grenade models to make them more visible (like Vanilla)
- weapons: fixed an issue where the UKF were unable to buy Binoculars on Arnhem
- briefcases: fixed an issue where the Commander would not report back 'nothing left to unlock' when that was the case
- vehicles: tweaked spots of Opel Blitz and Austin K5 so that no crew will die when disembarking at full speed
- vehicles: adjusted animations of the Ka-Tsu machine gun crew
- vehicles: fixed missing weapon-mount mesh on Willy's MB Jeeps
Hey Runners,
Let's join some TEAM TEDDY HUNT fun this Saturday!
The rules are simple:
The commander tells in regular time intervals in what base a special crate has been located. This crate contains a Teddy Bear and is protected by some "Teddy guardians". If you find the crate and got rid of the protectors, destroy it, grad the Teddy and sell it at a(n) (mobile)armory to score a point. The team who has the highest score at the end of the event (after an hour) wins the event! It's about having fun, fill the factions equally!
You'll find the server listed a couple of minutes before the event starts. It will begin with a warm-up and start once enough players have joined.
Server name: "Teddy Hunt event"
Location of the server: Germany
number of slots: 64 (32v32)
To be informed about future community events, join our Discord server and type "!subscribe" anywhere on any of our channels to be notified in the future for other events.
See you on the Teddy field!
Hey Runners,
target of this update is mainly about Vanilla balancing, more precisely the invasion part. Some of the balancing efforts have already been live on the servers since mid-February. Invasion players might have noticed it already.
The invasion servers are usually a good mix of newcomers and veterans and we want all of them to have equally fun, which is not a self-evident task as both parties are usually acting on a different skill level.
From our experience, we can say that there are always at least a couple of veteran players on populated servers and they will have (and are expected) to use a more tactical approach to the metagame while newer players will help pushing the frontlines until they feel confident and fulfill some tactical tasks themselves. Of course, they can also do it right away, there are certainly some tactical talents out there :)
Therefore, we hope to have found a good compromise to satisfy all runners out there!
We also reworked the artillery strikes to have less spread as it was just too much. Now they have a smaller, yet more focused effective area damage zone. You can see in the image right below a random example of artillery strikes before and after the update.
Speaking of artillery stuff, elite soldier AI can now also use higher Tier Artillery, Gunship and A10 gun runs. Beware!
As for the vehicles overall, the wrecks now behave similar to what you've been used to in the WW2 DLCs, hence having a reduced wreck mass so that they can be bulldozed away, unless a jeep tries to push a heavy tank, that will not work. A bump into those wrecks can also cause them to disappear, which should help with vehicle jams.
We also put some work into the "man vs. zombies" mode for those of you who want to slay some monsters. Beside adding a new monster race, the Elite Ripper, we also made some adjustments, try it out!
Don't forget to give us some love in the reviews, as not a lot of you guys wrote or adapted their review since our last WW2 balancing patch which had fixed pretty much all issues people were complaining about! Much appreciated!
Feel also free to join other Runners on our Discord!
Happy Running!
Osumia Games
Changelog v1.83 (Vanilla):
- vehicles: FT-Croc tank buff - doubled the amount of ammo, increased the turret rotation speed by 25% and increased the flame projectile radius by 20%
- vehicles: added broken_mass physics parameter to most medium to heavy vehicles to that other vehicles can easier bulldoze them when destroyed, avoiding navigation paths bottleneck situations
- vehicles: added remove_collision_threshold physics parameter to most medium to heavy vehicles to remove the wrecks on collision
- vehicles: increased the simulated_speed_factor control parameter of the Legion tank
- vehicles: supply quad now has the camouflage suit and the faction's silenced stock pistol in his inventory
- weapons: VVS-Vintorez XP requirement increased. Also lowered the commonness (invasion only)
- projectiles: cleaning activated projectiles after 90 seconds (Claymore), 30 seconds (C4) and 10 seconds (XM-25)
- equipment: slightly increased the sight range of binoculars
- calls: "A-10 gun run" radio call added to campaign - was invasion only
- calls: "Gunship run" radio call added to campaign - was invasion only
- calls: effective area of the Artillerie calls has been slightly reduced. The amount of shell fired has been reduced accordingly
- gameplay: in "King of the Hill" mode maps, the final enemy assault timer starts 30 seconds earlier
- invasion: tweaking the difficulty to make it a bit more challenging for veterans while still being accessible for newcomers - official servers already have those values gone live mid-February
- invasion: "Vigil island" map now has destructible sandbags around the Airfield base to dissuade the player from camping
- invasion: "Power Junction" map have heavy artilleries disabled - this should avoid the usual artillery spam on this map
- invasion: Elite soldiers now can use higher Tier radio strikes such as Gunship run and Artillery II.
- man vs. zombies: added a new rare monster type - the Elite Ripper
- man vs. zombies: the acid explosion caused by a spitter now also affects other monsters
- man vs. zombies: spitter spawn commonness lowered by 33%
- man vs. zombies: spitter acid explosion (explosion of death) AoE reduced by 0.5m
- man vs. zombies: removed medikit from resources - only available in MvZ coop
- maps: minor fixes here and there
- ai: spawn score of higher ranked elite soldiers increased to have more of them to be able to use high rank radio calls - overall elite soldier spawn score remains the same
- ai: strike frequency time parameter reduced by 33%
- sounds: fixed missing step sounds on some platforms and static objects
- online: fixed unintended map view close bug
- animations: most weapons have now proper prone animations
- cover: adjusted the collision of the deployable Cover item so that it collides less with sticky Satchel weapons. It may still collide when not manually standing up to throw the grenade, but manual throws are now safer
- call-ins: fixed an issue where the Ka-Tsu vehicle call-in was not working in Campaign or Invasion
Hey Runners,
here some news from the WW2-DLC fronts! We've put our focus in this still young year mainly at adjusting the balance and improving some of the visuals to help EDELWEISS be more accessible to inexperienced players, primarily focusing on changes to the campaign. We initially planned to have a beta 1.82 running for a week and thus release this update in about a week from now but we have a good feeling about the state of the update, so that it shouldn't require more testing.
Here's a rundown of the major changes made: for soldier visuals, we've made some tweaks to German and Allied uniform colours - particularly the brightness/darkness - to help differentiate their soldier models more easily, especially on the maps Sicily and Arnhem.
On the AI front, regular soldiers (but not veterans) are now less accurate with bolt-action rifles, especially while moving. Those drastic changes in their accuracy will certainly please the people complaining about getting "sniped" by running soldiers.
Additionally, Sentries no longer see further than players, Assault Soldiers can now spawn with bayonet rifles again but are much less accurate while moving, and spawn less often on Sicily and St. Marie du Mont. Also, Infantry reinforcement call-ins are cheaper in a campaign (not in Invasion). In regards to vehicles, all Medium Tanks can now crush hedgerows, Light Tanks now fire their cannon much quicker but deal less damage, the King Tiger fires slower but deals much more damage, and the Ka-Tsu autocannons now deals area-of-effect damage, making it effective against light vehicles. Additionally, all AI-controlled Tanks have less sight range
For map balance, some vehicles now spawn slower on Hill 262 and Hell's Highway, the Bergetiger escort vehicle has received tweaks to prevent it from advancing when below a certain amount of health (requiring repairs), Axis campaign's Bastogne final objective has been made easier, and there has been a large variety of weapon balance tweaks.
For a full list of changes, check the changelog below.
As for Vanilla, we also made some changes, one being the addition of a custom map called "Dry Enclave" in the online invasion rotation. The map is a "King of the Hill" adaptation of "Iron Enclave". As the name of the map may suggest, the water enclave and the seas and ponds have been dried out. The surroundings of the "hill" base have been slightly modified and you can expect a heavy clash of vehicles in this dried out area! Legion tank, Noxe Ghost and M528, they're all there!
Join us on Discord and discuss the changes with the community!
Also, we are always very thankful for a thumb up on Steam if you like what we have to offer!
Happy running,
your Osumia Games
Changelog v1.82:
- maps: "Dry Enclave" map added to the invasion map rotator - King of the Hill map adaptation of "Iron Enclave"
- vehicles: NOXE Ghost is set to be friend only, therefore not stealable by the enemy faction anymore. Spawn timer increased from 80 to 100 seconds
- vehicles: Legion tank is set to be friend only
- vehicles: M528 tank is set to be friend only
- vehicles: SEV90 tank is set to be friend only
- invasion: minor balancing tweaks. Keepsake Bay and Vigil Island should be slightly more challenging
- invasion: added a NOXE spawn location on Keepsake Bay for the enemy
- invasion: player faction set to Brownpants
- AI: increased default taxi request time from 10 to 15 seconds
- gameplay: use defense block boost with combat vehicles that are in defense, up to number of vehicle seats
- modding: added a vehicle parameter to make a vehicle becoming disable to not have his crew to bail out: ai_abandon_when_unsteerable
- modding: exposed character parameter taxi_request_time
- misc: exposed and bind vehicle marker size via hud.xml, vehicle_marker_atlas_size
- misc: expand vehicle ID limit from 255
- misc: added a spawn position hint for match start
- soldiers: changed brightness/darkness of soldiers on some maps to help differentiate between the two armies - primarily on Sicily and Arnhem
- soldiers: regular AI soldiers (not Veteran Troopers) using common Bolt-Action Rifles (and the M1 Garand as well) will deal much less damage and also have a bit less accuracy, especially while moving
- soldiers: Sentry AI soldiers no longer have bonus sight range over other troops
- soldiers: fixed issues where USF Paratrooper Sentries would spawn with the M1 Carbine instead of the M1A1 Carbine, and UKF Veterans would spawn with the Vickers K (intended only for UKF Sentries)
- soldiers: fixed issue where UKF Sentry on Operation Sealion would be using the wrong model
- soldiers: Axis Veteran soldiers on Sicily now have a darker tunic
- soldiers: Assault AI soldiers can now use bolt-action rifles again, but they are very inaccurate and have a very short damage range
- soldiers: Assault AI soldiers are now less common Sicily and St. Marie du Mont, should help ease players more into dealing with them
- soldiers: removed 'captured' Axis weapons from UKF elite soldiers on Arnhem, due to it being potentially confusing
- vehicles: raised damage but reduced reload speed of Tiger, King Tiger, ToG II, and Maus tanks
- vehicles: raised reload speed but reduced damage of Stuart, Ha-Go - improving effectiveness against Infantry but reducing it against Armour
- vehicles: the ability to crush hedgerows has now been added to the normal M4 Shermans, Panzer IVs, and StuG IIIs
- vehicles: re-adjusted several vehicle weapon sight range, mainly reduced sight range for the AI
- vehicles: King Tiger turret MG rotation speed reduced by 50%
- vehicles: spawn time of fast spawning combat vehicles (Hill 262 and Hell's Highway) increased from 20 to 30 seconds
- vehicles: Bergetiger in Hell's Highway axis campaign now becomes unsteerable (until repaired) when healthpoints are below 10% without the crew to bail out
- vehicles: Bergetiger added to axis campaign in Bastogne
- vehicles: Ka-Tsu now fires explosive rounds with mild anti-tank damage and modest area of effect against infantry targets
- vehicles: Ka-Tsu now makes use of AI turning plan for driver to turn to prioritized targets
- vehicles: StuG III top machine-gunner now has more arc
- vehicles: standardized various vehicle-weapon icons
- vehicles: SdKfz 251/17 Flak respawn time reduced by 33% and health by 17%
- maps: Sainte-Marie-Du-Mont (axis campaign) replaced a transport truck with a Panzer IV in the axis starting base, a Panzer IV with a mobile Flak in Brcourt, added a Panzer IV spawn in Hauchemail and a Stuart in St-Marie
- maps: Hill 262 has now 1 tank less on each side (and for both campaigns)
- maps: Hell's Highway - Ridges area slightly reworked to add navigation paths and providing some more cover for the attackers
- maps: Arnhem (axis campaign) - main starting base "South Bridge" became uncapturable to avoid multiple enemies to swim across the river. The secondary starting base "Kampfgruppe HQ" has its spawnpoints disable at start of the map to force the player to spawn at the south bridge
- maps: Bastogne (axis campaign) - tank distribution reworked so final attack on Bastogne is easier, but rest of map features same number of tanks
- maps: Varsity - added a second allies Sherman tank spawn location. Added several hedgehogs around the castle to prevent the abuse of transport trucks to get to close to the wall
- maps: Sealion - citadel base partially reworked
- maps: fixed missing palmtrees in the Peleliu Island map
- maps: fixed cliff height at Mount Suribachi on Iwo Jima, so that you can't climb on the top platform anymore without using the ladders
- maps: fixed several collision issues on the Attack ships
- maps: fixed visual glitches on the carriers
- maps: few fixes here and there
- AI: commander attack target order reworked in Arhem and Bastogne
- modding: added ai_abandon_when_unsteerable vehicle parameter (default 1)
- Invasion: player-only version of King-Tiger has had its health reduced
- effects: added new G43 Ostveteran bullet impact effect
- sound: fixed missing Scoped Gewehr 98 reload audio
- sound: corrected G43 reload audio
- animation: new pistol reload animations
- call-ins: Infantry and Paratrooper call-ins can no longer spawn soldiers with super-rare weapons. Regular rares are still possible
- call-ins: Infantry and Paratrooper call-ins cost reduced from 350RP to 250RP for Players in Solo and Co-op (Invasion still 350RP)
- weapons: included the PPSh 41 (carried by Axis Assaults and Veterans) onto all maps except Sicily
- weapons: included the Beretta M38 (carried by Axis Assaults and Veterans) on Varsity
- weapons: Type 1 SMG standardized damage model to match Type 2 SMG / Type 100 SMG, slightly improving damage
- weapons: Type 2 SMG raised velocity, improving long-range performance
- weapons: M1918 BAR (all variants) raised max damage range from 50m to 80m, improving long-range performance
- weapons: Browning Hi-Power and P 08 Pistols - slightly raised damage model
- weapons: All Carbines - slightly raised damage model
- weapons: StG 44 Vampir and Sten Mk II SD - considerably raised drop chance in non-Invasion games (solo, private co-op)
- weapons: HMG 42 Deploy - raised recoil recovery, standardized velocity to other MG 42s, improving long-range performance
- weapons: Lanchester SMG fixed issues with max spread and damage being inconsistent with other 9mm SMGs
- weapons: MP 40 standardized max damage to match other 9mm SMGs
- weapons: Type 97 Sniper Rifle damage no longer decays over distance - but it remains weaker damage than most other Snipers. its advantages are faster aiming time and recoil recovery
- weapons: No. 4 Enfield raised cost from 2rp to 5rp due to it being a very potent bolt-action rifle
- weapons: Kar 98k velocity reduced from 145 to 135, elite and sniper Kar 98ks from 145 to 140
- weapons: M1903A3, Kar 98k, No. 4 Enfield, and Type 99 Rifle damage raised from 1.0 to 1.125, so players can more reliably shoot through enemy AI wearing vests
- weapons: HE anti-personnel rifle grenade launchers' blast radius raised, and slightly improved spread while moving
- weapons: Mobile (Sentry) Machine Guns all rebalanced, most of them improved, except MG 34 which was slightly nerfed and Ho-104 which remains the same
- weapons: Type 97 Anti-Tank Rifle damage reduced against vehicles
- translations: encoding issues in Portugese fixed
- misc: detectability of "walking" and "still" stances have been adapted to match vanilla values
Hey Runners, We're bringing you some good news regarding RUNNING WITH RIFLES: EDELWEISS. We've been hard at work improving the game and invite you to test our changes and give your feedback on our Discord server - #edelweiss-beta channel! To activate the public beta, right-click RUNNING WITH RIFLES in your Steam library and select Properties. Go to the Betas tab, then select the "beta - 1.82" option from the drop-down menu. Once you close out of the window, the requisite files will be downloaded. You can opt out of this by selecting "none" in the same menu. Here's a rundown of the major changes made: in the art realm, we've made some tweaks to German and Allied uniform colours, particularly the brightness/darkness, to help differentiate their soldier models more easily - especially on the maps Sicily and Arnhem. On the AI front, we've made regular soldiers (but not veterans) be less accurate with bolt-action rifles, especially while moving. Additionally, Sentries no longer see further than players, Assault Soldiers can now spawn with bayonet rifles again but are much less accurate while moving, and spawn less often on Sicily and St. Marie du Mont. In regards to vehicles, Light Tanks now fire their cannon much quicker but deal less damage, the King Tiger fires slower but deals much more damage, and all AI-controlled Tanks have less sight range. In terms of map balancing, some vehicles now spawn slower on Hill 262 and Hell's Highway, the Bergetiger escort vehicle has received tweaks to prevent it from advancing when below a certain amount of health (requiring repairs), Axis campaign's Bastogne final objective has been made easier, and there has been a variety of weapon balance tweaks.
Hey Runners,
It has been a week since release of our second WW2 DLC, RUNNING WITH RIFLES: EDELWEISS and we are happy that the DLC has been positively received so far. Thank you all for being a part of this adventure, and we'll make sure that it continues for a long while!
We're extremely grateful for the feedback and suggestions the community has given us for balancing and bugs throughout the first week of EDELWEISS' life! After two hotfixes post-release, the time has come for a third, more substantial hotfix.
Hell's Highway was a major focus of this update; the Allied campaign variant proved too difficult due to a combination of new players unfamiliar with RWR's mechanics and unforeseen AI movements. Steps have been taken to reduce the amount of back capping that happens on this map, but that doesn't mean you shouldn't ignore the snipers that sneak by your lines!
The Axis campaign variant had the Bergetiger moving forward too quickly. We've made it so you can now stop the Bergetiger whenever you want by clicking on it, and the Bergetiger now receives over 6x more repairs, which means that a small wrench now repairs 2%!
To serve a wider audience, we've added a new difficulty setting called "Normal", which has become the standard difficulty. Casual was too easy for people who wanted a challenge to start with, and the difficulty jump to Hard was too much for most newcomers.
Some of the Official WW2 servers will now rotate through all 4 WW2 Invasion campaigns instead of just the two EDELWEISS campaigns. You can carry over your stash throughout all the WW2 maps: let's see how you perform against against the Banzai assault troops of the Imperial Japanese Army with an MG42 in hand!
Global changelog v1.81:
- factions: changed faction capacity handling when baseless to avoid a negative effect
- AI: changed taxi request comment, tries vehicle tags first, resorts to default Waiting for squad
- AI: added ai_handle_taxi_request_when_full (default 0) to vehicle parameters
- vehicles: added repair_factor to vehicle parameters
- man-vs-world: fixed capture timer regression
- man-vs-zombies: fixed capture timer regression
- quickmatch: fixed ordering of mods when the map package has required overlay packages
- journal: fixed handling of show_journal campaign option in client main menu
- characters: fixed handling of addon visual when hidden by vehicle
- invasion: more overall balancing changes
- campaign: added in a new difficulty mode between "Casual" and "Hard", called "Normal". "Normal" became the new difficulty mode. We recommand players who are not new to the game to play on "Hard" though
- weapons: All weapons now have new limits to their maximum damage range. Snipers and Deployable HMGs are 100m, SMGs, Pistols, and Carbines are 50m, and everything else 80m. This will hopefully help reduce the frequency of being killed by bullets from offscreen.
- weapons: M3 Greasegun further tweaked, it was overtuned and now dialed back slightly
- weapons: M3 Greasegun Folded has now receives improvements alongside the standard
- weapons: Standard MG 42 slightly improved for better long range (includes extended belt variation)
- weapons: Fixed issue where Lanchester Bayonet had no stab sound
- weapons: Raised commonness of Kar 98k Scout, Scoped Gewehr 43, Scoped Gewehr 43 Ostveteran, Scoped StG 44, Gewehr 98, Scoped Kar 98k Hi-Grade, M12 Trench Gun
- weapons: Improved Morphine HUD icon and animation, price reduced to 5rp
- weapons: Changed the move speed penalty of the Scoped StG 44 from -0.1 to -0.05, matching the standard StG 44
- equipment: repair tools of any kind now repair the Bergetiger in Hell's Highway axis campaign 6x as much (3x in invasion)
- items: Player Assault Webbing cost raised from 15 to 20
- items: Changed names of all Vests to have greater clarity for new players
- AI: Standardized AI sight ranges with various vehicle weapons, this includes reducing sight range of Type 92 Heavy MG
- AI: Reduced sight range with all Edelweiss tanks slightly (except Bosses)
- AI: Lowered AI Assault Trooper and Banzai accuracy, should mostly be effective only when they're very close, though stray shots can always occur
- will be monitoring its effect
- music: made an attempt to better fade out the Victory Music when advancing maps in Invasion, will be monitoring its effect
- soldiers: Split AI Assault Trooper vest to be distinct from AI Banzai
- soldiers: Fixed an issue where Assault Troopers were getting stunned by their own grenades
- soldiers: Replaced M1A1 Thompsons with M1928A1 Thompsons on USF Veterans and Assaults, and added M1928A1 Thompsons to UKF Veterans and Assaults
- soldiers: Frequency of Snipers who can spawn with rare weapons changed from 2/10 spawns to 3/10
- soldiers: Assaults and Snipers now have a 50% and 100% chance of dropping loot, respectively
- maps: Arnhem: fixed accidentally climbable elevated roofs that would launch players sideways
- maps: Arnhem: added stash to Kampfgruppe HQ
- maps: Bastogne: players in the unsafezone around Foy will now retain items when killed by the script
- maps: Bastogne: added stash to Farmhouse
- maps: Sainte-Marie-du-Mont: fixed missing marram throwing errors in log
- maps: Sealion: removed trees south of Drop Redoubt to allow trucks to get closer to The Citadel
- maps: Sealion: addressed some pathing issues between trees and barbed wire
- maps: Sealion: fixed missing silos at Port of Dover
- maps: Hell's Highway (Allied Campaign): changes made to reduce amount of back capping
- maps: Hell's Highway: more stashes added
- maps: Varsity: added stash to Southern Wesel
- maps: Varsity: added more tank traps around The Castle entrance
- maps: Varsity: fixed floating platform in southeast Wesel Crater
- calls: Hill 262: fixed UKF infantry call-in not working
- calls: Strafing Run added to UKF on Hill 262 and Fallschirmjager on Operation Sealion
- navigation: fixed small vehicle navigation issues in Hell's Highway
- vehicles: Sherman firefly hull MG offset to lower hitting self
- vehicles: fixed the Bergetiger to have 2 driver slots
- vehicles: adjusted entry locations on all halftracks
- vehicles: adjustments made to all halftracks so driver does not get shot out as often, while remaining vulnerable to grenades
- vehicles: fixed SdKfz 251/17 flak halftrack being unrepairable at certain angles
- localizations: some encoding issues fixed
- misc: Fixed USF Veterans not spawning with the Winchester Automatic Rifle or the M2 Hyde
Hey Runners, this hotfix focuses "only" on map loading times, But might be worth mentioning as it has been an issue for many of you! keep running and don't forget to Rock n' Roll! Changelog Edelweiss hotfix #2:
- improving map loading time of Edelweiss by a large amount (~50% on dev computer)
Hey Runners, this hotfix mainly focuses on WW2 invasion balancing as it was hell of a challenge to say the least. Especially the more players were on the servers. Hopefully it will be better now. Thanks for your patience! Changelog Edelweiss hotfix #1:
- invasion: soldier compensation counts for both the Allied and Axis campaigns have received a pass
- balancing: Assault units toughness reduced
- balancing: Assault units don't spawn with bolt-action or semi-auto rifles anymore
- AI: Panzerschreck units will no longer back-cap sectors
- AI: fixed a minor issue where US Paratroopers could not call in Strafing Runs
- AI: US Airborne Forces on St.Marie-du-Mont can now call in Heavy Naval Artillery Support
- weapons: M3 'Grease Gun' spread range, bullet range, recoil, and max recoil buffed substancially
- weapons: M1 Garand kill chance buffed slightly
- vehicles: fixed Austin K5 passenger slots and enabled it to transport a full 10-man squad plus driver
- vehicles: fixed Universal Carrier being unrepairable
- calls: Strafing Run projectile count increased, price increased from 150 to 175RP
- calls: .50cal Jeep display price fixed, now correctly displays 200 rather than 175RP
- misc: fixed some text encoding issues
Hello Runners!
Its been a long time coming, but we're excited to announce RUNNING WITH RIFLES: EDELWEISS has finally released! More than two years of love and labor have gone into this project, and we're proud to finally be able to share it with all of you!
EDELWEISS will launch with 8 maps, detailed below:
- Sicily: Scale rocky cliffs and hills as you root the enemy out of Biazza Ridge.
- Sainte-Marie-du-Mont: Parachute into a labyrinth of hedgerows that surround Brecourt Manor and the quiet town of Sainte-Marie-du-Mont on the morning of D-Day.
- Hill 262: A classic King-of-the-Hill map that centers around the vital ridge of Mont Ormel during the German Army's retreat from France.
- Hell's Highway: Fight along Highway 69 as it passes over Joe's Bridge, through Eindhoven, and into Son.
- Arnhem: Give battle to the streets of this beautiful Dutch city that was a bridge too far for the British paratroopers trapped there.
- Bastogne: Snowy fields give way to muddy streets as you fight between the towns of Bastogne and Foy.
- Operation Varsity: As winter fades into a cold spring, fight through the bitter fields and ruined streets of Wesel, Germany - in the final mission of the Allied campaign.
- Operation Sealion: With autumn in full swing, fight on the beaches, fight on the landing grounds, in the fields and in the streets and in the hills - in the final mission of the Axis campaign.
Joining us throughout both campaigns are the new United Kingdom Forces and Wehrmacht with completely new arsenals in addition to the United States Forces with an updated arsenal. Each campaign features different approaches to playing each map - many Axis missions begin with a ground assault, while Allied missions heavily feature the new Paratrooper game mode with selectable points of entry. Additionally, with these new factions comes new Medium and Heavy armor such as the M4 Sherman, Panzer IV, and the venerable Tiger. With these vehicles comes great power, especially in the hands of the player - taking that in consideration, Medium and Heavy tanks cannot be stolen by the enemy! Keep that at the forefront of your mind next time you run up to a Panzer IV as a paratrooper and wonder why the hatches have been locked.
Along with the addition of EDELWEISS, the file structure has been reworked for PACIFIC along with various new additions. The structure has been reworked such that player progression is preserved between official EDELWEISS and PACIFIC DLC servers - not only will your experience and RP transfer, but so will your stash! Bring the weapons of PACIFIC into EDELWEISS and vice-versa. Alongside this change, some servers will dynamically switch between campaigns. As you finish one campaign, the server will automatically switch to that campaign from the other perspective, then afterwards switch to a campaign from the other DLC. For a short period after launch however, all DLC servers will only rotate through EDELWEISS campaigns.
Finally, anyone can join official PACIFIC or EDELWEISS servers, even if they don't own either DLC! You can rank up and progress as normal, but your selection of weapons is restricted to standard faction rifles, grenades, and vehicle crew limitations, depending on which DLC you own (if any). However, you can still pick up and stash any item you find while playing, which you will be able to trade freely with other players or use if you decide to purchase a DLC at a later date. Some weapons are shared between both DLCs, while some are unique to one or the other.
Also - to talk about the music! EDELWEISS features more music than ever present before in RUNNING WITH RIFLES - written by Karl Feuerstake, composer behind the PACIFIC theme. The soundtrack features unique music for each level, charting an adventure from the humble beginnings of the campaign in Sicily all the way to its culmination in the final missions. There are also a select few action cues for special moments in the campaign. If you like the music, feel free to support our artist here: RUNNING WITH RIFLES: EDELWEISS Sountrack In addition to all this, both PACIFIC and vanilla RUNNING WITH RIFLES have received the usual assortment of balance changes, along with a few modding and miscellaneous additions. Read up the exact changes below! Last but not least, we'd like to shout a big THANK YOU to all of you who supported us over the years. Especially the testers, the translators, the people who annoyed us with requests and everyone from our awesome Discord community! A special thank to EpocDotFr helping us setting a translation platform and for his RWRS statistic page! Keep Running! CHANGELOG v1.80:
- modding: added faction specific lose_last_base_without_spawnpoints
- misc: improved character model loading time
- visuals: water foam is no longer handled for wall object without side material
- modding: added damage_origin_vehicle control for projectiles, can be used to ignore blast damage for vehicle which the projectile originated from
- ai: added ai_stop_to_fight for vehicles, -1 do the usual thing, 0 don't stop, 1 stop
- ai: added ai_attack_spread_block_multiplier for vehicles, used to override commander spread multiplier
- ai: added ai_navigation_offset for vehicles, by default 1.7, controls how much driver aims to drive offset from road midline
- modding: added allow_player_to_use for vehicles
- modding: added simulated_damage for vehicles
- misc: added comms_marker_atlas_size for hud
- misc: fixed comms marker game view flag handling
- misc: changed edge comms marker to interpolate small position changes
- misc: added climbable keyword for building config
- misc: added type keyword for update_map_view command, "default" or "frame"
- misc: added render_queue_offset for set_marker command
- weapons: new Bayonet toggling system from EDELWEISS added into Pacific, Bayonets can now be toggled on appropriate weapons at a slight cost to accuracy
- weapons: T22 Large Mag Garand now has a Bayonet
- weapons: Semi-automatic Rifles, secondary-slot Carbines, and Assault Rifles now have better recoil recovery
- weapons: M1 Garand and variants damage reduced to compensate for its superior recoil recovery
- weapons: Automatic Rifles, LMGs, MMGs and Snipers now have a slower accuracy recovery when changing from running to standing still, but have more maximum accuracy in all postures while still
- weapons: M1921 SMG with the 100-round drum and T22 Garand have been given a slower stance recovery as well
- weapons: SMGs and carbines have slightly superior moving accuracy
- weapons: lowered the recoil of the M55 Reising and its folded variant
- weapons: All sniper rifles' recoil recovery rates reduced; creating a larger disparity in rate of fire between them and regular bolt-action rifles
- weapons: All sniper rifles' damage raised, making them more effective against soldiers wearing body armor
- weapons: M1903A1 Sniper has been rebalanced to better represent the advantages and disadvantages of its very high power scope: sight range increased, rate of fire lowered
- weapons: USMC M1918A2 BAR has been changed to a Lightweight configuration, with slightly more speed and better accuracy from standing / crouching position, but not as great accuracy in prone or over walls compared to the USF Paratrooper BAR
- weapons: raised range of Type STE bayonet melee
- weapons: all secondary-slot SMGs now only cost 20RP and can be respawned with, but still require briefcase sales to randomly unlock
- weapons: M12 Trench Gun and Type 2 SMG now only cost 25rp and can be respawned with, but still require briefcase sales to randomly unlock
- weapons: M12 Trench Gun fires 1 less pellet per shot
- weapons: M1941 Johnson LMG standing and crouching accuracy improved
- weapons: Some weapons have been removed from the ability to be unlocked via briefcase sale
- weapons: Type 100 Grenade Discharger removed from standard armory to requiring a briefcase sale. It also sometimes carried by IJA Veteran soldiers, and shows up a bit more frequently.
- weapons: New Item from RWR: Edelweiss - M1903 Rifle Grenade HE added to USMC. Is unlocked by briefcase sales, and sometimes carried by USMC Veteran soldiers.
- weapons: Lowered sight of Type 92 HMG from 2.0 to 1.725.
- weapons: Rebalanced all explosive / area of effect weapons. Anti-Tank Rifle Grenades are now much weaker but have infinite ammo like other weapons, Flamethrowers are now very effective against Bunkers and can even be used against Light Tanks.
- weapons: All AT Rifle Grenades now remain available in the standard armory even in late-war maps, due to their new utility as reloadable, low damage AT weapons.
- weapons: Slightly reduced the AoE of the M1 Bazooka and Type 4 Rocket Launcher.
- vehicles: changed radio jammer to no longer respawn, and be easier to hit with various explosive weapons
- vehicles: adjusted rotation speed of many machine gun turrets, including Heavy MGs and some vehicle-born MGs.
- vehicles: the machine guns on the Ho-Ha and Ka-Tsu have been improved for better long-range performance
- vehicles: LVT max speed and reverse speed both lowered
- vehicles: adjustments made to many vehicles' RP and XP rewards for dealing damage and killing them; placing higher rewards on bigger tanks such as the LVT and Ka-Tsu.
- vehicles: slightly raised the maximum kill chance range on all vehicle-born M1919s.
- vehicles: slightly raised the maximum kill chance value on the Ha-Go tank's Type 97 Machine Gun.
- vehicles: Landing Craft can now only be crewed by their owner's faction, are marked as "should be destroyed" by the enemy, and have a minimum fill capacity before AI will take them.
- vehicles: Added the ability to crush sandbags and heavy machine guns with vehicles, like Vanilla.
- vehicles: Adjusted some AI sight range values on Higgins' MGs and the Type 92 HMG.
- vehicles: Heavy MGs no longer add soldier capacity, and Landing Craft soldier added capacity reduced.
- vehicles: Heavy MGs that exist as 'map-based' weapons (i.e. they are not deployed by the player) now have a 3 minute respawn timer.
- vehicles: Ka-Tsu added an invisible shield in front of the gunners to help protect them a bit from small-arms. It encompasses the 13mm Machine Gun weapons themselves, rather than showing a new 3D model.
- items: raised protection of the player-owned Banzai vest, slightly lowered protection of only the first layer of the Sentry vest. player can now carry two Banzai vests in backpack before being encumbered
- items: Camouflage Suit renamed to "Sniper" to keep in line with other class-style naming of vests. Has also been improved with slightly more damage resistance and slightly more detection resistance.
- items: Sniper Suit added to USMC, is unlocked by briefcase sales.
- items: New Item from RWR: Edelweiss - Assault Vest added to USMC, is unlocked by briefcase sales.
- ai: AI sniper accuracy has been increased.
- ai: AI infantry behaviour modified; regular troops and veterans are slightly more accurate with all weapons, and use cover more.
- ai: All AI Sniper Soldiers now have additional resistance to firearms, making them a more threatneing mini-boss. They remain vulnerable to explosives, and counter-sniping is probably the most efficient way to deal with them.
- character: IJA / IJN: now when equipping any kind of Officer's Engraved Pistol and/or the Katana alongside the Banzai vest, the Officer model will be shown. You must have both the vest and one of these weapons.
- character: Carrying a Sniper Rifle as USMC no longer changes the appearance of the player to be a Sniper model; this now requires the Sniper Suit.
- game: when advancing to the next map, the US commander will now refer to the enemy faction as the "Japanese", rather than be confused about whether you are fighting the IJA or the IJN.
Hey Runners,
Its come time that we share more details about RUNNING WITH RIFLES: EDELWEISS!
Starting from the bottom - MAPS!
RWR:EDELWEISS will launch with 8 unique maps. Due to the nature of locations, the look and feel of the maps in EDELWEISS will vary wildly from one to the next. Take on the rocky cliffs of Sicily, the claustrophobic hedgerows of Normandy, the paved and cobblestoned streets of Arnhem and the snow-covered landscape of the Ardennes. Furthermore, EDELWEISS maps have been designed from the ground up to take advantage of destructible fences - tracked vehicles and high-explosives will be able to clear these previously insurmountable obstacles off the battlefield.
The Allied and Axis campaigns will also feature unique variations on gameplay. For example, some of the Allied campaign maps will feature a unique paratrooper game mode, where you start the game with no bases owned but you have the option to spawn in one of many different paradrop locations throughout the entire battle. Finally, both campaigns will end with their own unique boss map - be prepared for a tough fight against new foes!
With EDELWEISS also comes a wide variety of medium and heavy armor available to both sides. These vehicles are far more powerful on the battlefield than their vanilla counterparts, not only because many WW2 anti-tank weapons were weaker, but also because of a new AI target prioritization system. This system allows AI gunners to prioritize the the largest threat to them based on distance, angle to target, their weapon, and others (such as enemy tanks, anti-tank cannons, and soldiers wielding anti-tank weaponry). However, with this increase to their prowess on the battlefield, their use will be limited to their respective factions. No stealing Panzer IVs as paratroopers!
Regarding modding, many features have been added! Perhaps the most requested feature has been the ability to switch to an alternate weapon without switching to your secondary, and we have delivered with flying colors! With a new system weve dubbed "chain swapping", select weapons can alternate between any number of different variations, completely separate weapons in and of themselves. While PACIFIC and EDELWEISS will begin with only swapping between bayonet and non-bayonet version of weapons, this opens the door for much more interesting combinations for modders. Underbarrel grenade launchers and rocket launchers with multiple kinds of ammunition, perhaps?
A full, exhaustive list can be found in the patch note below.
Here is the first public gameplay video of EDELWEISS to shorten the waiting time! We hope you enjoy watching as much as we enjoy playing/testing the DLC! :)
[previewyoutube=GpwGimw5Qos;full][/previewyoutube]
The EDELWEISS (DLC) store page can be found here and don't forget to join the community on Discord
Happy running,
Osumia Games
Changelog RWR v1.78:
- ai: added burst_time/variance, in_vehicle_burst_time/variance, longer_burst_time/variance, wait_time/variance
- ai: added shooting_expose_time parameter
- ai: changed ai not to default to primary weapon when restarting combat, instead change latently if needed
- ai: changed bazooka using ai to consider penetrable walls impenetrable
- ai: changed combat capable vehicle driver to never leave the vehicle except when unsteerable
- ai: changed cover providing object handling
- ai: changed how picking attack target base checks water on direct route
- ai: changed vehicle seating order to handle vehicly occupy assignments
- ai: crouch override handling for firing weapons that are intended for explicitly standing up behind cover
- ai: fix: simulated vehicle pick checks larger range if someone else has already claimed the vehicle
- ai: fixed stuck deploy state
- ai: multiple changes with preserving squads between active and simulation
- bases: added faction specific capture_by_timer parameter for start_game
- bases: countdown timer is now stopped if capturability changes when it's already running
- character: added chute_y_offset
- character: avoid detecting jumpability when on a cliff edge
- character: changed chute render queue group
- character: changes with squad configs, most have been removed now
- character: ignore characters in vehicle for vehicle occupy order
- character: increased fog effect blending
- character: major over wall handling changes
- character: skip death effects when spawning as dead
- character: start vehicle collision safety on grenade already when holding the nade in hand
- character: using-state to use lower body direction instead of upper body
- commander: added behavior when baseless
- commander: changed how combat vehicles behave, also now returning to the closest base to refill squads and for defense when not attacking
- commander: some changes with script based attack target requesting
- faction: changed how soldier groups are saved
- game: added custom lock range for spawn points, with lock_range parameter
- game: added randomization seed value, parameter seed with start_game
- game: added see_through and penetrability for custom meshes
- game: added support for bringing up map view automatically when spawning dead, show_map_at_start_if_dead with start_game
- game: added support for visual_rotation for mesh based walls
- game: added win_with_all_bases faction setting in start_game
- game: changed how vehicle and character block changing works near active and simulation boundaries
- game: changed stab impact on crate collision detection
- game: increased item type capacity
- game: map view now closes automatically on spawn
- game: reset celebrate timer at start
- game: save/load map_view_overlay_texture
- game: some minor changes with game timer
- game: when spawning dead at start, body is instantly removed
- general: changed game load to halt if xml loading fails
- hud: clear potential press space to continue bubbles
- input: explicit clear of aim when in vehicle if still aiming
- input: if spawning dead at start, allow instant respawn
- inventory: added horizontal scrolling support for more item types
- items: added support for checking dlc access tags
- koth: fixed losing faction charge behavior near the end of timer
- map: few fixes here and there
- map making: added offset parameter for building configs
- menu: added possibility to setup continue to a different campaign once a campaign is completed, from a defined subset of available campaigns
- particles: more intense character blood particles when hit with high caliber bullets
- script: added base_key in base_owner_change_event
- scripts: added preserve_items for update_character
- scripts: added some null checks to avoid crashes
- scripts: added start_script command, added run_init_match_commands in start_game
- scripts: fixed some issues with map restart
- scripts: added volume parameter for set_soundtrack
- sounds: added map specific loading screen soundtrack support, soundtrack1.xml and loading_screen_fadeout parameter
- sounds: tweaked a couple of sounds
- static_objects: added usable_for_cover parameter
- terrain: added more effect splat map layer configurability
- textures: fixed an offset issue in the wall atlas
- tree: configs exposed
- vehicles: legion tank collision box tweaked to avoid shooting self
- vehicles: added ai_force_designated_driver_xp, ai_use_throwables, tracked_visual_tire_max_rotation, tracked_visual_tire_rotation_smoothening, simulated_speed_factor, broken_mass, remove_collision_threshold
- vehicles: changes with broken handling
- vehicles: fixed simulation to react to live changes in ai uses_vehicles property
- vehicles: added possibility to destroy other vehicles by colliding with vehicles
- vehicles: changed object destruction effect handling when colliding with vehicle
- vehicles: fixed snaps and plops when handling vehicle engine sounds
- visuals: fixed fog leaving not set if day/night color stay same
- visuals: fixed shadow texture cleanup
- weapons: XM-25 alternate fire added - now time and remote detonation
- weapons: FN FAL aternate fire added - now with and without bayonet
- weapons: added ai_stand_manually_to_shoot_over_wall
- weapons: added ammo sharing between weapon chains
- weapons: added last_ammo sound support
- weapons: added leave_crouch_accuracy_penalty
- weapons: added stance_accuracy_rate parameter separate from sustained_fire_diminish_rate * 8 by default
- weapons: added support for addon_model
- world_loader: fixed some svg path parsing
Hey Runners!
Onto some unfortunate news for RWR:EDELWEISS - we have decided to delay the release. Recent events have conspired against much of the DLC development team, and as a result we believe we would be unable to keep true to the original release date. We have chosen not to set a fixed release date, and have resolved to deliver a more polished and complete experience that we otherwise would have been able to originally. We would like to thank our community for understanding that we have made this decision with their best interests in mind! We will keep you updated with progress, and in the future we will allow testers to share some gameplay footage to keep you excited!
We also decided to release this update, which is intended to mainly address some potential campaign balance issues for RWR:PACIFIC. We noticed a couple bugs which were causing issues that affected balance, and are addressing them here (see PACIFIC changelog).
Another really interesting part of this small update, and long overdue, is that you can finally join the game of your friend directly over Steam friend list. It was already possible before, but only if the friend you wanted to join was playing on a dedicated server, thus not hosting e.g. a campaign himself.
In this update, deployed weapons, such as the deployable MG, mortar, minigun, TOW, Hornet, etc won't respawn on destruction anymore. It was already the case for 2 non-campaign missions but has been extended to the whole game. This should make parts of maps with a strong emplacement defense easier, especially the final mission "Frozen Canyon".
Happy Running everyone!
Your Osumia Games
Changelog RWR v1.77.3 (vanilla):
- online: added support for Steam Join Friend for non-dedicated hosts
- general: fixed a missing radio call related comment when comms is disabled
- modding: added support for custom fonts
- modding: extended use-type weapons (medikit, deployments, etc) to support stance specific animations
- vehicles: legion tank low collision box face higher to avoid being stucked on small ramps
- vehicles: all map deployables are now set to not respawn
- dominance: mortar 2 call replaced with cluster bombing call - like in vanilla
- dominance: fixed a bug where there were no spawn points in the Vigil Island map
- misc: fixed some HUD color issues
- campaign balance: fixed a bug where enemy squad leaders were able to order around squads of up to 50 men to max 10 as how it should have been
- campaign balance: changed radio jammers to no longer respawn
- campaign balance: AI sentries, flamethrower operators, and snipers can only have a max squad size of 5 men
- general: fixed an issue where the Japanese faction could not call in their halftracks on the first map of the Japanese campaign
- general: fixed an occasional issue with missing Ka-Tsu call-in on the maps where players would be playing as the Imperial Japanese Navy troops
Hey Runners,
OMG Ze Germans are invading the Steam store!
Indeed, the RUNNING WITH RIFLES: EDELWEISS (DLC) store is finally online! Make sure to WISHLIST EDELWEISS to be informed about it's release which is planned for August 27!
We also seized the occasion to make a couple of fixes for both vanilla and Pacific which you can see in the Changelog below.
Don't forget to join Discord to discuss the upcoming EDELWEISS DLC with us and there's also a community event planned for this Sunday. The chosen mod for this event is "Overlord Defense", matching well the WW2 theme!
Changelog v1.77.2 (vanilla)
- maps: few fixes here and there
- weapons: P416 recoil recovery slightly increased
- weapons: fixed map-spawn deployables not spawning at all
- script: fixed P416 not appearing from the community box #5
- balancing: campaign re-balancing - making it easier overall, as this was the main complaint
- maps: Bougainville island reworked
- AI: sentry soldiers can now be stunned by explosives at an earlier stage of their armour's damage, and can always be stunned by melee
- AI: sentry soldiers and Snipers can no longer call-in vehicles
- AI: fixed an issue where 50% of Regular IJA Infantry were getting 500RP on Iwo Jima and Peleliu (should reduce call-in spam)
- AI: reduced the minimum bracket of RP that Veterans can spawn with to encourage less spam of call-ins (higher RP brackets still exist)
- invasion: player faction changed to USMC
Hello Runners!
KABOOM!... next update! In this update, we worked closer than ever with the modding community to bring you some sexy goodies to your favorite running simulator! (wait what...?)
But first thing first.
We decided to add 2 new zombie types to the "Man vs. Zombies" mode. An acid spitting baddie as we had the feeling that range attacks are not enough of a threat in this mode - actually it wasn't one at all. Better not try to stab the spitter, as he explodes with an acid blast on death damaging his surroundings. The other not so friendly dude is a fast moving and jumping creature call the ripper! While having a low amount of health, his attacks are insanely fast and if you let him get too close, he might lock you down and rip you apart!
In vanilla, we also added 2 new radio calls. The first one, the "CLUSTER BOMBING" is available in invasion, campaign and even in quick matches and replaces the former "Mortar II" which felt a bit redundant these days. It's basically a fast flying jet dropping 2 cluster bomb containers which open at low altitude and unload dozens of small cluster bombs exploding over the ground. While it is effective versus infantry units, it's not damaging armored vehicles at all.
The other radio call is a "GUNSHIP RUN" which is basically hell from above and targets every hostile presence within a 30 meter radius while your own units are safe. But, you'd better make sure to not be close to a potential target to avoid collateral damage. Note that this radio call is only available in online invasion.
Last but not least, we got a NEW COMMUNITY BOX, the 5th one!
We again got tons of submissions and had to drop a few ideas but at least we now have finally chickens and a balloon! (doh, you serious?), new weapons, 5 new vehicle drops, a squad equipment tool and more! We'd want to thank again the modding community for all the submissions (I won't name them all individually as I might forget someone) and even if it was a long run, it surely was worth the effort. Special thanks to "Unit G17" who took the lead of the community project and also actively worked on several scripts.
For the RWR:EDELWEISS DLC, the development pace has suffered a slight bump due to factors stemming from the COVID-19, and the release is now targeted for Q3 2020. While at it, we're also pushing in one map more than we had planned initially as well as some extra vehicles and weapons.
Our current stage of development is nearing the private testing stage. Most of the campaign is completed, as are models and animations for soldiers and vehicles, sound effects and music. Some of our remaining tasks involve adding some new engine functionality for new gameplay features, conducting translations, and doing some 'finishing touches' such as implementing loot items, artillery call-ins, interface icons, 3D map assets and overall polishing the maps and balancing.
We're very excited to be sharing the DLC and set up an early Store page for you. We are just waiting for Valve to approve it, it should happen very soon, stay tuned!
In the meanwhile we have a teaser for you:
[previewyoutube=F_VRBqb25WM;full][/previewyoutube]
Changelog RWR v1.77:
- maps: few fixes here and there
- calls: "Cluster bombing" radio call added
- calls: "Gunship run" radio call added (invasion only). Aerial bombardment at random enemies inside the target area
- calls: "A-10 gun run" script improved and launch time reduced by 2 seconds
- calls: "Mortar strike II" removed
- calls: "Mortar strike I" has a faster launch time of the salves and slightly less spread
- calls: "Artillery strike I" price increased from 250 to 300 RP
- calls: "Artillery strike II" price decreased from 800 to 700 RP
- items: community box #5 added! More than a dozen of new goodies included!
- weapons: replaced the shuriken with a "ballistic knife". Similar purpose but faster throwing speed and more range
- weapons: tracer darts can't be disarmed anymore
- weapons: M240 damage slightly increased
- weapons: M24-A2 sniper rifle's stats slightly increased
- weapons: G11 recoil recovery slightly increased
- weapons: XM-25 ballistics reworked and projectile now doesn't need to detonate anymore
- weapons: Portable mortar reload time increased by 33%. Accuracy slightly decreased - big penalty when shooting out of movement
- vehicles: Legion very heavy tank added - good to push vehicles from the road. 165mm caliber mortar as main weapon - high area damages vs infantry
- vehicles: SEV-90 tank added - main cannon shooting 40mm burst grenades. Effective distance is restricted but can hit targets behind lower cover
- vehicles: NOXE Ghost APC added - launches 2 rockets per shot. Medium arc, good to shoot behind cover
- vehicles: FT-CROC added - medium range flame firing APC
- vehicles: M528 added - tank with a fast firing medium caliber canon and anti-personal rocket launchers as secondary weapons
- vehicles: fuel tanks now have vehicle collision damage
- invasion: player faction swapped to Greycollars
- invasion: some maps have new vehicles spawns
- invasion: "Power Junction" map now has a radio jammer spawning at the "Power Plant" base
- invasion: radar tower/jammers removed from player resources in "Misty Heights"
- invasion: disabled all air spawns in "Final Mission I" (Cophill Down). Added a second Spawn truck instead.
- Man vs. Zombies: Berserker now explodes on death, stunning its surrounding
- Man vs. Zombies: added 2 new zombie classes, "Spitter" (spitting acid and fast movement - explodes on death) and "Ripper" (fast crawling, leaping and extreme fast attack)
- Man vs. Zombies: stun animation time reduced by 10%
- Man vs. Zombies: medikit removed from drops/crates
- Man vs. Zombies 2p: zombies amount increased by 12%
- Man vs. World/Zombies: crates are not respawning anymore
- gameplay: radio call queue added - max 2 calls queued. Radio HUD texture is overlaid by an animated texture when call processing is busy
- gameplay: Radio HUD texture is overlaid by a "denied" texture when radio calls are not available (comms down or within jamming range)
- misc: lone wolve snipers have now 50% spawn score decrease. Should lead to less backcaps (has already been added experimentally in invasion as silent update end of April)
- misc: grenadiers now don't carry sandbags anymore - they use a suppressing MG as secondary weapon instead
- misc: flares (vehicles/paratroopers) disabled in map "Copehill Down"
- misc: new faction specific president models
- misc: custom soldier model when wearing vests Type III
- journal: increased entry notification life time
- journal: added insta-open first note
- menu: fixed initial campaign selection scroll
- menu: changed campaign faction picker to allow scrolling
- bug: fixed a crash when closing the game during the loading process
- bug: fixed visibility of soldier with stunned status. Was like standing still before and now crouched
- visuals: tweaked post processing shaders to make characters less visible in foggy environment
- modding: exposed "dry_fire" sound key for weapons
- modding: added "use_time_to_live" (default "-1") and "time_to_live" for projectiles
- modding: added "drop_on_death_result" (an object can spawn another object on death)
- network: improved handling of over 32 players (has already been added experimentally as silent update in April)
- network: improved vehicle handling (has already been added experimentally as silent update in April)
Hey Runners,
Today, RUNNING WITH RIFLES turns 5 years old, woohoo! It's incredible how fast the time flies! So yeah, happy birthday to you...game! <3
Over the years, we've seen 700 000 players enjoying RWR, some staying with us for amazing amounts of time. We'd like to thank you, the veterans and all other players as well, for the loyalty and pushing us take RWR forward. Feel free to join our Discord channel to celebrate this day with us!
For the day of celebration, we've prepared a juicy update with 1.76.
In today's update we have 2 new maps, both playable in "invasion" and in "quick match". For those who are familiar with Vanilla PvP and Pacific, you might recognize on what already existing maps those 2 are based on.
"Tropical Blizzard" is a winter theme map based on the map "Vigil Island" but not as "King of the Hill" mode but the default conquest mode. The water areas are frozen and therefore it's technically not really an island anymore which changes a lot! Also, the harsh weather conditions don't allow any plane to fly, therefore paratroopers and any vehicle drop won't be available per during the whole stage. Hard to not being able to call for reinforcement and supplies but try it out for yourself!
The second map called "Gotcha Island" is a mix of the Pacific map "Saipan" and the PvP map "Islet of Eflen" with its own twists!
"Islet of Eflen" has never been released as a campaign/invasion map and have also been revamped in the process.
A new feature coming in this update is the expanded shot target scoring system for the AI. This enables AI to be more easily configured to prioritize certain targets to shoot at more than others, e.g. a tank gunner preferring to shoot at an enemy tank in the distance or a soldier with a bazooka instead of just a regular soldier that is closer. This certainly makes large and varied combat situations make more sense, and it also opens new possibilities for footmen to get closer to enemy combat vehicles.
And now to the bit less pleasant stuff that unfortunately affects the whole world right now. We at Osumia Games are also affected by the Corona slowdowns as we have families to care of which messes up our schedules to an extent. In that sense, we couldn't bring you the Community Box #5 on time but will certainly be delivered, along some other things relatively shortly after.
As for the RWR:EDELWEISS DLC, it is not certain we'll reach Q2 with the release like we intended to. If not, it shouldn't be a long delay from there. We hope you can understand!
Keep running and stay healthy!
Changelog v1.76:
- maps: "Tropical Blizzard" map added. A winter theme map based on Vigil island
- maps: "Gotcha Island" map added
- maps: Vigil Island night time is set to be less dark
- maps: Reversed Rattlesnake Crescent (invasion only) starting base slightly modified to reduce spawn locks
- maps: Moorland Apocalypse (invasion only) starting base modified to have easier access to the stash and slightly better defense
- maps: few fixes here and there
- weapons: blast radius of the C4 reduced by 30%, also reduced the push effect and the screen shakiness
- calls: A-10 gun run launch time reduced
- calls: Artillery Strike tier 2 now fires 5 rounds instead of 8.
- campaign: added possibility to restart the current map in the menu
- man_vs_zombies: fixed crash when deploying a cover
- man_vs_world: enemy can now toss grenades at the player
- invasion: entirely re-balancing (should also be harder now)
- invasion: player faction changed to Greenbelts
- invasion (Pacific): player faction changed to IJA
- misc: increased the player slots of the official invasion servers from 24 to 32
- misc: Ice cream van is now listing content of the community box #4 in his lottery pool
- misc: fixed missing kill text notifications
- misc: a player can now be picked in map view for hotkey purposes
- online: reworked kick/ban/penalty notifications
- online: fixed in-game kick in menu to work correctly in all cases
- online: fixed current weapon indicator showing up in wrong place when joining a server with no spawn points
- online: improved info in ui after connecting to a server where resource checksum is mismatched with client
- vehicles: fixed damage modifier causing sign change in damage (becoming repair) in certain cases
- items: slightly re-balanced the item reward pool of the community box #4
- ai: added support for improved target prioritization
- radioview: moved the radio call menu lower
- visuals: hand grenade model modified to look more realistic
- visuals: Plants and bushes now render after characters/models (no ghost shader anymore which can be used to hide in PvP)
- visuals: tweaked some smoke particle effects
- misc: deployed sandbag are not processed by FoV anymore
- modding: added "check_enemies_while_driving_time" and "check_enemies_while_driving_in_turnmode_time" ai parameters
- modding: added "ai_driver_turns_to_target" for vehicles that feature fixed guns where driver must turn instead
- modding: added "spawn_interval" for faction settings in match options
- modding: added "disable_fov_when_dead" for match options
- modding: added "min_number_of_enemies_to_throw_grenade" in ai parameters
- modding: added "server_mode" text for campaign options
Hey Runners,
let's slay some zombies in this modification of the mod "Running with the Dead" (in case this makes sense...).
Players can only join the survivors faction. Will you be able to clean out Moorland Apocalypse?
We don't think so ;)
Server: "RWTD Official Server"
Misc: NO DOWNLOAD REQUIRED from the workshop - just attempted to connect to the server and the mod should be acquired automatically. Note that you have to join through Steam to be able to play
Reward: 3x community boxes #4 will be given out to participants chosen randomly by the moderator team who will be also participating
communication: Join Discord for better communication and to get the rewards if you are chosen! (link for Discord in the game menu)
Hey Runners,
Our last major update was just a week ago yet today we want to celebrate with you Halloween with some fancy stuff matching the theme, "Man vs. Zombies"!
In this "Man vs. World" adaptation, we added some zombies because who doesn't like to shoot zombies? :)
Similar to "Man vs. World" which it is based on, you can play the campaign either solo or with a friend to which isn't a bad idea to watch each others back. Different types of zombies spices it up, from the low health very fast walker or the very high health Berserker. It's highly recommended to play in "Veteran mode" to get the most thrill, as it adds FoV mode which helps for the jump-scares!
In this gamemode, the enemies don't drop loot, you'll have to break the crates scattered around the world to loot for helpful equipment. Of course you can also buy most stuff at the armories.
The weapon range has also been adapted to better match a zombie apocalypse. From flamethrower to sawn-off shotgun to even a microgun, you should have enough fire power to meow them down!
On top of that we also made the occasional hotfix and added some new modding parameters, see the changelog below!
Happy Hallowunning,
Your Osumia Games
Changelog v1.75:
- gamemode: NEW HALLOWEEN SPECIAL game mode added: "Man vs. Zombies" based on "Man vs. World"
- gamemode: NEW HALLOWEEN SPECIAL 2 player game mode added: "2-player Man vs. Zombies"
- campaign: fixed grenadiers spawning without weapons
- calls: changed A-10 comms marker handling
- calls: A-10 launch time reduced from 12 to 10s
- calls: A-10 damage increased
- modding: added ai parameters following_target_range, following_target_slowdown_range, following_separation_range and squad_join_range
- modding: squad_size added for character info
- modding: added volume and position for play_sound
- modding: added new result type: notify_script with key parameter, includes character_id, position, direction, and key on script side event
- modding: added damage_as_probability in blast result
Hey Runners,
in update 1.74, we focused on fixing several bugs but also added a new radio call provided by the community, the "A-10 Gun Run"! BRRRRRRRRRRRRRT!
We also added new community goodies, see the section below.
Community Box #4
Our awesome community still has great fun contributing with custom made content. Say hello to our fourth community box which brings a dozen of new weapons going from faction specific grenade launchers being introduced by the new soldier class "grenadiers", a blowgun with poisonous darts, a compound bow which is a great long distance stealth weapon and a golden AK47 for yo running pimps out there! Only to name a few of them. We also have a new repair tank which will certainly help to support armored vehicles pushing through the front lines.
Community Edelweiss DLC interview
We decided to open the floor up to some community questions about RWR: EDELWEISS, inviting you to ask us what you wanted to know. We selected a few of these questions and have prepared some answers below. *We've shortened some of the questions to reduce length of text. ********************************************************************* Unit G17 asks: Tell me more about how the equipment sharing system between RWR:PACIFIC and EDELWEISS will work. For example if somebody only owns one of the DLCs, do the weapons from the other one still install to make the sharing system work (like PACIFIC weapons and equipment being installed for EDELWEISS-only owners)? Are they duplicated or stay in their respective folders? Karl (Tremozl) replies: Players who do not own both DLCs will still be able to play online in Invasion and access most of the content. All maps will be available to them in multiplayer; but only a limited assortment of weapons can be used in combat (such as basic Bolt-Action Rifles.) The rare weapons that they cannot use are still able to be carried in a backpack and placed in the persistent Stash, in case they choose to make the purchase at a later date to gain access to weapons they've acquired over time. Chris (TheSoldier) replies: Regarding modding, the folder structure has been overhauled. All weapons are stored in a 'ww2_base' folder now, rather than the Pacific folder in the past. ********************************************************************* Unit G17 asks: Tell us more about the tank battle map. Is the map open or does it feature bottle-necks? Are the tank numbers by chance scale with player/bot count? How much infantry play will be available? Chris (TheSoldier) replies: The map will be wide-with a few close-quarters areas where you'll have to watch out for infantry. There will be a significant number of tanks available to both sides - and though they might be the most powerful force on the battlefield, in the end, the infantry are the ones who have to be there to capture the objectives, so they still hold a vital role. ********************************************************************* BulletMagnet asks: Do all the maps take place during or after D-Day, or are there some before? Chris (TheSoldier) replies: At launch, there will be one map set before D-Day centering around the airborne side of Operation Husky - the invasion of Sicily. Karl (Tremozl) replies: Most of our maps take place after D-Day. They follow a general path along or around the major battles that took place during the Western Front's conflict, and many of them focus on the Allied Airborne operations (though not exclusively.) We go from Sicily to Normandy to the Netherlands, and finally end up launching a major incursion into Germany itself. ********************************************************************* Fiesty asks: Is there anything somewhat more personal that the devs included in the DLCs, maybe something from family history or even Easter eggs, funny AI comments that are inside jokes....etc etc? Karl (Tremozl) replies: There's a few Easter eggs (references) mostly in some of the voice-acting; or rather, the dying sounds. You might catch one or two. The title of the project itself is a subtle nod to a particular Television series about American paratroopers, in which one soldier remarks how the Edelweiss flower was a symbol of a 'true warrior'. ********************************************************************* Fiesty asks: Why did you choose the maps you did and what niche historical stuff can you tell us about that might be exciting in the game? Chris (TheSoldier) replies: We curated our map-list based on their significance to airborne operations of WWII, or those that involved airborne units. All the major Allied airborne operations of the Western Front will be present and accounted for. The technology of the enemy will become increasing more sophisticated as you approach their homeland, and when you do reach it, expect them to come out swinging with everything they have... ********************************************************************* Anoshi asks: I've read reports that suggest a common sales figure of 5% for DLC when compared to the base title it belongs to. What are some of the stand-out elements in Edelweiss that you believe will convince existing RWR owners to purchase it and help you achieve (and perhaps even surpass) this figure? Do you plan to include a discount on the base game as well, when the DLC is released? Chris (TheSoldier) replies: One of the downsides of the original PACIFIC expansion was that player rank and RP did not carry over from the base game due to how player data was saved. We sought to rectify that partially with the EDELWEISS expansion, which will share rank, RP, and stash with the PACIFIC accounts. ********************************************************************* Lastly we wanted to share a bit of music from EDELWEISS with the community. EDELWEISS will have more music than either of our previous two projects, with a unique loading-screen cue for each level. The one we wanted to share today is for the map St. Marie du Mont; a small road-junction town in France which American paratroopers seized early on the morning of D-Day. Composer Karl Feuerstake had this to say about the music: PACIFIC's theme was very well-received. It's catchy and epic, and adds certain instruments to the Orchestra such as the Taiko Drum and Shakuhachi Flute that capture the atmosphere of Pacific warfare well. For a European battlefield, these instruments would've been inappropriate; so I had to make do with something else. I decided to employ a bit more restraint with EDELWEISS' underscore. Battles in the Pacific were intense and brutal, but battles across Western Europe still left a good portion of the countryside undamaged and the beauty of nature remained. To illustrate this in the music I dialed back the intensity and laid greater emphasis on the colours of the Woodwind section; while thunderous Brass and Percussion still have their occasional place, there are many more delicate moments in the music of EDELWEISS. [previewyoutube=VBL6_s5Cn0s;full]https://youtu.be/VBL6_s5Cn0s[/previewyoutube] See you on the battlefield and don't forget to join the community on Discord, Your Osumia Games Changelog v1.74:
- calls: A10 gun run call added in invasion, BRRRRRT!
- maps: fixes here and there
- weapons: Milkor MGL can now reload 1 round at time again
- weapons: Shotgun types got a small accuracy boost
- weapons: Projectile speed of the elite paratroopers SMGs slightly reduced
- weapons: Taser no longer damage any kind of vest/costume
- vehicles: AAV7's GL damage per projectile has been increased
- vehicles: invasion radar tank received new, ERA covered chassis to visually reflect it's increased armor
- items: community box #4 added. More than a dozen of new goodies includes!
- dominance: fixed dimensioning of the mortar tank mg damage
- invasion: player faction set to brownpants
- team elimination: made a few fixes
- ai: new soldier class - the grenadier. Armed with a faction specific grenade launcher and a vest
- ai: detectability of the standing still state being reduced while walking detectability being increased
- ai: fixed a bug with approaching the entrance point when occupying a stationary weapon
- misc: fixed XML tag issue on Dragon's Breath
- invasion: player faction set to USMC
Hey Runners,
Dominance (PvP) mode has gone through some balance improvements and bug fixing, and we're looking forward to organize a new Dominance event in the next couple of days. To be informed on time, feel free to join the RWR Discord; enter !subscribe there to be informed about the next events.
Another online related issue that has been fixed is about the recently added lonewolf snipers, which, unlike other units, didn't stop attacking even when the player faction had only one base left. This could lead to the last spawn points being locked and therefore making it impossible for the players to spawn.
While Edelweiss continues under development, Pacific is getting some minor changes to make beach landing maps easier to tackle. To address this we raised the performance of the Higgin's Boat's machine guns, allowing them to better secure a foothold and lock down the beach with heavy suppressive fire, both when controlled by the AI and players. Alongside this we've made some rate of fire changes to all Heavy Machine Guns to make them more akin to their real life versions; and damage performance was adjusted to compensate.
Changelog v1.73:
- dominance: fixed a crash in the map rotator
- dominance: increased the soldier capacity variance so that a faction with less bases than the opponent gets a slight soldier capacity boost
- dominance: initial soldier capacity added so that the maximum soldier capacity (for a single base) is reached right at start
- dominance: fixed map balancing issues on all assault maps which made one faction more defensive, while the other more offensive
- dominance: vehicle distribution partially reworked
- dominance: fixed dimensioning of some weapons which made them useless (Benelli M4 and Golden Desert Eagle)
- man vs. world: fixed issue that AI soldiers could spawn with a suppressed weapon
- man vs. world 2 players: fixed issue where AI soldiers could spawn on the player faction due to over capacity parameters of some vehicles
- maps: few fixes here and there
- ai: return lonewolves back to own bases if attack percentage goes to 0
- visuals: reduced flag marker size a little bit
- modding: added spawn_y_offset for character specs
- modding: exposed splat map effects layers via objects.svg with effect_splat_layer similar to terrain_layer objects with texture and scale control
- weapons: M1919A4 on the Higgins Boat has been improved dramatically for balance, so that beach landing assaults are easier. Its stats now match regular HMG version of M1919A4.
- weapons: M1919A4 (including vehicle-born versions) rate of fire raised 28% for greater realism, damage and velocity adjusted for balance
- weapons: Bofors on the PT boat has raised sight range
- weapons: Type 92 HMG rate of fire reduced 29% for greater realism, damage and velocity raised for balance
- weapons: Type 92 HMG now has extended sight range since many were issued with high-powered optics
- vehicles: Reduced AI vision with the LVT Water Buffalo machine guns from 1.3 to 1.15
- vehicles: Pillboxes and Heavy MGs now add their crewsize to the faction Soldier Capacity so that factions do not lose attackers when they own a plethora of them
- vehicles: Pillboxes now respawn every 10 minutes instead of 5
- vehicles: Landing Craft now add some Soldier capacity to help with beach landings
- vehicles: Landing Craft health raised 50% to allow them to survive one additional strike from infantry-based Anti-Tank weapons
- vehicles: Destroyed Heavy MG's no longer block vehicles
- vehicles: size of the Ka Tsu reduced by 15%
- maps: Bougainville eastern beach has been slightly reworked (landing beach area increased and the coastal guns now hit less the terrain bumps around them but rather you :)
- balance: Operation Downfall map has been re-balanced (made easier)
- script: Operation Downfall phase controller script has been reworked to avoid situations, where the capture order became messed up
Hello Runners!
First of all: , !
Indeed, with the help of the awesome community, RWR has been localized in Korean, special thanks to MarsCow, Leechrang and ith3322!
While the update is mainly focusing on this translation work, there's also a bunch of bug fixes and a new modified version of the map "Moorland Trenches" called "Moorland Apocalypse" included in online Invasion and as single-player quickmatch. The alternative take on the map is likely well known by people playing Dominance or the mod "Running with the dead".
In "Moorland Apocalypse", you start at the center of the map and need to push two enemy factions back who are encircling you. The third and outer faction is rather peaceful until you start messing with them. You can use this as for own advantage when you feel the timing is right.
Happy running,
your Osumia Games
Changelog v1.72:
- translation: Korean (special thanks to MarsCow, Leechrang and ith3322!)
- maps: Moorland Apocalypse (variation of Moorland Trenches) has been added to the invasion map rotator but is also available as quick match map
- weapons: enforcer de-spawn time increased to match rare weapons
- vehicles: Guntruck shooting itself with the front MGs fixed
- invasion: fixed an exploit where you still got XP when repairing a destroyed vehicle
- campaign: fixed a bug where in some cases the final missions didn't automatically unlock after annihilating a faction completely
- visuals: fixed a shadow bug on DirectX
- mac: fixed issue with ctrl key in inventory view
- misc: Elite medics now have a small spawn score - not only existing as part of the elite paratrooper call anymore
- misc: fixed a few typos
- misc: fixed detonating multiple C4's with squad command modifier + throw key in fov mode
- misc: optimized character animation loading
- misc: moved c4 blast on blast to dominance only
- modding: added soldier_group_name in character info query
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Hey Runners,
in update 1.71 we continued improving the game and added some new content which will please especially the online invasion players, but we of course also have goodies for the campaign!
For those who have the Pacific DLC, you should know the final map of the campaign, "Operation Downfall". We decided to convert it to be added to the vanilla online invasion map rotation.
There has been several changes to better match the vanilla experience. The challenge is tough and we tested it with a couple of beta testers the last couple of days and we loved it! :)
We also added a "reverse" version of the assault map "Rattlesnake Crescent" where you start at the Mosque without any combat vehicle while the enemy is constantly pushing with mass of vehicles - the freshly implemented Radar Tank being one of them!
In this update, we also added a special lonewolf sniper. He is equipped with a ghillie suit and a suppressed sniper rifle and tends to go behind enemy lines taking out enemies without them to notice. If an hostile enemy unit comes too close, he will crouch and retreat to the closest cover in hopes of not being detected.
At least they don't have any body armor under their ghillie suit and are therefore relatively easy to take out unless they notice you first! Sometimes, when they feel that stealth isn't helping as they would hope for, they might call Elite reinforcement, which is a new radio call, of course also usable for the player!
It paradrops 4 special units, 3 armored paratroopers with unique SMGs and an elite medic which can heal indefinitely (and fast) while having a very strong armored vest! It tries to stay back from the fights focusing on its duty but has a taser as primary weapon in case.
Community Box #3
The first 2 community box projects were a great success! This is why we launched a new modding contest to bring even more community creations into the game. This time we focused more on useful and realistic items rather than goofy stuff. It's fine to run in a banana costume but it won't always help you during war :) We at Osumia Games were especially pleased with the fact that some scripting efforts have been done to extend the boundaries of the average modding work that has been done so far for previous community boxes, nice! This goes from repair crane vehicles that can (over)-repair vehicles to GPS laptops to locate strategic enemy locations on the map. We even have a repair kit to fix your broken vests but of course we also have some new and unique weapons, neat! Here again, there has been more stuff submitted than what we expected, so we had to make a cut at some point, but those ideas aren't buried and rather get a new chance for the next Community Box!
See you on the battlefield! Your Osumia Games Changelog v1.71:
- projectiles: activated projectiles such as the Claymores, C4, AT mines, etc. can be detonated with blasts
- fix: disappearing flares on throw
- fix: map defined paratrooper spawn flares don't respawn after being destroyed
- fix: grenade class projectiles sometimes going through walls at high speeds (e.g. tank cannon)
- fix: fixed item drop handling with disconnecting while stunned
- fix: fixed periodic map legend flicker on screen when streaming with obs while playing online
- localization: added some overall missing translations
- quick match: assault maps with fixed starting bases now don't show the option to show the amount of starting base as it's fix anyway
- maps: "Green Coast" map added to online invasion - a modified version of the "Downfall" Pacific map but suited for Vanilla gameplay
- maps: added a variant of "Rattlesnake Crescent" in the invasion map rotation where you start at the Mosque with no combat vehicles at your disposal
- maps: fixed minor pathing issues of the broken bunkers in Misty Height, also you can't jump out of the bunkers anymore
- maps: few fixes here and there
- weapons: Tracer dart gun despawn time increased to match other rare gun
- weapons: M79 ballistics tweaked
- vehicles: Radar Tank added to online invasion for 2 maps.
- vehicles: Repair crane added on 2 maps maps
- vehicles: Ice cream Van added in online invasion. 15% chance to spawn on each map, you can buy ice cream there (oh really?) but also lottery tickets
- items: community box #3 added. More than a dozen of new goodies includes!
- calls: new paratrooper call added: elite reinforcement consisting of 3 armored paratroopers and 1 elite medic
- invasion: player faction swapped to Greycollars on official invasion servers
- dominance: "Green Coast" map added to the map rotator
- deathmatch: "Green Coast" map added to the map rotator
- minimodes: adding some player AI reduction
- ai: added lonewolf sniper behavior
- characters: characters now automatically jump out from vehicle after surrendering
- modding: added process_tires as vehicle tag parameter to disable wheel physics entirely
- modding: added blast_damage_threshold projectile parameter so that activated projectiles (C4, mines...) can be destroyed with blast damage
- modding: added kill reward XP multiplier parameter for weapons
- modding: added blood effect control in character files
- modding: added general foot_step sound key in character files
- modding: fixed item buy_price and sell_price handling
- modding: fixed xp and rp configs not reverting to default when left undefined when using copy_from with soldier groups
- modding: added soldier_group_name parameter for resources query command
- weapons: Type 4 Rocket Launcher's area of effect now matches Bazooka (was raised.)
- weapons: set Type 99 hi-grade rifle's text to have a blue colour like other rare weapons when on the ground.
- weapons: outside of Online Invasion mode, the Type 1 SMG and Type Hei now have matching commonness (rather than Type Hei being far more common.) Invasion remains unchanged where the Type Hei actually is the rarest weapon.
- items: Sentry Vest "0%" layer fixed to still provide some very minor benefit like all other vests
- misc: edited tip regarding M1 Carbine being an effective side-arm for 'Bazooka crews', as Bazookas have been a secondary slot as well for a very long time.
Hello Runners!
Here comes the first update of 2019!
Not awfully much new and mainly balancing changes and some fixes!
Changelogs v1.70.3:
- maps: fixed a few collision and pathing issues of ruins buildings
- maps: added a stair between junkyard and TV station in Rattlesnake Crescent, to have a more direct path option
- fix: removed unused animations in mortar weapons to clear warnings in the logs
- vehicles: the ATV has the backseat passenger now turned by 180. Driver now sits more upright
- vehicles: fixed non-collideable vehicle respawn handling
- vehicles: added collision damage for Machinegun, Minigun and Grenade Launcher deployables
- vehicles: deployable sandbags are now easier destroyable on vehicle collision. Before only heavy vehicles could destroy them on collision
- AI: made AI squadmate stay sitting in an additional seat in a multiseat stationary weapon
- localization: fixed some typos
- weapons: Type 99 "Hi-Grade" Rifle added - an elite version fitted with a monopod, anti-air sights, a bolt-cover, bayonet, and a quality wood furnish. The bolt action cycles very fast and accuracy is exceptional
- gameplay: Veteran Difficulty now enables true Field of View for extreme challenge. You can set up a "Custom" campaign with similar values to Veteran if you wish to avoid it
- gameplay: added Player Survivability Boost to Easy (+50%) and Hard (+20%). xp and rp modifiers also tweaked
- gameplay: flatlined all weapon XP requirements to max at 10,000xp. Raised commonness of some of the super-rare guns. This will make these guns more accessible for single-run playthroughs (does not affect online Invasion)
- single player: adjusted the Banzai Vest worn by AI soldiers to take damage much more reliably. Pacific Invasion remains unchanged
- items: adjusted weight of most vests so there is more room for picking up loot when carrying reserve vests in your backpack
Greeting Runners!
First of all...
Year 2018 in review:
2018 is coming to an end and it has been another good year for Osumia Games. The RUNNING WITH RIFLES family has grown by another 280.000 members this year with 20.000 sales coming alone from the Pacific DLC! In 2018 we worked hard on the huge 1.70 update, also known as the "usability update" which took us a while to finish and we wanted to release all its new content in one patch. The long wait was worth it and the result proved to be very helpful, especially for new players. This new "tutorial" approach in the form of journal notes with images teaches you about events you encounter during your campaign, which should be easier and much more detailed than the former playground tutorial. Prior to that we also reworked the inventory encumbrance mechanics to have a better flexibility and to not lock the player down at snail's pace when carrying only a single weapon in his backpack. This year we also extended our Chinese server realm in result of the increasing amount of players from the Middle Kingdom. We also extended the "Man vs. World" mode to a 2-player version for those who prefer sharing this hard challenge with a mate. Another new approach we started in 2018 was a cooperation with the modding scene in the form of "community boxes". The community worked on new items and we implemented them into the game if they reached a satisfying standard. This went from new combat vehicles to new gear, tons of weapons and some more or less silly items. The 2 community boxes we released this year in new updates certainly weren't the last ones - hey this is the official starting shot for community box #3! :) For the PACIFIC DLC throughout 2018 we also published several updates which included a new large-size map, a plethora of new firearms, some balance overhauls, and the addition of new vehicles and soldier types. This includes the more recent "Type 4 Ka-Tsu" - a massive amphibious personnel carrier used by the Japanese navy.
What's next?
For the future of our World War 2 development, we will be prioritizing our work on the upcoming Western-Front themed DLC "EDELWEISS". Some of the content from 'Edel' will be made available within Pacific, and we have some plans as how to make all your stash content and experience points transferable between the two theatres. So if you are a veteran of the Pacific Theatre, you will be able to bring your "Stinger" back to the Western Front to wreak havoc on the German army! As to EDELWEISS' campaign itself, we have told you it will follow the story of Allied Paratroopers fighting their way across Western Europe. There will also be one unique map that will provide some relief from the Paratrooper missions - that of the assault up Hell's Highway, focusing on heavy armoured warfare. This will be Running with Rifle's first heavily tank-focused map, and will primarily center around usage of Medium Tanks such as the Cromwell and the Panzer IV (though other armour and types of tanks will be available). The fighting on Hell's Highway was all part of an elaborate plan crafted by Allied high-command to rapidly liberate the Netherlands - and arrive on Germany's western border before winter. This plan, known as Operation Market Garden, was ultimately unsuccessful and failed to achieve its objectives. British Paratroopers landed around and attempted to secure the bridge over Arnhem for the main armoured column to pass over; however, they were surrounded by elite German mechanized units and street fighting in the city broke out. The British armoured column attempted to reach and relieve the paratroopers at Arnhem by traveling up what they called "Hell's Highway", but were highly exposed to German ambushes, especially from well camouflaged tanks and anti-tank guns. In the end the relief column was stalled, and the paratroopers at Arnhem eventually surrendered. Arnhem itself would not be liberated until April of 1945. That is not to say the Allied armour did not make great progress; and for the sake of our game, the fate of the attack will be in your hands, though it will be the Axis campaign offering the 'authentic' outcome. Lastly: yet another teaser as to Edelweiss' progress - showcasing another Medium Tank, our Panzer IV, AAAAAAACHTUNG!! :)
Don't forget to join our RWR community on Discord if you have questions or want to gather with other Runners. Feel free to leave us a review on Steam if you like the game, it always motivates us a lot to continue our journey with you guys! Oh, and without teasing too much, we at Osumia Games also started working on something even BIGGER, but it's still too early to reveal more. Anyway, good times ahead!! your Osumia Games
Hey Runners,
[drumroll] Update 1.70 aka the "usability update" is finally there! [/drumroll]
Usability Update
The lack of a solid tutorial explaining high level game elements has been an issue among new players and we decided to do something about it now. The little puzzle playground we had previously has been removed as obsolete. In the new approach you'll get informed about things you encounter while playing the campaign (or online invasion) in the form of journal notes, which are usually triggered by mousing over objects or by simply gaining XP. While there are still a few things you'll have to figure out on your own, this should definitely help players get into the game better! A good chunk of the new text content has been translated in all supported languages, kudos again to the translating community! In no special orders thanks to BrodaTy, CandyMew, Lagia8, Tadler, Zahar Savelyev, RaioOriginal, Etsy and some proof-readers. In the picture below there's a preview of what the journal system looks like:
In this update, we've made certain features more accessible for experienced players too. For example, deploying sandbags or heavy weapons on the roof only to see them fall over the edge from a slight misplacement of its position is finally coming to an end. Now, besides using improved collision models for the deployables, we also have a visual emplacement marker which turns red if the space in front of the player is not suitable for deployment. Alongside that, you can now order squadmates to man deployable weapons by giving them a move order over the gun! If (for some reason) you want to build 5 miniguns and 5 mortars side-by-side and want them all manned, no problem. In the picture below you can see it in action:
We entirely re-balanced the campaign after making some changes to the commander AI logic in pursuit of an improved pace for the game. Once a base has been captured, the next attack doesn't begin immediately - rather the commander will regroup his forces to defend against a counterattack and also gather for a larger attack when it does occur. In addition, we seized the occasion to add a new "veteran" difficulty which has same settings as the "hard" difficulty but with FoV enabled, which makes for a much more challenging experience. We also added radio call markers (visible on the map and in the game world) to provide better information for the players about where an allied radio call has been placed as well as an AoE so that you know in which radius you should not enter during the call in case it is a mortar/artillery strike. The subtle visual marker will hopefully lower the amount of unwanted teamkills happening when fellow soldiers run through the bomb showers.
Community Box #2
The first community box submission work was a great success and the modders had a lot of fun making experimental stuff and a good part of it made its way into the game. They had enough new ideas for another community project so here we go! In 1.70 there is a new community box with new exciting (and CRAZY) content! Have you ever dreamed of running through the frontlines in a banana costume throwing banana peels at the enemy? Or having a riot shield but actually being able to shoot at the same time? From goofy to highly helpful in combat situations, with the help of the modding community, we have more than a dozen new items/objects/costumes/vehicles in the community box #2!
Dominance - PvP
The experimental "Dominance" (PvP) mode is coming out now too. The main idea was to remove most of the RNG by simulating a healthpoint system where there is no longer a kill probability system from bullet damage. Most weapons have a smaller bullet decay (apart from sniper rifles) and some rare weapons have also been included, such as the F2000, the XM-8, 44 Magnum and a few more. As this gamemode is mainly about PvP, we removed stealth vests and added a special vest which is basically similar to the Vest Type II in vanilla, just that the top vest layers reduce bullet impacts more than the lower layers. We also added the bandage item that allow you to heal yourself! You can also heal your special vest with it. Bandages can be found at the armory but are also dropped by some AI soldiers. Keep yourself mobile and loot the bandages lying around to always be ready to engage the next fight!
Pacific Update
Pacific in update 1.70 aims to improve upon some of the major balance concerns in the community, as well as make the campaign more accessible, and to implement a few new weapons and units within the game. Some of the major balance changes include reducing the power of the Banzai Charge call-in, giving the USMC forces a better chance on the early beach-assault maps, and a lot of performance changes to the game's small-arms weapons. Specifically, most of the Common weapons (the starting guns available within the Armoury) have had their lethality improved in some way or another; reducing the large gap between their performance and that of Rare weapons. Some other changes include reducing the spawn frequency of the Armoured Sentry Soldiers, adjusting the performance of various armoured vests, and making Guadalcanal a bit more challenging with large numbers of players in an Invasion server (reducing the number of Friendly AI soldiers more per each joined player. This will not affect Solo Players and has very minimal impact on small numbers of players.) Lastly, there is an assortment of new weapons being added, from the iconic M55 Reising sub-machine gun to the pre-war experimental Type Hei automatic rifle. The Imperial Japanese Navy (IJN) have also been added to the game in the form of their Special Naval Landing Forces - essentially Japanese Marines. The IJN replace the IJA on Tarawa and Downfall, serving as a "Boss" faction within the US campaign, but also playable in the Japanese campaign. They use a few different weapons from the IJA and can call-in a Heavy Amphibious Tank - the Type 4 Ka-Tsu - a behemoth of a personnel carrier equipped with two 13mm Machine Guns.
Edelweiss News Update
In case you missed our last dev blog, we announced the next DLC set on the Western Front! It will go through the battles that paratroopers participated in, most notably Normandy, Market Garden, and the Battle of the Bulge. We're excited to show more about this DLC further down the line, but for now, enjoy this:
Don't forget to join our RWR community on Discord and leave us a review on Steam if you like the game, it always motivates us a lot! Your Osumia Games Check this sexy changelog for a complete list of changes in Vanilla and Pacific: Changelog v1.70:
- maps: new base added in Rattlesnake Crescent
- maps: new base added in Keepsake Bay
- maps: Power Junction rotated by 45 and Power plant base slightly reworked
- maps: Airfield base in Vigil Island slightly reworked - new armory and radio jammer locations
- maps: several fixes here and there
- deathmatch: added map7 to the map rotator
- deathmatch: script ported to AngelScript
- minimodes: script ported to AngelScript
- minimodes: FoV is now enabled on default
- dominance: script ported to AngelScript
- dominance: rework to get rid of the RNG by simulating a simple health system - experimental phase.
- dominance: bandage added
- dominance: some rare weapons added (had none so far)
- man vs world: vehicles do not respawn to avoid spawn kills
- server: fixed character_kill event crash
- equipment: spawn flare XP requirement lowered from 3000 to 1500XP
- equipment: Cover deploy XP requirement lowered from 500 to 250XP
- equipment: EOD vest lethality vs bullets and movement speed equipped slightly decreased
- weapons: stock machine pistols accuracy and effective range slightly increased
- weapons: stock suppressed SMGs XP requirement in campaign/invasion lowered from 1500 to 1000XP
- weapons: stock pistols XP requirement in campaign/invasion increased from 250 to 750XP
- weapons: SPAS-12 - removed XP requirement in campaign/invasion which used to be 500XP
- weapons: PKM XP requirement in campaign/invasion increased from 0 to 500XP
- weapons: PAW-20 rate of fire increased by 27%
- weapons: Benelli M4 with suppressor stats increased
- weapons: Scorpio Evo-III bullet falloff time slightly increased
- weapons: QCW-05 bullet falloff time slightly increased
- weapons: Stoner 62 accuracy increased/recoil slightly decreased
- vehicles: mobile armory acceleration and max speed slightly increased
- vehicles: most vehicles have been re-scaled (made smaller)
- vehicles: re-spawn times for most combat vehicles increased by 20 seconds - also including mounted stationary weapons
- vehicles: special cargo reward delivery bonus increased from 400 to 1000RP
- vehicles: become un-steerable below 5% health points. Need repair or explode after some time
- vehicles: deployables configured to lose health on vehicle collisions+
- items: community box #2 added. A dozen of new goodies includes!
- calls: airdropped vehicles now have a visual parachute attached
- calls: visual markers for friendly mortar/artillery strike and paratroopers added
- calls: artillery (8x16) fixed - now launches 8 salvos instead of 10
- AI: vanilla campaign commander now issues an attack break after capturing his target base, for better pacing
- AI: squad leader player can give command to AI squad members to occupy static weapons such as deployable MG, mortar, etc.
- AI: improved the way AI considers usefulness of a static weapon, also with ability to abandon it
- AI: now considers occupying static weapons while fighting
- AI: fixed some issues with combat vehicle driving
- AI: made AI aware of min_health_to_steer with vehicles
- campaign/invasion: complete re-balance
- campaign: veteran difficulty added (same as hard but with FoV enabled)
- campaign: amount of Elite soldiers raised by 60%, which also implies 60% more rare weapon drops
- campaign: added some commander dialogue when spotting and/or destroying important targets
- campaign: added base recon objective to further encourage players to travel and attack secondary bases
- campaign: cargo truck location hints made less frequent
- campaign: special crates have now randomized spawn locations and numbers. Can also spawn ultra rare weapons
- campaign: changed item unlock expiration timer to 100h for campaign
- campaign: extraction points now show at the screen edge when map is complete
- quick match: amount of Elite soldiers raised by 60%, which also implies 60% more rare weapon drops
- invasion: amount of Elite soldiers raised by 30%, which also implies 30% more rare weapon drops
- invasion: changing player faction to Greenbelts in official invasion
- gameplay: "King of the Hill" timer reworked. Now the timer isn't reset anymore when the hill changes ownership. It is paused and resumed on re-capture
- animations: leaving_wounded animation added after getting healed while wounded
- visuals: changed character shading method to happen in postprocessing for less noise and light direction awareness
- visuals: changed tree foliage billboard rendering for less flicker
- visuals: changed post processing for tighter outlines and resolution adaptation
- visuals: added deployment area helper visual
- menu: various changes
- misc: added system to show help notes as notifications
- misc: removed the vertical-coordinate ignoring when figuring out which items are within the picking-radius of the character - e.g. no more floor item picking when on a roof
- misc: added a HUD helper to show which weapon slot is selected
- misc: fixed text alignment in inventory view when inspecting items
- misc: added suppressed weapon icon in item inspector in inventory view
- misc: player location cross in map view made more visible
- misc: map legend added
- misc: pause key removed, accessing menu will pause game (except when playing online)
- misc: added reload indicator when empty mag
- misc: chat balloon happening on the right side of screen now extend to left if it would clip with the screen edge
- misc: various changes in menu UI, no more overflowing text and controls
- misc: adjusted UI to support 21:9 better
- misc: improved UI text justification method
- misc: fixed scrolling in mapview over a spawnpoint being mistaken for intent to respawn
- misc: added survivability option in quickmatch and campaign for increasing the odds for player to survive; easy difficulty now utilizes it instead of boosting/nerfing capacities and accuracies that much
- misc: configured deployables physics and collision models to not fall off from roof edges
- misc: configured deployables to use high mass and blast_push_threshold to prevent being bulldozed by vehicles and moved by blasts
- misc: added optional dedicated primary / secondary weapon change keys
- misc: fixed wounded character stand-up issue in online
- modding: added
... support in static object spec - modding: added call_event, with phase="queue"/"acknowledge"/"launch"/"end" and id field to distinguish calls from each other
- modding: added roof_elevation keyword for buildings with elevated roofs
- modding: added attack_change script event
- modding: resource doesn't require to be in_stock anymore to be able to respawn_with
- maps: USMC campaign balance adjusted so the first few beach-assault maps are more forgiving to low-ranked players.
- maps: Guadalcanal in USMC campaign now loses more friendly troops when more players are in the match. Reduction from 2 to 3 per player.
- maps: Guadalcanal hidden in quickmatch menu
- maps: Fixed issue with capturing LZ Sun on Downfall.
- fix: bug where soldiers clumped up on the Attack Ship on Iwo Jima resolved
- fix: animation issues regarding hipfire weapons resolved
- fix: bug where IJA campaign could not reach Peleliu Airfield resolved
- fix: bug where ladders on left side of Saipan attack ship were unclimbable resolved
- fix: bug where damaged tank on Downfall was destroyed resolved
- soldiers: the Sentry AI soldier spawns 25% less often.
- soldiers: fixed an issue with dialogue used by POW soldiers.
- soldiers: reduced the RP available to Banzai Officers, POW soldiers, and US Army Squad Leaders.
- soldiers: Banzai Chargers can no longer spawn with medkits.
- soldiers: reduced the spawn chance of Flamethrower Operators for the regular Imperial Japanese Army.
- gameplay: weapons in Quickmatch now have XP requirements similar to the Campaign.
- gameplay: the Banzai Charge call-in now deploys 1 less Light Machine Gunner soldier, who is now replaced with an additional Rifleman.
- gameplay: Banzai Charge Squad now costs 350 RP, matching the cost of the US Army Rifles Squad.
- gameplay: you can now unlock the M1903A3 with bayonet for re-purchase at the USMC armoury by selling 5 of them.
- gameplay: You can now unlock the Type 38 with bayonet for re-purchase at the IJA armoury by selling 5 of them.
- gameplay: You can no longer unlock enemy weapons (to reduce overcluttered Armouries).
- gameplay: Adjusted some briefcase unlocks.
- gameplay: The Rubber-boat call-in has been adjusted, spawning in a slightly randomized position, so that it can not be used to accurately crush enemy soldiers.
- gameplay: enemy anti-tank grenades, bazookas, grenades, at grenades, and heavy MG deploys can no longer be unlocked at the armoury. (99% were statistically the same anyways.)
- items: Banzai, Veteran, and Sentry vests have been modified to more consistently take damage from small-arms, rather than being heavily chance-based.
- items: Banzai Vest and Veteran Vest improved to have 3 layers of armour instead of 2. The cost of Banzai vest has been raised from 10 to 15. This does not effect the AI-controlled Banzai soldiers.
- items: The Sentry Vest has had its cost lowered.
- items: All vests now have altered weights when carried in the backpack.
- vehicles: Added NEW Type 4 Ka-Tsu - a heavy amphibious tank the Imperial Japanese Navy can deploy on Tarawa and Downfall.
- weapons: Added NEW M1903A3 Bayonet variant.
- weapons: Added NEW T22 Garand variant (20-round magazine).
- weapons: Added NEW M1 Thompson - faster RoF but only 20-round magazine, compared to M1A1 Thompson.
- weapons: Added NEW M1918A2 BAR Rapid Fire variant - faster RoF than regular.
- weapons: Added NEW M1919A6 Mobile - hip fired variant carried by Sentries.
- weapons: Added NEW Bayonet variants to the Type 100 SMG and the MP 34 "Type STE" SMG.
- weapons: Added NEW Type 99 Sniper Rifle - with more powerful scope zoom than the Type 97 Sniper Rifle.
- weapons: Added NEW Mk 3 Concussion Grenade - knocks down opponents. Carried by Flamethrower Operators.
- weapons: Added NEW Type Hei Automatic Rifle - fully automatic rifle with 20-round magazine and good recoil control. Extremely deadly, but also quite rare.
- weapons: Added NEW M55 Reising - very high rate of fire, but small 20-round magazine. Replaces M1A1 Thompson on early-war maps. Variation with folded stock in side-arm slot exists.
- weapons: Added NEW Type I Carcano - used by the Imperial Japanese Navy, serving as their standard service rifle. Very similar to Type 38. A bayonet variant exists.
- weapons: Added NEW Type BE Submachine Gun - used by Imperial Japanese Navy Veteran soldiers, it is a Bergmann MP 18 chambered in 7.63mm Mauser with a large 50-round stick magazine. A bayonet variant exists.
- weapons: Added NEW Type 2 Model B Submachine Gun - named simply "Type 2 SMG". With moderate rate of fire and 30-round magazine.
- weapons: Adjusted some discrepancies with grenades and AT weapons' performances between the IJA and USMC.
- weapons: Adjusted performance of some explosive weapons, and enabled Type 98, Oerlikon, and Anti-Air Gun to damage Tanks.
- weapons: Can no longer respawn with Type 99 LMG Scoped variation after dying. This will give it the rare 'blue' colour of a special weapon.
- weapons: Satchel Charge renamed to Anti-Tank Satchel Charge in English, for a bit of extra clarity.
- weapons: Mk II Grenade Fuse set from 3 seconds to 4 seconds (bug fix).
- weapons: Type 100 moved to early war IJA arsenal, MP34 "Type STE" given to IJN.
- weapons: SMG/Carbine "base" weapon (affects many SMGs/Carbines) - max spread reduced by 5%, running accuracy raised from 5% (affects first shot fired while moving.)
- weapons: Sniper Rifle "base" weapon standing accuracy reduced by 6%. This was to give it a more distinct disadvantange when compared with non-scoped Bolt-Action Rifles.
- weapons: Bolt-Action Rifles (non-scoped) crouching accuracy raised by 5%. This is mostly to make them more reliable during online play on Invasion servers, where net lag can hinders these weapons most.
- weapons: M1A1 Thompson heavily rebalanced for more mid-range performance.
- weapons: M1928 Thompson w/ 100-round drum renamed to M1921 Thompson w/ 100-round drum, to better reflect how it lacks a muzzle-brake.
- weapons: The M1921 Thompson w/ 100-round drum has had its reload speed reduced, and its movement speed from -0.05 to -0.075.
- weapons: Type 100 SMG - kill probability raised by 6%, kill decay start time raised by 12.5%. Result is a bit more power in short range, vastly more at longer ranges.
- weapons: Type 100/44 SMG heavily rebalanced for less long-range performance, while still being superior to most SMGs in short / medium-short range.
- weapons: C96 Carbine renamed to Type MO Carbine to reflect its Japanese nomenclature.
- weapons: M1 Carbine and C96 "Type MO Carbine" kill decay start time raised by 40%, end time by 10%. Result is better medium and long range performance.
- weapons: MP 34 renamed to Type STE to reflect its Japanese-contracted version. Rechambered in 7.63mm Mauser. Statistics adjusted - generally, higher velocity and lower recoil.
- weapons: Type 2 Model A renamed to Type 1 SMG, reflecting a more accurate nomenclature for the weapon.
- weapons: M2 Carbine and Bayonet variant - recoil reduced by 15%, kill decay start time raised by 40%, end time by 10%, walking accuracy reduced by 16%.
- weapons: M1 Garand and Bayonet variant - recoil recovery improved by 45%, kill decay start time raised by 40%. Able to fire accurately at long range much faster, and hit harder too.
- weapons: Scoped M1D Garand - recoil recovery improved by 45%, velocity reduced by 7% (so it matches other Snipers now).
- weapons: Type 4 Rifle - recoil recovery improved by 17%. While still poor in accuracy compared to most rifles, it is easy to fire quick, deadly bursts with this weapon.
- weapons: Type 44 Carbine - velocity raised by 2.5%. This improves both accuracy at long range, kill probability, and requires less leading of targets. It is a bigger boost than it sounds.
- weapons: M1941 Johnson Rifle - velocity raised by 2.5%, recoil recovery improved by 7%. Much more efficient at long and medium ranges.
- weapons: M1918A2 BAR crouching accuracy raised by 20%, standing accuracy raised by 19%, reload speed increased by 5%.
- weapons: M1919A6 can now be respawned with, accuracy raised by 3%. The respawn change is significant, and the slight accuracy boost helps it keep up with the new M1 Garand.
- weapons: M1941 Johnson LMG crouching accuracy raised by 22%, but rate of fire reduced by 19%. Overall it is more versatile and controllable, but doesn't have such insane DPS when prone.
- weapons: ANM2 'Stinger' accuracy slightly raised. This improves its damage output at range to be a bit closer to the Type 98 LMG.
- weapons: All 'mobile' hip fired machine guns have had their movement speed raised from -0.25 to -0.2.
- weapons: Type 96 LMG, Bayonet, and Trench variants - kill probability raised by 8.5%.
- weapons: Type 99 LMG and Bayonet variant - kill probability raised by 3%, kill decay start time raised by 40%.
- weapons: Scoped Type 99 LMG - kill probability raised by 3%, kill decay start time raised by 30%.
- weapons: Type 38 kill probability raised to match other bolt-action rifles, kill decay start time reduced by 20%. This overall improves its reliablity in short range.
- weapons: Type 14 pistol recoil reduced by 3%.
- weapons: M1919 HMG and Type 92 HMG kill probability reduced by 12.5%, kill decay start time improved by 17%.
- weapons: Adjusted the commonness of a variety of weapons. SMGs are generally a more common than LMGs on AI soldiers now. Some rares are also a bit more common. HMG deploys are more rare.
- weapons: Type 100 Grenade Discharger can now be respawned with.
- invasion: changing player faction to IJA in official Pacific invasion
- misc: new medikit model added.
- misc: new demolitions charge model added.
- misc: C96 "Type MO" model adjusted.
- misc: M1919A6 model and HUD icon adjusted.
- misc: MP 34 "Type STE" sound changed.
- misc: Type 99 LMG Bayonet model slightly adjusted.
- misc: new M1918 BAR sound, and model adjusted.
- misc: new M1941 Johnson LMG sound.
- misc: new models for overencumbered backpacks; both light encumbrance and heavy encumbrance.
- misc: adjusted position of the Type 93 Flamethrower model so that it is better held by the soldier's hands.
- misc: the Imperial Japanese Navy faction has been placed on Tarawa and Downfall.
- misc: Binoculars XP requirement in Campaign lowered from 10k to 1k.
- misc: new model for the US Willy's Jeep.
Hey Runners, First of all, we hope you all had a wonderful sunny summer time! Today we'll talk a little about what's planned next for RUNNING WITH RIFLES, and at the end of this dev blog we'll have a surprise for you guys! The game has been out for quite some time now and we've constantly improved it over the years, also with the help of our community - but if you think we're done, you are wrong!
Usability Update
The lack of a solid tutorial explaining high level game elements has been an issue among new players and we decided to do something about it now. There isn't going to be a typical tutorial level and the little puzzle playground we had previously will be removed (hey we still think it was cool! - Well Jack does...), but, in the new approach you'll get informed about things you encounter while playing the campaign in the form of journal notes, which are usually triggered by mousing over objects or by simply gaining XP. While there are still a few things you'll have to figure out on your own, this should definitely help players get into the game better! In the picture below there's a preview what it will look like:
The upcoming update 1.70, also known as the usability update, will make certain game features more accessible for experienced players too. For example, deploying sandbags or heavy weapons on the roof only to see them fall over the edge from a slight misplacement of its position is about to come to an end. Now, besides using improved collision models for the deployables, we also have a visual emplacement marker which turns red if the space in front of the player is not suitable for deployment. Alongside that, you can now order squadmates to man deployable weapons by giving them a move order over the gun! If (for some reason) you want to build 5 miniguns and 5 mortars side-by-side and want them all manned, no problem at all! Isn't that cool? In the picture below you can see it in action:
We entirely re-balanced the campaign after making some changes to the commander AI logic in pursuit of an improved pace for the game. Once a base has been captured, the next attack doesn't begin immediately - rather the commander will regroup his forces to defend against a counterattack and also gather for a larger attack when it does occur. In addition, we seized the occasion to add a new "veteran" difficulty which has same settings as the "hard" difficulty but with FoV enabled, which makes for a much more challenging experience. The first community box submission work was a great success and the modders had a lot of fun making experimental stuff and a good part of it made its way into the game. They gave us feedback that they had enough ideas for another community project so here we go. In 1.70 there will be a new community box with new exciting content! We've been experimenting with some rework in the "Dominance" (PvP) mode, but we can't promise the changes will make it into the game yet. The main idea would be to remove most of the RNG by simulating a healthpoint system, where there is no longer a kill probability system from bullet damage. Most weapons would have a smaller bullet decay (apart from sniper rifles) and some rare weapons would also be included, like the F2000, the XM-8, 44 Magnum, etc.
Pacific Update
Pacific in update 1.70 aims to improve upon some of the major balance concerns in the community, and to implement a few new weapons and units within the game. Some of the major balance changes include reducing the power of the Banzai Charge call-in, making the US forces start with more troops on beach-landing maps (allowing them better opportunity to secure that initial foot-hold), and a lot of performance changes to the game's small-arms weapons. Some other changes include reducing the spawn frequency of the armored Sentry soldiers, and making Guadalcanal a bit more challenging with large numbers of players in an Invasion server (reducing the number of Friendly AI soldiers more per each joined player. This will not affect Solo Players and has very minimal impact on small numbers of players.) Lastly, there is an assortment of new weapons being added, from the iconic M55 Reising sub-machine gun to the pre-war experimental Type Hei automatic rifle. The Imperial Japanese Navy (IJN) will also been added to the game in the form of their Special Naval Landing Forces - essentially Japanese Marines. They will replace the IJA on Tarawa and Downfall - using a few different weapons from the IJA, and being able to call-in a special Heavy Amphibious Tank (the Type 4 Ka-Tsu,) a behemoth of a personnel carrier equipped with double 13mm Machine Guns.
New DLC Announcement
And now, time for a big announcement! We have been hard at work on a SECOND DLC pack for RWR! We are now publicly announcing RUNNING WITH RIFLES: EDELWEISS - a WW2 campaign set on the Western Front late in the war! Focusing on Allied Paratroopers fighting their way across Europe, EDELWEISS will begin with the Allied airborne landings in Normandy, before moving on through the Netherlands and the Battle of the Bulge. EDELWEISS will feature the US, British, and German factions complete with a plethora of weapons, vehicles, and abilities, all battling over authentically-represented locations. As a teaser, check out this pic below! There is no release date yet as it's still early alpha phase, we will provide some more information in the future, stay tuned!
As for the update 1.70 release date, we haven't defined any date yet but safe to say that it will happen around the next 3-6 weeks Your Osumia Games
Hey Runners,
Today it's once again update-time! One of the main focus of this update is "Man vs. World" balancing, as we saw a bunch of people showing interest in the gamemode but unfortunately it being too hard for most to even pass the first stage. We enjoy hard difficulty ourselves but surely there are ways to make it more accessible to everyone! Therefore we added a new casual difficulty setting which reduces the accuracy of the enemy as well as adding a new self-healing item which is specific for this gamemode - the bandage!
You can't find it in the armory, it's a enemy soldier loot drop. Make sure to keep your eyes open to not miss them, they can easily decide the outcome of the campaign! You'll also find them in the hard and veteran difficulty modes, just at a lower drop rate.
Next, we took the first steps into implementing some of our upcoming usability improvement plans to help (new) players get into the game more easily.
One part of it is the backpack design which didn't always make sense in it former state. We found out that especially new people were confused about the abrupt speed and accuracy penalty for having e.g. 1 extra weapon in their backpack and not realizing where the penalty comes from, leading to the decision to tweak the encumbrance system.
Now the accuracy and speed penalties increase linearly as you can see in the following chart where you can compared the old (1.64) and the new (1.65) ways.
As for a typical example, when you carry an extra stock weapon in your backpack such as a M16A4, in 1.64 your moving speed was reduced by 20% and your accuracy by 15% (respectively the dotted blue and red lines). In 1.65, the speed penalty would be 10% (blue line) and the accuracy 0% (red line) as it just starts to kick at 20% encumbrance.
Therefore having an alternative weapon in your backpack and nothing else would only affect your movement speed by 10% but not your accuracy. Having more items in the backpack will affect your movement even more and the accuracy will start to reduce too.
Visually, your character will have a visible small backpack on his back once the encumbrance reaches 20% and a big backpack once the encumbrance reaches 50%. We also added a backpack HUD icon with the encumbrance percentage below so that you won't have to check your inventory to get that information.
For online players, profile passwords have been another source of confusion since forever, and we're now switching to another mechanism that avoids a manual password input while achieving the very same thing by utilizing Steam. For new players or profiles on servers, you no longer need to come up with a password, instead you just pick a username and get into the game. For old profiles, the game requires you to supply the password once more after trying to join with the existing username, or, if you have used the "Remember me" option the game will automatically feed it.
In the last update (1.64) we added some new experimental netcode techniques which should help with synchronization issues some people have, especially when their network performance tends to fluctuate. We were rather cautious about those additions, therefore we didn't apply them as a default setting but only optional via command line. During the last 3 weeks, we activated the mode on some official servers, which ran surprisingly smooth without causing any issues that could have come along. We've now made the netcode mode the default setting for all servers and clients.
For Pacific, we've optimized some maps to avoid certain crash issues due to RAM consumption, and made a variety of gameplay changes.
Most of these gameplay changes are 'quality of life' for weapons - raising the effectiveness of certain firearm classes,
or reducing the performance of some of the incredibly powerful weapons. Additionally, commonness of some of the extremely-rare guns has been raised,
so that they might be encountered slightly more often. The player's version of the Sentry Vest has been nerfed (the enemy AI remains the same),
and there is also 1 new weapon variation - a rare Type 99 Light Machine Gun outfitted with a Scope.
Changelogs v1.65:
- maps: few modifications/fixes here and there
- gameplay: backpack system revamped - accuracy and movement speed are now decreasing linearly by increasing encumbrance
- weapons: commonness for elites to spawn with the M202 FLASH as secondary increased by 30%
- weapons: Lahti L-39 now semi-auto with a 44% increased rate of fire and damage boosted by 25%
- weapons: Buckshot Bess reloading speed increased by 25% and amount of projectiles increased by 50%
- weapons: AA-12 FRAG slightly re-balanced - less spread when not moving, 12% blast radius increased
- weapons: deployable mortar AI sight range decreased by 15%
- weapons: TOW AI sight range decreased by 20%, player sight range increased by 10%
- equipment: Claymore carrier is not forced to walk anymore
- equipment: "Bandage" item added (Man vs. World gamemode only)
- vehicles: decreased the DarkCat tank HP by 33%
- Man vs. World: casual mode added - reduced enemy AI accuracy and high amount of bandage item drops
- Man vs. World: low amount of bandage item drops for hard/veteran difficulty
- deathmatch: added Copehill Down map to the map rotator
- sounds: added more distinct sound effects on bullet character impact
- sounds: stabbing an enemy now always plays a distinct sound when the hit connects
- sounds: Desert Eagle shot sound reworked
- fix: bug were soldiers were stucked on roofs of refinery tanks or churches fixed
- fix: bug where Claymores didn't explode in Man vs World mode
- misc: fuel barrels lethal explosion radius increased from 3 to 4m
- misc: new "president" rank added for extremely high ranks - XP requirement is 10 million
- online: changed password mechanism for official servers when playing through Steam; manual password no longer needed for new profiles, old profiles need to give it once more
- character: added some animations specific to being without weapon
- network: experimental mode to avoid out of sync and rubber banding due to unstable lag applied on all hosts
- modding: added walk_footstep_interval and run_footstep_interval for character files, by default 0.45 and 0.3
- modding: use class weapons can do vest equipment "untransform" for own vest repair with untransform_count set greater than 0
- modding: added ability to enable character_spawn/die/kill events from game/server to script, see heal_on_kill.as
- modding: update_inventory xml command can be given untransform_count to do vest repair for the given character, see heal_on_kill.as
- modding: stab_receive sound key added in character
- modding: stab_hit_any sound key in weapon, happens with any colliding stab/melee regardless of outcome
- maps: removed one radio jammer location from Peleliu Airfield.
- maps: optimized Guadalcanal and Peleliu Airfield
- gameplay: adjusted weights of weapons in accordance with the new backpack mechanics
- gameplay: reduced the RP avialable to AI Sentries, which should reduce their ability to spam call-ins
- gameplay: reduced the frequency of AI using calls slightly
- gameplay: restricted firing arcs on PT Boat Oerlikon Guns to prevent gunners from killing eachother
- weapons: Type 99 Light MG with SCOPE variation has been added
- weapons: added prone reload animations to Sentry MGs.
- weapons: raised Flamethrower ranges slightly.
- weapons: changed name of M1 Garand Field Modified Launcher to M1 Garand 60mm Launcher
- weapons: M1 Garand 60mm Launcher - cost raised from 175 to 250, damage from 2.0 to 1.5, lowered rate of fire
- weapons: adjusted accuracy of M1 Garand 60mm Launcher and Type100 Grenade Discharger while overencumbered
- weapons: raised commonness of M1 Garand 60mm Launcher
- weapons: raised commonness of Type 98 LMG, Type 11 LMG, M1919 Stinger, Thompson w/100rnd Drum, Type97 AT Rifle and Type 2 Machine Pistol
- weapons: reduced magazine size of M1917 'Mobile' from 250 to 200
- weapons: Type 96 Trench sight range from 1.5 to 1.6, recoil from 0.15 to 0.14, cost from 300 to 425
- weapons: raised commonness of Type96 "Trench"
- weapons: raised rate of fire of bolt-action weapons by 10% across the board
- weapons: recoil recovery of Type 44 Carbine from 1.4 to 1.6
- weapons: M1A1 Thompson recoil from 0.375 to 0.365
- weapons: raised kill probability of M1911 and Officer variant from 0.8 to 1.05. Reduced kill-decay-start from 0.2 to 0.11
- weapons: raised kill probability of Type 14 Nambu and Officer variant from 0.55 to 0.65. Reduced kill-decay-start from 0.275 to 0.25
- weapons: all Pistols now change in faster, enabling them to be brought out more quickly in an emergency
- weapons: reduced recoil of Type100 Folding Stock from 0.28 to 0.25, raised kill probability from 0.47 to 0.5
- weapons: M1 Carbine and C96 Carbine cycle time from 0.15 to 0.135, cost from 8 to 15
- weapons: M1919 Heavy MG and Type92 Heavy MG kill probability from 0.5 to 0.675, kill-decay-start from 0.4 to 0.6, AI sight range to 1.05
- weapons: raised commonness of M1919 Heavy MG deploy and Type92 Heavy MG deploy being carried by AI
- equipment: reduced the effectiveness of player's Sentry Armour against small-arms (no change to AI version). Players will also be stunned on their 2nd last layer of armour
- equipment: increased damage of Demolition Charge from 15 to 24
- sounds: added a new sound for the Stinger LMG
- fix: optimized RAM consumption on a few maps that could cause a crash
- fix: fixed bug with Binoculars' XP requirement.
- fix: fixed M1 Garand Field Modified firing over cover issues
- misc: adjusted cascading of secondary weapons in armoury
Greetings Runners!
In the first major update for 2018 we'd like to introduce you some tasty additions to the main game as well as for the PACIFIC DLC! On top of that, the game will be on sale until April 2 which is the date of the third anniversary of RWR, woohoo! :)
To start off, we adapted the "Man vs. World" mode into a campaign playable as 2-player cooperative. It continues to be an unforgiving perma-death mode but having a mate to join you on your adventure could make you feel more comfortable and you'd have someone to revive you in case you are wounded. We highly suggest playing this mode with FoV enabled (veteran mode) as it adds a lot to the excitement and also requires more tactical approach to not get surprised by the enemy.
Over the years, the community has constantly provided us with interesting suggestions and a lot of them have made it into the game. Also, the modding community got bigger, especially since the implementation of Steam Workshop and even more since we have a Discord server with a modding channel which makes it easier and faster for modders to help each other. Therefore we decided to include the community even more in the game development by starting a "community box" contest. This box is similar to how the gift box works, but with goodies provided by community members. There has been a lot of submissions but only a part of it made it into this update. We have no doubt that there will be more community boxes in the future!
This big roll-out for Pacific will focus on the battle of Peleliu Airfield! As have all our Pacific maps it was researched well to represent it in a historical demeanor; we laid out all the major iconic structures and the shape of the island relative to real maps and photos. It is available in both Quickmatch and Campaign.
Alongside the map is being introduced several all-new gear pieces, both weapons and items, which when combined fortify the player into virtually a "walking" bunker. Of course, the AI makes use of all this gear as well! And so being introduced is also an all new "mini-boss" adversary, the "Sentry" Soldier! Similar to RWR's EOD armoured troops, the Sentry is a tough, thickly armoured adversary (and occasionally an ally too), and in Pacific, alongside his heavy Sentry Armour, he always comes equipped with a hip-fired Heavy Machine Gun.
Last but not least, we've fixed the popular "RUNNING WITH THE DEAD" mod which had some nasty crash issues due to some recent vanilla updates. Ultimately we didn't just fix those but also put some work into the mod overall. As a mod should be something coming from the community, we'd invite every motivated modder to join the team and continue the project as we unfortunately don't have much time left to sustain the continuation of this mod. New maps would be something great we'd like to see worked on for the mod. Feel free to join Discord to discuss it with us and other modders!
The updated mod should be uploaded a couple of hours after the 1.64 vanilla release, thanks for your patience!
We'll also set up 2 new servers in mainland China to host DOMINANCE (PvP) and most likely a RUNNING WITH THE DEAD mod server. Those will still be experimental servers.
Happy Running,
Osumia Games
Changelog v1.64:
- gamemodes: "Man vs. World 2-players coop" added
- gamemodes: "Man vs. World" single player mode difficulty slightly decreased
- invasion: changing player faction to Brownpants in official invasion
- items: community box added. Similar to the gift boxes but with modding community provided goodies
- resources: flare added to the supply squad
- maps: small fixes here and there
- AI: navigation network resolution for some locations increased
- AI: sight range of the mortar reduced by 12%
- AI: fixed squad command boost for faster reaction while fighting
- AI: ability to disable vehicle avoidance behavior
- AI: tweaked steering a tracked vehicle
- AI: fixed a case of AI squad ending up on wrong seats in a vehicle i.e. leader not driving
- gameplay: EOD soldiers now carry only stun grenades, which they are themselves immune against
- weapons: MGL Flasher/Milkor reload animation speed up by 30%
- weapons: Taser added - wounds the target at closer range. Only available in the community box
- weapons: Tracer added - secondary consumable weapon shooting a sticky dart that calls a missile on the target. Only available in the community box
- weapons: Flamethrower added - similar to the Pacific one with slightly more range. Only available in the community box
- weapons: AA-12 Frag added - automatic shotgun with explosive ammunition. Only available in the community box
- network: optional experimental mode to avoid out of sync and rubber banding due to unstable lag
- vehicles: spawnpoint disabled text now only shows for own faction vehicles and enemy if the spawnpoint is for players
- vehicles: tanks are about 12% faster but have smaller acceleration
- vehicles: Mustela fast TOW mounted mini-tank added. Only available in the community box
- items: fixed an issue with weapon and carry item transform chain loops
- menu: changed how aspect ratio affects menu size
- maps: new map available in Campaign and Quickmatch - Peleliu Airfield. Situated near end of Campaign, just before the final mission
- invasion: changing player faction to USMC in official Pacific invasion
- AI: new AI Soldier type added - "SENTRY" - he is a defense-focused soldier equipped with a hip-fired Heavy Machine Gun and very strong body armour
- AI: all Veteran AI soldiers are slightly more accurate
- items: Sentry Vest added - a highly protective vest available to all at the armoury
- items: Veteran Vests: -0.1 Hit Success to -0.125 (wearing the vest now grants slightly more resistance)
- weapons: Browning M1917 'Mobile' added - heavy Machine Gun carried by AI "Sentries" of the USMC forces. Slow firing, but powerful, and fed by a 250-round belt
- weapons: Te-4 Light Machine Gun added - an aircraft MG dismounted and carried by AI "Sentries" of the IJA forces, with high rate of fire and a 69-round drum magazine
- weapons: Ho-104 'Mobile' added - a very rare, dismounted aircraft MG - a .50 Cal HMG carried by AI "Sentries" of the IJA forces. Powerful, but very slow rate of fire
- weapons: greatly lowered XP requirements on the Thompson 100-rnd Drum, M1919 Stinger, and Type 98 LMG
- weapons: slightly raised velocity of Type 98 Light Machine Gun and M1919 "Stinger"
- weapons: lowered damage of Sniper Rifles against armoured vests
- weapons: raised damage and drop-off range on the Type 96 "Trench" variation
- models: new Imperial Japanese uniform for very late war maps, used on Peleliu, Iwo Jima, and Downfall. Only affects the default uniform set
- gameplay: fixed issue where Type 97 Anti-Tank Rifle was far more common on IJA Snipers then the regular Sniper Rifle
- gameplay: fixed an issue with some Sniper Rifle damage ranges being shorter than regular Rifles
- gameplay: raised the frequency of AI calling in reinforcements
- gameplay: tweaked ordering of vests in IJA's armoury to properly follow the unlock progression from right to left
- vehicles: adjusted volume of tank treads
- animations: adjusted length of hip fire recoil animations
Greetings Runners!
In the first major update for 2018 we'd like to introduce you some tasty additions to the main game as well as for the PACIFIC DLC! On top of that, the game will be on sale until April 2 which is the date of the third anniversary of RWR, woohoo! :)
To start off, we adapted the "Man vs. World" mode into a campaign playable as 2-player cooperative. It continues to be an unforgiving perma-death mode but having a mate to join you on your adventure could make you feel more comfortable and you'd have someone to revive you in case you are wounded. We highly suggest playing this mode with FoV enabled (veteran mode) as it adds a lot to the excitement and also requires more tactical approach to not get surprised by the enemy.
Over the years, the community has constantly provided us with interesting suggestions and a lot of them have made it into the game. Also, the modding community got bigger, especially since the implementation of Steam Workshop and even more since we have a Discord server with a modding channel which makes it easier and faster for modders to help each other. Therefore we decided to include the community even more in the game development by starting a "community box" contest. This box is similar to how the gift box works, but with goodies provided by community members. There has been a lot of submissions but only a part of it made it into this update. We have no doubt that there will be more community boxes in the future!
This big roll-out for Pacific will focus on the battle of Peleliu Airfield! As have all our Pacific maps it was researched well to represent it in a historical demeanor; we laid out all the major iconic structures and the shape of the island relative to real maps and photos. It is available in both Quickmatch and Campaign.
Alongside the map is being introduced several all-new gear pieces, both weapons and items, which when combined fortify the player into virtually a "walking" bunker. Of course, the AI makes use of all this gear as well! And so being introduced is also an all new "mini-boss" adversary, the "Sentry" Soldier! Similar to RWR's EOD armoured troops, the Sentry is a tough, thickly armoured adversary (and occasionally an ally too), and in Pacific, alongside his heavy Sentry Armour, he always comes equipped with a hip-fired Heavy Machine Gun.
Last but not least, we've fixed the popular "RUNNING WITH THE DEAD" mod which had some nasty crash issues due to some recent vanilla updates. Ultimately we didn't just fix those but also put some work into the mod overall. As a mod should be something coming from the community, we'd invite every motivated modder to join the team and continue the project as we unfortunately don't have much time left to sustain the continuation of this mod. New maps would be something great we'd like to see worked on for the mod. Feel free to join Discord to discuss it with us and other modders!
The updated mod should be uploaded a couple of hours after the 1.64 vanilla release, thanks for your patience!
We'll also set up 2 new servers in mainland China to host DOMINANCE (PvP) and most likely a RUNNING WITH THE DEAD mod server. Those will still be experimental servers.
Happy Running,
Osumia Games
Changelog v1.64:
- gamemodes: "Man vs. World 2-players coop" added
- gamemodes: "Man vs. World" single player mode difficulty slightly decreased
- invasion: changing player faction to Brownpants in official invasion
- items: community box added. Similar to the gift boxes but with modding community provided goodies
- resources: flare added to the supply squad
- maps: small fixes here and there
- AI: navigation network resolution for some locations increased
- AI: sight range of the mortar reduced by 12%
- AI: fixed squad command boost for faster reaction while fighting
- AI: ability to disable vehicle avoidance behavior
- AI: tweaked steering a tracked vehicle
- AI: fixed a case of AI squad ending up on wrong seats in a vehicle i.e. leader not driving
- gameplay: EOD soldiers now carry only stun grenades, which they are themselves immune against
- weapons: MGL Flasher/Milkor reload animation speed up by 30%
- weapons: Taser added - wounds the target at closer range. Only available in the community box
- weapons: Tracer added - secondary consumable weapon shooting a sticky dart that calls a missile on the target. Only available in the community box
- weapons: Flamethrower added - similar to the Pacific one with slightly more range. Only available in the community box
- weapons: AA-12 Frag added - automatic shotgun with explosive ammunition. Only available in the community box
- network: optional experimental mode to avoid out of sync and rubber banding due to unstable lag
- vehicles: spawnpoint disabled text now only shows for own faction vehicles and enemy if the spawnpoint is for players
- vehicles: tanks are about 12% faster but have smaller acceleration
- vehicles: Mustela fast TOW mounted mini-tank added. Only available in the community box
- items: fixed an issue with weapon and carry item transform chain loops
- menu: changed how aspect ratio affects menu size
- maps: new map available in Campaign and Quickmatch - Peleliu Airfield. Situated near end of Campaign, just before the final mission
- invasion: changing player faction to USMC in official Pacific invasion
- AI: new AI Soldier type added - "SENTRY" - he is a defense-focused soldier equipped with a hip-fired Heavy Machine Gun and very strong body armour
- AI: all Veteran AI soldiers are slightly more accurate
- items: Sentry Vest added - a highly protective vest available to all at the armoury
- items: Veteran Vests: -0.1 Hit Success to -0.125 (wearing the vest now grants slightly more resistance)
- weapons: Browning M1917 'Mobile' added - heavy Machine Gun carried by AI "Sentries" of the USMC forces. Slow firing, but powerful, and fed by a 250-round belt
- weapons: Te-4 Light Machine Gun added - an aircraft MG dismounted and carried by AI "Sentries" of the IJA forces, with high rate of fire and a 69-round drum magazine
- weapons: Ho-104 'Mobile' added - a very rare, dismounted aircraft MG - a .50 Cal HMG carried by AI "Sentries" of the IJA forces. Powerful, but very slow rate of fire
- weapons: greatly lowered XP requirements on the Thompson 100-rnd Drum, M1919 Stinger, and Type 98 LMG
- weapons: slightly raised velocity of Type 98 Light Machine Gun and M1919 "Stinger"
- weapons: lowered damage of Sniper Rifles against armoured vests
- weapons: raised damage and drop-off range on the Type 96 "Trench" variation
- models: new Imperial Japanese uniform for very late war maps, used on Peleliu, Iwo Jima, and Downfall. Only affects the default uniform set
- gameplay: fixed issue where Type 97 Anti-Tank Rifle was far more common on IJA Snipers then the regular Sniper Rifle
- gameplay: fixed an issue with some Sniper Rifle damage ranges being shorter than regular Rifles
- gameplay: raised the frequency of AI calling in reinforcements
- gameplay: tweaked ordering of vests in IJA's armoury to properly follow the unlock progression from right to left
- vehicles: adjusted volume of tank treads
- animations: adjusted length of hip fire recoil animations
Greetings Runners!
Today we're releasing the last of 11 major updates in 2017. Just recently many people noticed how unintentionally easy it had become to crush soldiers with tanks, unfortunately friendlies as well, which lead to lots of teamkills and thus irritation when fighting near tanks.
To remedy that, the character-vehicle collision has been tuned for tanks back more what it used to be but also the AI now attempts to get out of the way of vehicles to avoid those unintentional teamkills. Seems to work out pretty well from our tests!
There is also the option to activate a speed limiter when driving a vehicle by holding down walk key which will slow down the vehicle to be on the safe side. It has been there for a while now but obviously it's a bit of hidden feature right now - now you know right? :)
Another change we made is regarding XP loss on death: in fact we entirely removed it unless it's a teamkill or a suicide. The XP loss was a serious slowdown for new players who tend to die a lot when they first play the game, hence some people even had more XP loss than gain which could be frustrating when still reaching for the first ranks and learning basics. For veteran players or players with higher ranks in general, the XP loss didn't have much of an impact though.
In the last couple of days we set up new official servers in China and yesterday in Brasil, all of those should be considered experimental at the moment yet from our first feedback from players the China servers are doing well. For the Brasilian one(s), we're counting on the South-American community to populate the server(s) and report!
2017 is coming to an end and it has been another pleasantly successful year for Osumia Games. We even sold 17% more units (not counting in the Pacific DLC) than the same period last year which was also a very good year for us given the launch itself was back in 2015. The growth of the Chinese player base on Steam surely helped boost the numbers!
2018 will hopefully start like 2017 ended, with an overall happy community and we can't wait at Osumia Games to provide you some new content in Vanilla but of course now also in the Pacific DLC!
Merry Xmas holidays to everyone and a happy new year!
Osumia Games
Changelog v1.63:
- campaign: added an extraction to Fridge Valley from Keepsake Bay, as Vigil Island might be too hard as only second map option when starting at Keepsake Bay
- maps: few fixes here and there
- weapons: overall MG weapon type adjustment (avg. of 10% accuracy, 20% kill proba improvements among other individual tweaks for some MGs)
- weapons: pulldown of the TOW projectile decreased from 2 to 0.5
- fix: Stoner 62 was only available in the campaign and not in invasion
- fix: fixed key names in key config menu and tutorial text injections when using certain keyboard layouts
- general: no more XP loss on death, only on self-kill
- dominance: small balancing changes in the map Railroad Gap
- ai: bots now attempt to move aside from incoming vehicles
- config: relayout
- network: fixed a vehicle related crash when joining a server having loaded a campaign in specific state
- tools: Inkscape extension (rwr.py) now compatible with newer versions of Inkscape
- weapons: Ho-Ha MG sight range increased by 20%
- vehicles: Ho-Ha speed/HP/acceleration re-balanced
- vehicles: pillboxes re-spawn time increased from 180 to 300 seconds
Greetings Runners!
Today we're releasing the last of 11 major updates in 2017. Just recently many people noticed how unintentionally easy it had become to crush soldiers with tanks, unfortunately friendlies as well, which lead to lots of teamkills and thus irritation when fighting near tanks.
To remedy that, the character-vehicle collision has been tuned for tanks back more what it used to be but also the AI now attempts to get out of the way of vehicles to avoid those unintentional teamkills. Seems to work out pretty well from our tests!
There is also the option to activate a speed limiter when driving a vehicle by holding down walk key which will slow down the vehicle to be on the safe side. It has been there for a while now but obviously it's a bit of hidden feature right now - now you know right? :)
Another change we made is regarding XP loss on death: in fact we entirely removed it unless it's a teamkill or a suicide. The XP loss was a serious slowdown for new players who tend to die a lot when they first play the game, hence some people even had more XP loss than gain which could be frustrating when still reaching for the first ranks and learning basics. For veteran players or players with higher ranks in general, the XP loss didn't have much of an impact though.
In the last couple of days we set up new official servers in China and yesterday in Brasil, all of those should be considered experimental at the moment yet from our first feedback from players the China servers are doing well. For the Brasilian one(s), we're counting on the South-American community to populate the server(s) and report!
2017 is coming to an end and it has been another pleasantly successful year for Osumia Games. We even sold 17% more units (not counting in the Pacific DLC) than the same period last year which was also a very good year for us given the launch itself was back in 2015. The growth of the Chinese player base on Steam surely helped boost the numbers!
2018 will hopefully start like 2017 ended, with an overall happy community and we can't wait at Osumia Games to provide you some new content in Vanilla but of course now also in the Pacific DLC!
Merry Xmas holidays to everyone and a happy new year!
Osumia Games
Changelog v1.63:
- campaign: added an extraction to Fridge Valley from Keepsake Bay, as Vigil Island might be too hard as only second map option when starting at Keepsake Bay
- maps: few fixes here and there
- weapons: overall MG weapon type adjustment (avg. of 10% accuracy, 20% kill proba improvements among other individual tweaks for some MGs)
- weapons: pulldown of the TOW projectile decreased from 2 to 0.5
- fix: Stoner 62 was only available in the campaign and not in invasion
- fix: fixed key names in key config menu and tutorial text injections when using certain keyboard layouts
- general: no more XP loss on death, only on self-kill
- dominance: small balancing changes in the map Railroad Gap
- ai: bots now attempt to move aside from incoming vehicles
- config: relayout
- network: fixed a vehicle related crash when joining a server having loaded a campaign in specific state
- tools: Inkscape extension (rwr.py) now compatible with newer versions of Inkscape
- weapons: Ho-Ha MG sight range increased by 20%
- vehicles: Ho-Ha speed/HP/acceleration re-balanced
- vehicles: pillboxes re-spawn time increased from 180 to 300 seconds
Hey there!
RUNNING WITH RIFLES version 1.62 is out! As another fine tuning update, this time we worked on improving vehicles, boats and tanks in particular, along with vehicle "ghost" rendering when occluded by other visuals and some new particle effects. Another rare weapon has also been added in campaign and Invasion, there can never be enough of those!
Boats behave more smoothly with beach areas now, having a larger range how far into beach you can steer and moving slower when in partial contact with ground. Tracked vehicles such as tanks now allow finer rotations while in motion and the so called "neutral steering" behaves more reliably - appears the AI drivers think highly of these improvements as well. Additionally, the AI can now handle straight driving better (surprisingly difficult if you think about it) with much less zigzag from side to side.
Additionally, we have some new vehicles for the Pacific DLC as shown in the picture; an armory boat for the IJA and one for the USMC. Those can be pretty handy when landing at a beach without any static armory far and wide.
We also added a new armored transport vehicle for the IJA: Type 1 Ho-Ha. It's a relatively fast half-track with 3 mounted MGs that are covering the front part of the vehicle. It has been added as a radio call as a counter-part of the USMC LVT-4.
Changelog v1.62:
- boats: speed and acceleration made to drop when in contact with beach
- boats: extended range to stay alive when in contact with beach
- vehicles: tweaked collision handling when broken
- vehicles: improved tracked vehicle steering control when switching between accelerate and reverse while turning
- vehicles: tracked vehicles now have a short window for smooth rotation when in movement
- vehicles: added ghost rendering
- vehicles: added marker_offset support for offsetting player and squad member markers
- visuals: improved beach - land transition area
- visuals: added smoke particle emitter for vehicles under 25% HP
- visuals: added custom effects/sounds for some blast projectiles when hitting a vehicle
- visuals: fixed vehicle "Spawn disabled" text color
- inventory: fixed narrow item background frame rendering
- lobby: reduced loading time when processing individual maps for quickmatch menu
- ai: fixed bug with leaders not calling for medic when wounded
- ai: improved vehicle steering, less zigzag now
- ai: fixed vehicle weapon slot indexing for sight range
- ai: overall higher sight range for AI vehicle gunners
- invasion: official invasion servers set to Graycollars as player faction
- weapons: very rare Stoner 62 added (LMG with scope)
- weapons: mesh based weapons no longer show ghost visual over character
- modding: added support for vehicle and terrain tags in hit type projectile sound effects
- modding: added support for vehicle tags in projectile particle effects
- invasion: official pacific invasion servers set to IJA as player faction
- weapons: AN/M2 "Stinger" commonness from 0.0001 to 0.05
- weapons: Type 98 commonness from 0.0001 to 0.05
- vehicles: Higgins Armory boat for the USMC added
- vehicles: Daihatsu Armory boat for the IJA added
- vehicles: Type 1 Ho-Ha transport half-track for the IJA added
- calls: Reinforcements - Type 1 Ho-Ha radio call for the IJA added
Hello Runners! Today we bring you an update, which is for the most part about fixing stuff for the initial release of the PACIFIC DLC. Changelog v1.61 (Vanilla):
- vehicles: fixed reverse speed limiting
- modding: vehicles - added individual tire visual control with index keyword
- modding: vehicles - added character_leave_request_mode keyword, possible values any, friendly, none
- general: removed a few unnecessary savings and profile loads at start of match
- maps: few fixes here and there
- maps: lowered max pixel error for terrain lod handling to preserve full quality near beach areas
- bug: fuel barrel debris meshes expect a texture but no texture is given; ogre/opengl shows weird yellow/black checker texture when texture is missing
- visuals: added some margin for disabling water rendering to prevent water disappearing in certain cases
- ai: fixed a case of medic healing without request
- ai: added bots to request for a medic when wounded with a random time delay
- config: added option for using OpenGL on Windows
- config: added a resort to launch the config in OpenGL if there's a DirectX related error
- game: if there's a video mode or DirectX device name related issue when starting the game, config will run after dismissing the error dialog
- campaign: fixed back to main menu button in continue as new campaign menu to actually say back to main menu and go to main menu and not campaign selection (different campaign implementations are not compatible)
- dominance: fixed certain stages crashing
- translations: several fixes here and there
- fixed southern tip of Saipan beaching landing craft
- fixed climbable netting on island5 attack ship
- fixed a building collision on Downfall
- fixed foxhole at Bougainville
- corrected Type 98 Autocannon Deploy price and xp requirements - 200 RP, 5k XP , 1 max carry
- fixed flamethrowers not giving a weapon name when killing players
- fixed Saipan pillbox placement
- fixed Saipan in IJA campaign starting with 2 bases
- added Type 2 Model A prone animations
- IJA at USMC Guadalcanal now surrender when final base is lost
- fixed M1903A1 Sniper not being unlockable by the IJA
- fixed Bougainville campaign map not showing faction colors
- xp of Veterans increased, may now spawn with all listed weapons
- Corrected faster Type 11 LMG reload while prone
- PT Boat gunners and driver have shields
- Daihatsu driver protected by frontal shield
- vehicles: friendly units (only) can now be pulled out of a tank and pillbox
- added more armories and stashes to all maps
- map views more transparent
- adjusted Small Wrench animations
- added vehicle spawn points on maps
- added morphine to briefcase unlockable list
- bayonet variants no longer unlock in the armory
- removed artillery calls from USMC on Guadalcanal until Phase 6
- made Veteran and Banzai vests droppable (30 second lifetime, only visible to player who dropped it)
- USMC Guadalcanal enemy counts tweaked
- maps: added more fortifications to The Heights objective on Downfall
- maps: ambient color tweakings (e.g. brighter nights)
- invasion: added the gold bar item in the armory
- ai: banzai charger behavior tweaked and improved
- smoothed and improved various animations
- added a check for being hidden in vehicles that it'll deny stabs and close range weapons
- made all reinforcement calls require a 3-block radius where no enemies are allowed
- vehicles: added character_leave_request_mode vehicle parameter, options are "friendly", "none" and "any" - applied to combat vehicles/pillboxes
- vehicles: AI will leave stationary weapons when the base swaps to the enemy faction
- Flamethrower Flame: gravity from 25 to 21 (should have a higher arc now, allowing it to fire more easily over certain cover.)
- Banzai (player vest) Layer 1 speed reduced from +0.18 to +0.15, Layer 2 speed increased from +0.12 to +0.2, hit success decreased from +1.5 to -0.35, detectability increased from +1.5 to +2.5
- Banzai (AI troops) Layer 2 speed increased from +0.15 to +0.225, hit success decreased from +1.5 to -0.25, detectability increased from +1.5 to +2.5
- translations: Russian language added
- ANM2 'Stinger' Light MG (rare) added
- Type 98 'MG-15' Light MG (rare) added
- M1928 Thompson w/ Large 100-round Drum (variant) added
- M2 Carbine w/ Bayonet (variant) added
- 5-Inch Gun projectile no longer affected by gravity
- Small Wrench repair amount increased from 1.0 to 1.5
- Large Wrench repair amount increased from 1.5 to 2.0
- Morphine weight reduced from 2 to 1, max carry increased from 2 to 4 depending on rank, price increased from 5 to 10
- M1 Garand Field-Modified Launcher price increased from 50 RP to 175 RP, radius increased from 3.5 to 4.5, and damage increased from 1.5 to 2.0
- M12 Trench Gun single reload reduced from 0.82s to 0.7s
- M1928 Thompson reload time increased from 1.80s to 2.0s (new animation)
- M1A1 Thompson reload time reduced from 1.80s to 1.34s (new animation), kill probabiliy increased from 0.6 to 0.65, kill decay start time decreased from 0.23 to 0.22
- M1918A2 Bar crouching accuracy increased from 0.68 to 0.75
- Type 11 recoil reduced from 0.182 to 0.165
- M1 Garand + bayonet variant velocity increased from 120 to 125
- M1903A3 kill decay start time increased from 0.2 to 0.5, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
- Type 4 "Garand" recoil reduced from 0.3 to 0.28
- Type 14 Nambu + engraved kill probability increased from 0.525 to 0.55
- Type 38 Rifle + bayonet variant kill decay start time increased from 0.1 to 0.3, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
- Type 96 LMG + bayonet variant kill decay start time increased from 0.35 to 0.4
- Type 99 Rifle + bayonet variant kill decay start time increased from 0.2 to 0.4, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
- Type 100/44 Bayonet price reduced from 50 to 20
- M2 Flamethrower fuel capacity increased from 150 to 175
- Type 93 Flamethrower fuel capacity increased from 125 to 150, jet fuel arc set the same as M2 Flamethrower
- all sniper rifles view range increased from 1.7 to 1.725
Good day, Runners!
Woohoo the DLC is finally there, waiting for you!
The idea for Pacific initially rose before the release of Running with Rifles on Steam, thus in the beta phase of the game. 3 modders and fans of military history games who all made solid mods for RWR (Overlord, Running with Trench Foot, Running in the Trenches...) decided around 2 years ago to work together to bundle their talents in a common project, that's when the Pacific project started.
Some time later, after we at Osumia Games got informed about the ongoing project, we decided to develop it together to make it a DLC-worthy project.
The Pacific DLC has been translated to all the same languages as RWR except for Russian which is still under work at the moment. It should follow in the next few days!
Here's the changelog for RWR 1.60:
- visuals: fixed flare particle offset
- visuals: fixed looping particle effect lighting color handling
- servers: penalty manager cleanup
- character: fixed an issue with ending up between wall and ladder when climbing down ladders from a fence or wall
- character: added a little bit of rounding when colliding with a box corner for easier steering (mainly for ai)
- ai: fixed chat comments related to specific weapons and vehicles
- ai: changed separation steering behavior when in ladders and very near to higher rank soldiers
- ai: added optional method of steering suitable for tight spaces, only applied to specific areas like the ships in Pacific
- ai: tweaked how simulated areas handle squads to preserve vehicle personnel
- ai: fixed vehicle weapon "reset" handling
- menu: changed load menu savegame sorting
- modding: fixed an issue with handling material and shader script overloading
- modding: added support for difficulty presets in package_config.xml
- modding: fixed various issues with destructible fences
- modding: added load=campaign3 style launch parameter for instant savegame loading
- modding: added map_config=map_config_test1.xml style launch parameter for picking settings from a different map config file
- modding: added update_camera XML command for doing camera runs like Pacific trailer, requires debugmode and free camera mode
Greetings Runners! We've got some great news to share with you guys today! After having to postpone the release date of the DLC, we now have better news for you; the release of the PACIFIC DLC is right around the corner, just a bit more than a week to wait and you will be able to play as the United States Marine Corps or the Imperial Japanese Army in 2 brand new campaigns set in the WW2 Pacific theater. We just finished a trailer that we will add to the medias of the Pacific Steam store page. You can also find a version on Youtube and for those who like the theme, we also provided a video of the official RWR:PACIFIC theme to please your ears! RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer: https://youtu.be/KoO4oc_sz64 RUNNING WITH RIFLES: PACIFIC theme: https://youtu.be/ocCNjApWVts Happy running, Osumia Games
Konnichiwa Runners!
The Steam page for RUNNING WITH RIFLES: PACIFIC DLC is now up and open!
http://store.steampowered.com/app/616850
We have often been asked about the price tag; it will be around 66% of the price of RWR vanilla, which will be e.g. 9.99 USD for the US people.
In the two campaigns included in the DLC, you jump back in time to the Pacific theater of World War II,
to witness the epic clash between the Imperial Japanese Army (IJA) and the United States Marine Corps (USMC).
The DLC features 7 brand new maps, tons of weapons and a number of unique vehicles all created based on actual WWII events and equipment.
The DLC will be released during September, safe to say we're on the finish line here with development now. The exact release date will be announced during the following weeks.
Today we also have a vanilla update coming out. The shadow rendering has been revamped for higher quality options, most other changes are various minor but nice tweaks here and there or added support for features required by Pacific which could also turn out useful for mods; see the changelog below.
Changelog v1.54:
- maps: lowered RAM consumption in Moorland trenches
- maps: the 2 radio jammers in the map "Misty Heights" (map14) have a significantly longer respawn time (60 instead of 6 minutes)
- maps: some fixes here and there
- menu: added Pacific link button in the lobby main menu
- visuals: added shadow quality options
- visuals: reduced character base voxel size a little bit
- visuals: fixed destructible static object mesh material handling
- visuals: fixed particle emitters starting emitting at an old position in certain case
- visuals: added support to use particle emitter script position value as an offset
- visuals: changed cord rendering to suit larger shadow texture sizes
- visuals: fuel barrels are now destructible
- vehicles: spawn point vehicles now show "spawn disabled" if spawning is disabled by movement, enemy proximity or theft
- vehicles: fixed an issue with turret aiming when turret is not positioned at vehicle center
- campaign: fixed an issue with map and campaign completion achievements for connected clients
- campaign: added initial 50 RP to players
- dominance: "islet of Eflen" map resources were missing, which caused server crash/restart when the script loaded the map
- online: disabling Add to serverlist now also disables master server connection; useful especially for LAN
- loading: map files are no longer parsed for header data when loading into a campaign, quickmatch or online, reducing some loading time
- ai: a squad leader using a stationary weapon disbands the squad now
- ai: fixed ai commander issue with organizing final attack when last base is uncapturable
- character: character no longer dies when colliding with a moving vehicle he's entering into
- character: character no longer goes prone if trying to shoot while reloading when carrying a weapon that requires prone to shoot
- modding: changed how auto-spawning vehicles are removed before respawning to help with a case of having faction specific stationary weapons
- modding: added show_target_marker option to calls
- modding: added initiation_comment and radio_view_text to calls
- modding: added support to tag a call to be used as reinforcements drop call by the bots, even if the call rounds do not spawn soldiers, with a tag named as reinforcements
- modding: added support for vehicle health based particle effects with event_key="health" and value attributes
- modding: added support to prevent vehicle driving based on health with min_health_to_steer in vehicle control tag
- modding: added blast_damage modifier for vehicles, and blast_damage_threshold
- modding: extended support for character-vehicle collision handling with vehicle attributes max_character_collision_speed and max_character_collision_speed_on_normal
- modding: added ai parameters: force_as_leader, uses_vehicles, max_squad_size_to_pick_static_vehicles
- modding: added support to reload particle scripts live with reload.txt method
- modding: added make_vehicle_hit_sound keyword to projectile blast results
- modding: match end view now adjusts table column size to fit faction names
- modding: added support for dock platform walls to use can_go_around_start and can_go_around_end flags for ai navigation, useful when merging platform walls
- modding: added projectile parameter can_be_detected_by_footmen
Hey fellow Runners! Here's a quick bug splat update! The new FoV visualization introduced two weeks ago had some occasional but drastic performance issues and random white blinking happening from time to time, those should be in a better shape now. During the Summer Sales, plenty of new faces appeared on Discord (more than 200!). We got some great feedback and community interactions, keep 'em coming! To celebrate the growth of our Discord channel, we’re organizing a PVP event this Thursday evening European time. The game mode will be announced later! Here’s the change log for 1.53’s tweaks and fixes: Changelog v1.53:
- maps: minor changes here and there
- invasion: player faction swapped to Greenbelts
- dominance: "Islet of Eflen" (known from team elimination) map added to the map rotator as capture and king of the hill mode
- dominance: default PLAYER_AI_REDUCTION changed from 2 to 3.
- dominance: added mobile armory to the "Copehill Down" map
- dominance: fixed the deploy_gl resource to not deploy anything
- dominance: adding TOW in armory
- dominance: adapting the price of deploy_gl, deploy_minig and TOW resources
- deathmatch: FoV enabled on default
- deathmatch: minor resources tweaks
- fix: vulcan and mortar tank now don't spawn on a reserved slot anymore
- fix: fixed several item specific backwards crouch and walk animations
- fov: adjusted claymore detection offset in FoV mode
- fov: optimized FoV visualization some bit
- fov: fixed FoV visualization causing white blinking occasionally
- AI: fixed regression with boats travelling on ground occasionally when simulated i.e. far away from players
- HUD: changed how vehicle hover-over info works: now shows "stolen" when operated by other faction than owner, and spawnpoint vehicles show "disabled" when spawnpoint not usable
- modding: added USABLE_FOR_COVER for vehicles
- modding: added VISIBLE_HEIGHT for items, goes to the main tag weapon, carry_item, etc.
- modding: added PLAYER_AIM_TO_CROSSHAIR character parameter, 0 or 1
Hello everyone!
Good to see that you guys are still out there and running, and for those who aren't yet, make sure you grab the game while the price is hot. Right now, we indeed have the highest discount we've ever had on Steam!
Also right on time for the Summer Sale, we've got an exciting update for you guys.
First of all, we took another look at the field of view (FOV or line of sight, if you will) feature, and added a new field visualization aid for it as the PvP mode Dominance confused some players with its suddenly disappearing and reappearing enemies and items. It'll still do that, obviously, but now you'll have a much better idea where the seen and unseen regions are thanks to the visualization. You can enable/disable it in Options > Quality and performance options; by default it'll activate for Dominance only. The effect is rather taxing in terms of performance, so players with an older system might want to skip this one.
Speaking of Dominance PvP, we've updated the RWR Demo with the ability to play online by joining official Dominance servers! It's just like full version, apart from XP and RP limits.
With the FOV visualization in place, it made a lot of sense to also change the character behavior so that it'll turn to face the direction of aim and sight - previously you basically saw the character turn only when actively shooting or moving. It doesn't change gameplay too much in other modes but for Dominance it can help you understand where the enemy players are looking at and thus tell you if they see you or not - that's pretty important!
Hope you started well in the Summer,
Keep running,
Osumia Games
Changelog v1.52:
- characters: added live aiming, changes character behavior in various ways
- visuals: added optional FOV/LOS field visualization, by default on for gamemodes with fov rules, can also be useful in regular gameplay; not recommended for slower PC's
- weapons: ARES Shrike rate of fire increased by 6%
- weapons: PAW-20 projectile blast radius increased by 20%
- maps: minor fixes
- dominance: modified version of Moorland Trenches added to the map rotator with 3 new sub-stages
- dominance: some balancing tweaks
- misc: social media buttons (Discord, Facebook, Twitter) added to the game menu
- modding: fixed free cam in debugmode so that roll doesn't occur
- modding: added a vehicle flag for non-destructible on collision with terrain (destroy_on_top_hit in physics tag, by default 1, destroy_on_top_hit_time in physics tag, by default -1.0 meaning insta, top_hit_tracking_time in physics tag, by default 2.0)
Hey Runners! RWR version 1.51 is out! Along the bug fixes, we've made some re-balancing by raising the importance of the support player role by adding, besides the already existing repair wrench, a new wrench type into the supply quad resources. Also C4 has been added in the supply quad to further increase the impact of this fun vehicle. Kill combo has gone through another look too. Recently it was decreased all too much after giving cosmic rewards for big artillery combos, so we came up with a formula to reach a new golden mean. Higher than ever rewards are given for smaller combos, but also big combos still give substantial rewards. This should hopefully make everyone happy and encourage vets once again to use those important strikes in Online Invasion! As by popular request, two new rare weapons have also been added to the already huge collection of over 70 firearms! An important note for the next version is an RP cap that will be implemented into vanilla when the Pacific DLC will be released. We decided to inform you properly several weeks prior so that you have time to burn your RP in case you have more than the cap of 600.000 RP. The RP limit is being added because some higher ranked players are collecting RP without spending them for cooperative purposes - just use the RP guys :) And now to the part most of you were eagerly waiting for since the announcement of a DLC:
The WW2 Pacific war themed "RUNNING WITH RIFLES: PACIFIC" DLC will be available on AUGUST, 4 2017!
Even though we have been asked quite a few times already, we still didn't fix a price tag yet but it will most likely be around 10 USD.
Changelog v1.51:
- maps: few tweaks here and there
- weapons: rare ARES Shrike light machinegun with 6 burst-shots and 60 rounds added as giftbox reward - can only be operated prone or crouched
- weapons: very rare PAW-20 semi-auto grenade launcher added - fires 20mm grenades which detonate on impact
- weapons: Claymore trigger radius raised from 0.65m to 1.2m
- weapons: lowered the sound volume of the MG-42 shot. No more ear bleeding
- equipment: "wrench" is now called "small wrench"
- equipment: "large wrench" added as a Supply quad resource only - repairs 50% more but more expensive
- equipment: C4 now also added as a Supply quad resource
- equipment: Vest-III's last layer puts the wearer into wounded state if hit by a bullet instead of being dead
- vehicles: slightly lowered the speed limiter to match the avg running speed of the soldiers
- campaign: adding the wrench to the armory
- invasion: AI distribution in the map "Misty Heights" (map14) has been tweaked (most official servers have been tweaked since a few weeks already)
- dominance: claymore not exploding but disappearing on enemy character collision fixed
- dominance: wrench was missing
- misc: kill combos reworked to allow better combo bonus on high multi-kills. Smaller combo bonuses are also more effective
- misc: added an under repair flag for the AI to not drive/enter a vehicle while being repaired
- misc: equipment hud images realignment
- fix: crash fixed when inventory is open and the game resets itself, related to online
- fix: fence/wall combo now use the penetration of the wall instead of the fence
- fix: map attack and defense map target markers not being applied with zoom in all cases
- fix: anti-air emplacement after map restart after getting defeated caused radio call drops to show up non-functional
- fix: some trench walls weren't climbable
- fix: fixed a bug with AI vehicle usage causing abandoning of the vehicle sometimes
- fix: fixed building base top material issue
- online: sync join connect at game init: if it fails for a valid reason (like server full), cancel reconnects
- campaign: fixed a bug with campaign stats and continuation option not showing up after leaving the last map
- modding: data*.pak files with various shader programs, materials and particle scripts have been extracted into vanilla for easier overriding
- modding: added support for package specific loading screen visual: splash.png
Hello Runners!
Today we have some tasty announcements for you guys!
We initially expected 1.47 to be a quick and small update but we ended up adding much much more in it and release this update as v1.50.
Besides the fixes, we added a new map in online Invasion where you assault a well defended beach fortification and village. Additionally we made some balancing efforts, added new weapons, added some new game mechanics, and a method for NAT punch-through which should allow most players to host a game without having to bother about port forwarding!
For a complete list of changes, check the changelog at the end of this news post.
In a news post earlier this year we talked about an exciting announcement related to RWR, so here we go then!
We are proud to introduce RUNNING WITH RIFLES: PACIFIC, which is an Expansion-DLC for Running with Rifles. Set in World War 2, players will be able to engage in an authentic campaign, choosing to play as either the United States Marine Corps, or the Imperial Japanese Army. Playing as either faction, you will conquer a series of real islands located in the Pacific, with maps based on the general outlines of the actual locations! The full-length campaign features two completely new factions, a huge assortment of historical weapons and items, loads of new maps, and several new vehicles.
RWR: Pacific has been developed in co-ordination between the RWR dev team and several big community modders, namely The Soldier, Tremozl, MasterBlaster, with additional contributions by ChippedChap, Remlly, and Sturmfuhrer. The Expansion-DLC will include loads of new content, and using a more historically-rooted setting, it is complete with realistic soldier uniforms and authentic map designs.
More information coming up in the future!
Don't forget the Dominance PvP meet up this evening! More infos here: http://steamcommunity.com/games/270150/events/244724582840921050
Changelog v1.50:
- maps: new assault map "Misty Heights" (map14) added in invasion/quick match - based on the overlordDefense DDay map
- maps: few tweaks here and there
- weapons: UTS-15 pump-action shotgun added as default shotgun for EOD soldiers
- weapons: rare automatic Jackhammer shotgun weapon added - low spread and high effective range
- weapons: SMAW rocket launcher added as briefcase unlockable - fast projectile and high zoom, higher damage range damage
- weapons: balancing out the AKS-74U and P90 basically to have a longer bullet decay frame. Overall slight nerf
- weapons: Pecheneg Bullpup balancing, overall buff
- weapons: AA-12 shotgun drum capacity increased from 12 to 20
- weapons: Javelin commonness reduced by 50%
- weapons: M202 Flash commonness doubled
- equipment: added another 5% speed penalty to riot shields, will now be 10% in total
- achievements: fixed missing achievement levels
- invasion: removed elite soldiers from player faction
- invasion: changing player faction to Brownpants in official invasion
- invasion: map rotation order changed
- invasion: disabling radio calls once the map is won to avoid unnecessary RP loss or teamkills from happening
- invasion: radar towers in the map "Iron Enclave" respawns only after 1 hour (instead of 3 minutes) once being destroyed. Also has less protectors assigned
- dominance: added the map "Misty Heights" (map14) in the map rotator
- dominance: lowered the price of most radio calls
- dominance: re-balanced the XP/RP rewards
- man_vs_world: removed the elites and EOD soldiers from the enemy factions
- vehicles: vehicle turrets can now aim without shooting - up, down or walk/crouch/prone/command modifier key make the turret point toward the crosshair
- vehices: adding vehicle speed control key so that the vehicle has the same speed as running soldiers - uses the walk key
- vehicles: Mortar tank has now the MG on the right side and has a small protection collision box
- online: NAT punch thru support
- online: possibility to kick players from menu on player hosted servers
- ui: number of online people shown in the menu
- misc: Shotgun types removed from elite soldiers resources, EOD soldiers get them instead
- misc: item ownership added - when a player gets killed, only himself can pick up the dropped items for 30 seconds (invisibe for others), then it becomes neutral
- misc: vehicle drops on soldiers won't make them drop their equipment anymore
- misc: prevent ctrl key controls for character when in inventory view
- misc: mounted weapons respawn time raised by 15s - affects only weapons loaded with the map
- misc: added winter model+textures for the black ops vest
- misc: rocket launchers have their own projectile models
- misc: Vest Type-II soldier models for Greenbelts and Graycollars are now more distinctive
- misc: Vest Type-III has now a proper custom hud
- misc: some mapview/inventory textures have been reworked
- misc: terrain/vehicles friction tweaked - except more slidings again
- misc: cleaned the animation file from obsolete animations that aren't in use anymore
- misc: casual difficulty tweaked to less steamrolly
- misc: cleaned up noise in font
- misc: tweaked various sound volumes
- fix: spawning dead on a map won't make you drop your equipment anymore
- fix: tank wasn't spawning a tank if the tank is not listed as a resource for the faction; still the tank call was callable and reduced RP
- fix: item duplication exploit in simulated regions
- fix: armory interaction with defined soldier group in online
- fix: AA emplacement mapview marker now visible when spotted
- fix: kill combo reward bug fixed
- fix: visual bug with radio call availability meter when calls change
- fix: character refused to shoot with LMB tap when aiming off motion direction while stopping
- fix: fixed empty slots in inventory UI from several single item transfers
Hey Runners, new update is available, enjoy! Changelog:
- maps: fixed several glitches in the Iron Enclave map
- maps: fixed a bug with platform wall creation
- invasion: wrenches now available at the supply quads AND (mobile) armory
- equipment: black ops vest now doesn't get damaged from stun projectile
- equipment: raised the encumbrancy of vests to 4.0 (was 3.0)
- equipment: added a 5% speed penalty to riot shields
- campaign: unlocked black ops vest and MK23 SOCOM are also available in supply quad inventory
- campaign: "Man vs. World" campaign stage 3 crash fixed
- vehicles: added small gravity offset for all light vehicles
- vehicles: Mortar Tank leave request enabled
- vehicles: Quads health points raised to sustain a frag grenade
- balancing: elite soldiers don't suffer from the recently added speed penalty of the vest-III, they now even get a slight speed boost
- fix: camouflage suits in winter theme maps now showing properly
- ui: stash item number indication added
Dear Runners! First of all, we at Osumia Games hope you all started well in the new year! With today's 1.45 update we're introducing 3 new vehicles, a new radio call, a couple of new weapons and something called "gift boxes"! This is the last major update before we make an exciting announcement in the upcoming weeks! Stay tuned and never stop running! Below you can find a complete list of changes for version 1.45:
- weapons: M240 replaced with M60 in the "Man vs. World" campaign. Rambo intimidated us so we had to...
- weapons: added Claymores to dominance pvp mode
- weapons: Humvee GL range lowered from 1.3 to 1.0 and rate of fire decreased by 20%
- weapons: XM-25 projectile blast radius lowered by 15%
- weapons: HK MK23 SOCOM burst stealth pistol added as a laptop unlockable
- weapons: Honey Badger suppressed burst SMG added - only available from "gift boxes" in invasion/campaign
- weapons: M60 MG with Rambo-style hipfire added - only available from "gift boxes" in invasion/campaign
- weapons: overall buff of the stock machine pistols
- weapons: added retrigger time after the burst shots of the FAMAS and L85A2
- weapons: Deployable GL rate of fire increased by 25%
- vehicles: Mortar tank added
- vehicles: very fast Quad vehicle added
- vehicles: supply Quad added - fast armory vehicle with restricted armory
- vehicles: terrain friction/drag offset parameters added for most wheeled vehicles
- valuables: laptop item added - unlocks custom stealth weapons
- valuables: "gift boxes" added - sell them for a surprise!
- items: black ops stealth armor added as a laptop unlockable - has a night detectability bonus
- items: vests Type III now have a 8% speed penalty
- maps: several fixes here and there
- balance: Vigil Island and Iron Enclave map difficulty in coop lowered (especially with a high amount of players)
- campaign: repair wrench now also added in the campaign as a Supply Quad resource
- campaign: renaming "less hard" difficulty to "casual"
- fix: custom costume not showing in winter maps fixed
- fix: patrol ship's physics now less affected by low water levels
- fix: fixed some alt-tab loading screen crashes
- fix: fixed Russian & Chinese language UTF8 crashes
- modding: added last_burst_retrigger_time for hand weapons with burst shots
- modding: added night_detectability parameter for carry items
- modding: added y_offset_parameter1 and 2 for scene.xml camera settings
- modding: added friction_offset as vehicle physics offset parameter
- modding: added drag_offset as vehicle physics offset parameter
Dear Runners,
2016 comes to an end and we want to wish you all a Merry Christmas and a Happy New Year 2017!
The latest update 1.40 was the 100th public update for RWR and we can't wait to raise this number in the new year. Indeed, 2017 will come along with cool new stuff and a big surprise in a couple of weeks, stay tuned!
Thank you for your support and fidelity and don't forget to Rock n' Roll!
Your Osumia Games formerly known as Modulaatio Games / pasik & JackMayol / the lazy devs or whatever you call us ;)
Hey Runners!
In RWR, you have been told that you are just one among thousands.
That may have been true until today with the Man vs. World mode! This time you're completely on your own, with nothing but your wits and tenacity to win you through.
You've got only one life, no respawning - yes, that's permadeath! The enemies follow the same rule, so at least there's a hypothetical chance for you to make it...
There is also a "Veteran" difficulty with FoV activated for those who want to push the challenge to an extreme!
Find the mode in the campaign start menu, check it out and see how far you can get!
And that's not all, Runners! The update features a new 3-faction map called Iron Enclave in Online Invasion!
You'll find a lot of vehicles, flanking enemies and other interesting surprises in this brand new map!
Below you can find a complete list of changes for version 1.40:
- vehicles: grenade launcher Humvee added - replaced the radio call Humvee. Map specific Humvee will remain with a MG
- vehicles: patrol ship health reduced by 35%
- weapons: deployable grenade launcher added - unlocking item in the campaign/invasion
- weapons: Pecheneg Bullup machinegun rare weapon added
- weapons: TOW rebalanced - more damage (single shots any APC), slower projectile speed, 20% longer reload time
- weapons: Milkor MGL commonness doubled
- weapons: Model 29 Revolver renamed to 44 Magnum, doubled the damage and reload animation speed increased by 20%
- equipment: wrench added to invasion
- maps: new 3-faction map "Iron Enclave" added to quick match and the invasion map rotator
- maps: minor fixes here and there
- invasion: player faction switched to Graycollars
- dominance: Iron Enclave added to the map rotator
- animations: weapon changing animation speed increased by 20% and for one-handed weapons by 33%
- misc: UV mapping of the Trox-80 tank fixed
- campaign: new "Man vs. World" purely single player campaign added. You start as a single soldier and have to capture all bases of a map to progress to the next stage. Permadeath with 2 difficulty levels.
- campaign: once a campaign completes, it's possible restart it with new settings while keeping the character progression and items
- campaign: Final mission I now has markers in the mapview to locate the objectives
- campaign: Final mission II initial enemy rush time (phase 1) reduced by 50%
- modding: added "draggable" parameter for wearable carry items
- modding: added "backpack_weight_capacity" parameter (value as an offset)
- fix: added ai_handles_avoid_regions parameter for platforms (default value = 0) to make avoid regions work for platforms
- fix: wall/fence elements with penetrability on a platform don't allow bullets to be created when too close to the wall
- fix: auto-shooting when entering a vehicle weapon slot fixed
- fix: defensive structures entering non-simulated blocks are now occupied instantly
- gameplay: fixed a bug with over vehicle shooting allowing prone only weapons to shoot in opposite direction as well
- gameplay: fixed a bug with stabbing an enemy near vehicle being neglected
- gameplay: fixed a bug with shooting over walkable object sides
- gameplay: fixed a bug with stabbing when on certain walkable meshes
- gameplay: made it easier to shoot over low vehicles on uneven ground
- menu: added translation support for campaign description and custom campaign menu ui controls
- menu: added support for custom choice buttons in campaign menu
Hey Runners!
Today, we bring back some memories from the past. Some veterans, who had the game already in Early Access might remember.
Indeed, we dusted the old "Teddy Hunt", "Team Elimination" and "Deathmatch" modes. To celebrate that, we will play a 2-faction Teddy Hunt event the upcoming Saturday, October 1st. For more informations, see the announcement below:
Here is a complete list of the changes in v1.36:
- weapons: Beretta 93R slightly buffed
- weapons: Buggy MG slightly buffed and bullet protection of the gunner increased
- gamemode: "Team Elimination" package updated - FoV is now enabled on default. Faction's resources updated
- gamemode: "Deathmatch" package adapted for better experience with FoV enabled
- gamemode: "Team Teddy Hunt" package updated. Time for a new event, eh?
- maps: minor map fixes
- ai: reverted reaction time to old value
- fov: some bugs fixed
- network: increased supported item type count
- modding: added start_game parameters preserve_items_on_team_kill and preserve_items_on_disconnect
Hey Runners, we wanted to wait a bit longer with the next update but there was a critical bug in the campaign, where you spawned dead in the Vigil Island map after comming back to it. For those concerned, if you want to continue your savegame on this map, you'll have to enter "/warp 0" in the ingame chat to load another map, then "/warp 7" to come back to Vigil Island again. In this update we also added some more modding support, e.g. you can now have a faction that can't pick up items or interact with the equipment. This was done for the mod "Running with the dead" to have the infected faction to be playable in the next mod update later tonight. We could also see mods like "Alien vs. Predator" to be possible now that this is implemented. So if any modders are interested, just go for it! ;) Here is a complete list of the latest changes:
- campaign: fixed spawn dead issue after winning Vigil Island map and coming back again at a later stage
- maps: minor fixes here and there
- modding: added faction awareness also for blast result, e.g. faction_compare="any" (default) or "equal" or "not_equal"
- modding: added character class parameter "can_use_inventory"
- modding: added character class parameter "can_use_vehicles"
- modding: externalized character class parameter "wounded_auto_death_time"
- modding: added character class parameter "reaction_time_after_choosing_target"
- AI: added a short reaction time delay for the AI combat in vanilla, slightly helps when popping up around e.g. a building corner
- dominance: suicide time (by holding stab key) raised from 3 seconds (vanilla) to 6 seconds to avoid punishment dodge abusing
- fov: fixed online synchronization equipping a weapon out of fov
- characters: fixed standing behing a deployed cover not facing the right direction after being crouched first
Hey Runners, to keep the momentum, we are shipping a new small update which is again basically a small fix update. Don't forget the PvP FoV session on DominanceEU1 server at 6pm UTC (90 minutes after posting this announcement). Here is the changelog for 1.34:
- dominance: resources in Vigil Island map distributed properly
- dominance: missing mapview mask texture for the map Frozen Canyon added
- maps: minor fixes here and there
- characters: changes in how standing against the wall works after being crouched first; helps in fov mode too
- fov: fixed equipping a weapon out of fov
Hey Runners, this is mainly a quick fix patch. You can find the changelog below:
- serverlist: mirror site added (especially interesting for Chinese people who reported having an empty serverlist)
- items: Claymore now only detonates on contact with enemy factions
- items: wrench repair animation speed raised by 20%
- dominance: Black Gold Estuary added to the dominance map rotator
- dominance: Vigil Island as capture map logic added to the dominance map rotator (instead of King of the Hill mode)
- dominance: mapview mask textures have been added to better visualize the active bases
- dominance: buggy-vehicle located at Lab in the Frozen Canyon map swapped to the other faction for balancing purposes
- maps: minor fixes here and there
- translation: Russian and Chinese translations slightly reworked
- fix: bullet type projectile rotation
- fix: fixed an initialization bug with match restart in campaign
- fov: vehicles and character markers made fov mode aware
- fov: performance optimization
Today's Deal: Save 50% on RUNNING WITH RIFLES!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday at 10AM Pacific Time
Hey Runners!
Version 1.32 has just been released! The highlights include
* Russian translations
* "Railroad gap" map now also added in campaign
* New weapons and items
* New modding possibilities, new parameters in AI, impact trigger, soundtrack handling, weapon stab support and vehicle repair
* Experimental and optional FOV mode that hides enemies and items when not in player character's sight
* Wrench, a vehicle repair tool, added in Dominance mode
Привет, и добро пожаловать, наши Русские друзья!
Behind the scenes, we're collaborating with our dear and excellent modder friends on some new amazing content to be released soon. It's gonna be a big surprise so sit tight!
Below you can find a complete list of changes for version 1.32:
- translation: Russian language added - thanks to je_day, Y-crad, NeruoIvljulpass and Tadler for their contributions
- maps: "Railroad Gap" map added to the singleplayer campaign (was only in invasion and dominance before)
- maps: small fixes here and there
- weapons: ChainSAW suppressed microgun-style very rare weapon added
- weapons: HK MP7 secondary machinepistol rare weapon added
- weapons: SCAR-SSR rare marksman rifle added
- weapons: wrench item added in dominance mode only (for now), the user can use it to repair vehicles
- weapons: XM-25 projectile can now be disarmed
- weapons: Stoner LMG handling slightly modified, price raised and speed penalty slightly raised
- weapons: APR rebalanced (kill chance, effective range and movement speed penalty raised)
- weapons: AA-12 retrigger time decreased
- weapons: Pepperdust rebalanced (ammo capacity raised from 8 to 15, projectiles from 8 to 10)
- weapons: sawn-off shotgun reload time reduce by 20%
- weapons: Steyr AUG rarity doubled and ammo increased from 30 to 42
- items: 2 valuables added, one being a valuable "gold bar" item which is available in the armory (invasion only) to make higher RP-transfers easier
- modding: minimum_squad_size_to_send_to_side_base_attack commander_ai parameter externalized where you can set the size of a squad which needs to be fulfilled to launch a random side base attack (default 4 men)
- modding: side_base_attack_probability commander_ai parameter externalized where you can set the probability of a squad to attack a side-base instead of the commander target (default 0.05)
- modding: added soldier AI parameters min_distance_to_throw_grenade, stab_range
- modding: added faction awareness for projectile impact trigger for vehicle and character class impacts, e.g. faction_comparison="any" (default) or "equal" or "not_equal"
- modding: externalized required friction value for tire squealing to happen,
- modding: added set_soundtrack XML command, with parameters enabled="0" or "1", and filename="my_soundtrack.wav"
- modding: added support for weapon stab, making stab key use the equipped weapon instead of default knife; weapon spec parameter stab_enabled and stab_range, weapon spec animation state_key="stabbing", weapon spec sound keys "stab" and "stab_hit"
- modding: added support for affecting vehicles with class 5 (close-range) weapons, weapon specification parameters affect_vehicles, affect_characters, range, damage
- modding: added support for custom weapon sound effect with sound key "effect", triggered from animation control frame with key "effect"
- modding: added support for experimental FOV, activates when starting the game with XML command start_game and supplying parameter fov="1"
- fix: Beretta 93R despawn time doubled (was too short for a rare)
- fix: Claymore not detonating but disappearing on character collision in final map II (Frozen Canyon) fixed
- fix: equipped/backpack flare turning to Claymore when joining final map II (Frozen Canyon) fixed. It will now remain a flare but being inactive on that map
Hey Runners! RWR 1.31 has been released, with the following changes:
- weapons: Milkor MGL ballistics and projectile dropdown tweaked
- weapons: Milkor MGL and MGL Flasher reload speed increased by 30%
- weapons: Lahti-L39 has now explosive rounds which can destroy shields, perforate enemies and slightly damage vehicles
- weapons: TOW price reduced to 250 RP
- weapons: Claymore reworked, it explodes on soldier contact and is a secondary, not a throwable anymore (needs to be "deployed")
- weapons: M202 Flash selling price lowered from 50 to 30. Effective blast radius of the rockets raised from 4m to 4.5m
- weapons: APR rifle added as unlockable primary weapon - bolt-action sniper rifle with suppressor
- weapons: Beretta 93R added as secondary rare weapon - burst semi-automatic pistol with suppressor
- weapons: Steyr AUG added as rare primary weapon - bullpup assault rifle with small zoom
- maps: minor map fixes
- misc: faction specific camouflage suit models added
- misc: commonness of the Briefcase (equipment unlocking item) doubled for campaign. No changes in online invasion
- misc: delivering cargo truck successfully no longer says objective cancelled additionally
- misc: fixed lobby jeep collision model
- misc: minor translation fixes
- online: fixed /kick
- ui: fixed inventory backpack percentage text transitions
- ui: added max players slider for server activation menu
- modding: fixed item and vehicle delivery configurators in full_campaign_template
- modding: added possibility to control client joinable factions in server activation menu; requires
in package_config.xml
Hey Runners!
Modulaatio Games is proud to announce that the Steam Workshop support for RUNNING WITH RIFLES just went live! OMG YES!
To celebrate the Workshop release, RWR can be purchased with a -50% discount deal, lasting until the end of the weekend! Grab it while it's hot!
Mods for RWR can now be easily subscribed to and shared with RWR's full support of the Steam Workshop. Multiplayer servers using Workshop content will let players subscribe to the required Workshop items automatically upon connecting.
We've prepared the Workshop with some very cool mods already (let it be WWI, WWII, Sci-fi, racing or even Zombiiiies!) and are excited for all-new content submissions. Finally, all the great mods we've seen in the past few years can be made available to players easily.
We're also hosting dedicated servers running a few of the mods. See you there!
Here are just 2 examples of mods that have already been submitted:
OVERLORD DEFENSE (WWII wave defense):
RUNNING WITH THE DEAD (zombie apocalypse):
To make it easier to create custom maps, we are actually working on a map video tutorial which is our next top priority!
We also added 2 new languages in this update.
欢迎中国的朋友!
benvenuto ai nostri amici italiani!
Below you can find a complete list of changes for version 1.30:
- translation: Italian - credits to Fabio Maina! ( https://www.youtube.com/user/UrbanPuzzola136 )
- translation: Chinese - credits to Candymew, c16gxy, MapleHouse, BillowRock and 牛奶竟然没我纯!
- weapons: MGL Flasher - longer drum reload time
- weapons: Pepperdust - overall buff
- weapons: Milkor MGL - very rare weapon added
- weapons: M202 Flash - very rare weapon added
- weapons: Mini UZI, Steyr TMP and AEK-919K accuracy buffed
- maps: Several map fixes
- items: lowered the price for respawn flare from 300 to 150 RP
- items: camouflage suit - detectability modifier reduced from 25% to 20%
- vehicles: overall fill requirements adjusted - several vehicles were operated with too low amount of soldiers
- general: all scripts ported to Angelscript
- general: added campaign selection screen
- misc: woman Greenbelts elite soldier model added
- misc: woman elite soldiers have now custom die sound effects
- misc: Brownpants have now 3 different basic soldier models instead of 1, like it already is for the other factions
- misc: quick-picking up a vest type item won't make your former vest to disappear, but will be put in your backpack instead
- ai: fixed a bug preventing stab usage sometimes
- online: subscription handling for Steam Workshop items when joining a server with Workshop items
- online: teamkill does not drop victim's items anymore
- online: translations work more consistently on servers now
- online: the player faction in official invasion servers switches from Brownpants to Greenbelts
- modding: overlays-folder is deprecated but continues to work; all mods are now to be placed under packages, with package_config.xml defining how they show up in-game
Hey Runners, This is mainly a hotfix patch. Changelog:
- Fixed item duplication bugs
- Fixed map5 where the heightmap processing had faulty blur values
- Fixed a few wheel models
- small map fixes here and there
- The MG42 weapon now has a 150 rounds magazine (was 75 before)
Olá aos nossos amigos Portugueses e Brasileiros!
Witajcie! Chcielibyśmy powitać wszystkich graczy z Polski!
this small update is mainly dedicated to our Polish and Brazilian/Portugese runners out there!
Full credits go to Paweł "Brodaty" Midvith ( https://www.youtube.com/user/Midvith ) and Ivan Santos aka "DGangJ" without whom those translations wouldn't exist, thanks a lot guys!
Happy running!
Changelog:
- Portugese translation added
- Polish translation added
- fixed a bug with inventory UI staying busy after switching to an unreloadable weapon, e.g. riot shield
- small map fixes here and there
Hey Runners! RWR 1.23 has been released, with the following changes:
- ai: fixed AI only using the first suitable call regardless of having enough of XP/RP for others
- weapons: very rare machinegun added: the MG-42
- weapons: very rare high caliber sniper rifle added: the Lahti-L39
- weapons: very rare sawn-off shotgun (secondary weapon) added
- weapons: WB-II microgun slightly rebalanced (stronger)
- weapons:Anti-tank Javelin despawn time raised from 45 to 90s (now similar to a rare weapon)
- items: fixed EOD vest where a AI soldier barely spawned with a EOD vest, just the visual model (this time for real!)
- dominance (pvp) mode: elite soldier models for players with ranks of General
- dominance (pvp) mode: Frozen Canyon slightly rebalanced
- maps: several fixes here and there
- modding: mines and explosives now have a new parameter, by default: can_be_detected_by_driver="0"
- misc: added sniper tag for the Dragunov SVD
- misc: fixed camouflage suit not showing in dominance mode
- misc: fixed an exploit where you could duplicate weapons
- misc: reduced screen shakiness for artillery strikes and C4 explosions
Dear Runners,
The year 2015 has come to an end and we want to wish you a Happy New Year 2016!
We wish you especially health, love and success in your job/studies.
We, at Modulaatio Games, are looking forward to provide you with some more quality entertainment in the future!
Running with Rifles has been our first title and we are rather happy with the reactions overall (91% positive reviews on Steam speaks for itself - don't forget to post a review if you didn't yet, no matter if positive or negative).
Thanks for your support and keep running guys, you rock!
Your Modulaatio Games team
Hey Runners!
today, we release version 1.22 which is mainly a quick fix patch.
We also want to seize the occasion to let you know that this year again, indieDB has opened the votes for the "IndieDB Game of the Year 2015" award.
In beta, RWR was chosen as the Tactical Shooter of the year 2012 and 2013. Let's try to achieve more this year by voting HERE to get into the top100 !
Changelog for version 1.22:
- fix: EOD armor commonness raised to 100% so that this time every designed EOD soldier will spawn with such an armor
- fix: map11: flare_checkpoint vehicle points at the darkcat marker
- fix: several map fixes here and there
- fix: some newer rare weapons didn't be tagged as rare, thus cleaned from the world twice as fast as expected
- fix: AI grenade usage bug fixed
- fix: inventory view item layout bug fixed
- maps: Railroad Gap map partially redesigned
- maps: lowered the player ai compensation in the Frozen Canyon map to make it slightly easier in invasion
- weapons: javelin ballistic tweaked
- weapons: soldiers carrying javelin(s) now drop at least one on death
- vehicles: collision model of the buggy extended, so that it provides slightly more bullet cover
- vehicles: AI slot priorization order of the buggy exchanged. Now the gunner slot will be taken prior to the passenger seat
- calls: buggy drop call price lowered from 350 to 300RP
- dominance: raised max RP value from 1000 to 2000
- misc: added a custom uniform for "general of the army" rank (mainly relevant for online invasion)
Happy running!
Today's Deal: Save 40% on RUNNING WITH RIFLES!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
Hello Runners! here is a "quickfix patch". Happy running! Changelog:
- weapons: Claymore blast radius raised from 5m to 6m
- fix: 8x paratroopers radio call had become borked by dropping only 2 paratroopers
- fix: now possible to make a radio call while being wounded after going prone
- fix: harmless script error at resource unlock handling
- fix: EOD group soldiers now all spawning with EOD armor
- fix: flares can't be used on the map Frozen Canyon anymore, throwing one will just throw the flare object which can be picked up again
- fix: BTX APC body collision model offset as it was too low and could not cross railroads properly
- fix: AI driven vehicles can now cross the railroads without restriction as the collision model of the railroads changed to deck type without collision walls. That way, the AI don't see it as an obstacle.
- fix: issue where Desert Eagles couldn't always shoot while prone
- fix: bullets shot for achievements now tracked properly
- fix: stun projectile (e.g. from Pepperdust) don't destroy the first stage of a vest anymore
- fix: few map fixes here and there
- fix: exploit where it was possible to duplicate equipment
- fix: exploit where it was possible to skip the reloading animation
- misc: Darkcat tank is not enterable anymore by soldiers from the faction which isn't owning it
- misc: XP/RP for destroying the Darkcat increased
Hey Runners!
Woohoo a new patch! RWR has just been updated to version 1.2!
Besides an all new map, we added 2 new vehicles, a few new weapons and added the Final Mission II campaign map to the online cooperative Invasion. The much requested Steam Achievements and Trading cards are also in now.
For a more detailed changelog, scroll below.
Next, we will make a short map-making tutorial video as it would be about time to have some decent community maps! ;)
Happy running!
Changelog for version 1.2:
- Steam: 45 achievements added
- Steam: Trading cards added
- gameplay: encumbrancy of rare weapons increased (from average 10% to 50%)
- gameplay: camouflage suit added to dominance resources
- vehicles: vulcan tank added (minigun mounted tank type)
- vehicles: Buggy added (fast combat transportation)
- vehicles: Pigeon P5 bullet protection slightly decreased
- vehicles: Jeep bullet protection slightly increased.
- vehicles: patrol ship mortar increased sight range
- calls: Buggy drop radio call added
- weapons: microgun rare weapon added (now for real!)
- weapons: javelin anti-tank weapon added
- weapons: Benelli M4 suppressor rare stealth shotgun added
- weapons: Kriss Vector rare stealth weapon added
- weapons: TOW now slightly protects the user from incoming bullets
- vest: EOD armor added (very effective vs. smaller explosions)
- maps: new "Railroad gap" desert theme map added in invasion and quick match
- maps: Frozen Canyon added to invasion map rotator (experimental)
- maps: Frozen Canyon added to dominance map rotator (experimental)
- maps: small fixes here and there
- items: added camouflage suit also to quick match and dominance
- items: 3 new valuables added
- online: weapons sight range modifier handled server-side also in invasion
- online: client faction in official invasion servers is now set to Brownpants
- fix: overlays fixed on Mac
- fix: camouflage suit now consumes on death
- fix: tank call disable/enable with anti-air emplacement bug fixed
- fix: workaround for badly built wall geometry with elevated ground
- misc: hotkey channel support added for global/faction/squad/screen
- misc: prisoner model for prison break side mission
- misc: you can now blow the horn as a driver of some vehicles
- misc: graycollars are now more visible in the mapview
- misc: added missing base names and capture zone boundaries to the mapview for dominance
Hey Runners! It has been a while since the last update but we needed some time for us and our families to be back in business with full energy! :) Sorry for those who waited for the achievements, the support is there but the actual achievements aren't implemented yet as it would have need some more time for testing but don't worry, it will come in the next update! Changelog:
- DE/FR/ES translations added (launch the config tool to choose your language)
- loading screen hints added
- fixed PSG-90 sniper rifle using the wrong visual model
- few weapon models reworked
- Copehill down map (Final Map I) added in the dominance map rotator
- added secondary machine pistols (mini Uzi, Steyr TMP, AEK-919k)
- added binoculars (will slightly increase the sight range)
- added microgun rare weapon
- added a vest Type I, it has one less layer of damage, which means it can absorb 1 bullet, the next one will put you in wounded state. It has a bigger movement penalty and is in dominance only
- vest Type II has a slight movement decrease
- added camouflage suits (no protection but gives the AI harder time to detect the wearer)
- added 2 news miniboss (gray, brown) visual models
- fixed a bug where you could shoot through walls while being prone
- explosions don't overall go through 1 stage of vests anymore. The bigger the explosion, the more vest stages it consumes.
- steam achievements support (the actual achievements are not yet implemented! coming soon)
- map fixes here and there
- minor fixes
Changelog:
- Linux: fixed vehicle tracking issues in campaign when continuing an existing campaign, fixing cargo vehicle deliveries
- map view: fixed frame overlay being rendered behind the background occasionally
- menu: added port forwarding note in Activate server screen
- Mac: fixed init_match.xml being looked for in wrong location, causing Final Mission 1 AI commander to function in a unintended way
- vehicles: humvee has slightly higher acceleration
- maps: some minor fixes
- campaign: some extraction points moved to not being extracted accidentally
- Dominance: added server side overrules for potential client side sight range and camera modifications
- AI: fixed a bug with bot behavior to jump back and forth between guarding and beginning to approach an already manned deployed weapon when area under open fire but enemy not detected
Hey runners, we had a great week behind us with the release of RWR. We had a peak of 1391 simultaneous players and around 420 on the online servers and we are, as I speak, still on the front page of the Steam store, this is awesome! We had to rent a few additional servers to make sure you guys can find a server to play. Today we have mainly some hotfixes for you. Changelog:
- compatibility: different shadow camera setup for AMD APU based systems, fixes crashes/freezes
- online: IP ban manager added
- online: server name added in the network status data
- online: a few potential crash situations fixed, thanks for the crashdumps guys
- map12: fixed final mission 2 bug with script phase controllers not running after becoming defeated, effectively causing the wall to never come down
- menu: added more visible button to enter the playground tutorial
- menu: wiki button link pointed to manual section, button made bigger
- badges: typo corrected in one of the kill streak badge texts
- dialogue: corrected target character for commenting on hostile vehicle takeover
Dear Runners!
Modulaatio Games is proud to announce that RUNNING WITH RIFLES has now gone FINAL!
We want to thank everyone who followed us in the Early Access stage and also those who supported us even earlier. It's been an awesome time with you guys!
This sounds like a good-bye but NO! We'll continue to work on the game, of course!
We promised you a ZOMBIE MODE and 1-2 new maps at least. Probably even more stuff
coming but we prefer not to promise too much! :)
Enjoy the game and thanks again!
Changelog:
- gameplay: threshold value to trigger additional spawners reduced by 25%; means that a faction with high soldier capacity but low soldier count is now more likely to spawn several bots at the same time
- maps: a few fixes here and there
- lobby: some more playground text hints added
- weapons: M107 Barrett muzzle velocity slightly increased
- weapons: QBS-09 projectile decay time slightly increased
After a successful Early Access campaign,RUNNING WITH RIFLES is Now Available on Steam and is 15% off!*
RUNNING WITH RIFLES is a top-down tactical shooter with open world RPG elements.
In RWR, you join the ranks of an army as a common soldier, just like the thousands around you.
*Offer ends April 9 at 10AM Pacific Time
It kinda feels weird to be so close to the final release, we were quite used to making an update every week recently! :) Most important change in this update is the playground, which is actually the lobby map with an integrated pseudo-tutorial. Don't expect stuff like "press W to move forward - gooood!", "now press C to crouch - awesome!". It's more of a small sandbox puzzle-game. Nothing spectacular but at least you are free to do whatever you want, which is the leitmotiv we always followed with RWR. IMPORTANT: Today is Day-0 in terms of profiles on the Official Invasion and Dominance server realms. Indeed we have now wiped all profiles, as announced last week, and we are ready for a clean start for everybody. We had to do that to restrict the username length and to force uppercase for clarity. I can imagine that online coop with fresh profiles will be a tough nut to crack for you all, that's why it will require more cooperation than ever! GOGOGO! Change log:
- lobby: lobby now comes with some entry level key control and mechanics training ideas
- controls: some aiming cases fixed
- items: riot shield animations fixed, changed stun grenades to not consume shield stages
- weapons: XM-25 projectile damage reduced to 15 (was 45)
- online: realm servers force uppercase letter usage for usernames now, new username length limit
- hud: ammo display made to refresh faster
- hud: reduced line spacing with top right notifications
- ranks: XP requirement for the five ranks of Generals halved.
- modding: added support for calls to utilize any static xml commands
Hey runners, After roughly 4 years of development with 1 year on Steam Early Access, Modulaatio Games is proud to announce the release date for RUNNING WITH RIFLES. Next week we'll release our last beta version (0.99.9) and on April 2nd, RWR will be released as final in Steam! Today we are also introducing the new cover art for the game, also to prevent any possible confusion of the game being a 2D sidescroller for children ;) IMPORTANT: For the next release we'll perform global profile resets on the official Invasion servers, which means that your profile will still exist but you'll loose your XP/RP and stashed items. This means that you have 1 week to burn your RP and use your stashed rares ;) Changelog:
- items: further tweaking with drop factors; guaranteed rare drops is now back in, for example
- dominance: fixed Vigil Island radio jammer to use rewards in line with others
- campaign: Final Boss stage II - radio jammer added in the Area 69.
- campaign: Final Boss stage II - enemy flares now spawn AI soldiers in the Area 69.
- weapons: Barrett M107 now has 10 round magazines (was 8)
- maps: Rattlesnake Crescent - duplicated decoration fixed in Dominance mode.
Changelog:
- AI: fixed driving with long and slow vehicles occasionally being detected stuck in perfectly open road
- AI: new dialogue and comments added
- campaign: fixed koth maps not respecting faction multiplier settings
- rewards: fixed kill combo bonuses not working in online anymore
- rewards: fixed rounding errors with +1XP/RP rewards
- items: default item drop counts set back to 50% from 100%
- items: fixed item duplication exploit when stunned
- weapons: fixed several cases of character getting stuck when aiming and shooting close to self
- vehicles: fixed far away vehicles getting saved in incorrect orientation
- vehicles: added hint_text support, to be used in playground / tutorial
- dominance: squad "xp cost" reduced to enable squadmates earlier
- dominance: various settings and map tweaks
- scoretable: fixed score sorting in xp score mode
- scoretable: fixed correct text to show for total / match stats when opening it after closing it as match stats
- menu: official dominance server list added
- menu: cleaned up previous server list entries from showing up momentarily when switching between server lists
- modding: added possibility for different bullet trail effects, see vanilla/particles/laser.trail file and comments in bullet.projectile file
- modding: added possibility to remove the default muzzle smoke effect, with weapons specification parameter use_basic_muzzle_smoke_effect, by default enabled
Changelog:
- gameplay: fixed a bug with aiming not detecting certain close by obstacles anymore
- general: new optional score mode added, xp progression shown as score instead kills minus deaths
- general: new capture mode added based on proximity of border bases; when used map view shows the bases that can be captured by friendlies and enemies
- general: kill combo reward externalized
- items: characters no longer spawn with items used for vehicle cleanup after-effects
- online: tweaked team kill penalty mode, still not enabled by default
- online: fixed vehicles rendered too low in online occasionally
- online: new persistency mode added, stores both current match and persistent profile data; stats view shows a toggle button when it's used
- online: Steam account ban added
- online: fixed a bug with a chance of spawn points becoming locked down in DM
- online: fixed a bug with soundtrack being left playing after match restart
- online: possibly fixed a server crash related to lately increased inventory sizes
- online: Classic mode overhaul
- maps: added 2 stashes on Vigil Island
- maps: race1 map rescaled
- minimodes: added a new playlist on the Rattlesnake Crescent map
- minimodes: Islet of Eflen map (pvp1) added into the minimodes map rotator
- sounds: overall weapon shot sound volume adjustment
Changelog:
- online: classic mode revamped to use minimodes as basis, now comes with match timer to force map rotation
- online: deathmatch to use minimodes as well
- online: fixed a server bug with map change not queuing all player profiles for saving
- online: minimodes vehicles updated
- online: 3-faction teddy hunt gamemode script added
- gameplay: fixed aiming bugs
- general: made RWR cap frame updates when the window is not focused
- general: added lose_without_bases as saved faction data; fixes Final Mission II completing too early before the final phase if savegame is loaded into the map
- sounds: more processing applied
- Windows: Ogre3D updated to 1.7.4
-
Also don't forget about today's 3-faction Teddy Hunt event at 8pm UTC!
RUNNING WITH RIFLES
Modulaatio Games
Modulaatio Games
2015-04-02
Action Indie Singleplayer Multiplayer Coop
Game News Posts 103
🎹🖱️Keyboard + Mouse
Very Positive
(13808 reviews)
http://www.runningwithrifles.com
https://store.steampowered.com/app/270150 
The Game includes VR Support
Linux Content [435.96 M]RUNNING WITH RIFLES: The Pacific (616850) Depot [294.29 M]
RUNNING WITH RIFLES: PACIFIC
RUNNING WITH RIFLES: EDELWEISS
RUNNING WITH RIFLES: Veteran Pack
In RWR, you join the ranks of an army as a common soldier, just like the thousands around you.
The open world approach lets you define your own path and story in the campaign. Push back the enemy with your comrades or go deep behind enemy lines to sabotage their efforts and loot valuable items.
As you gain experience, you are promoted with higher command over soldiers and equipment. Call in artillery fire missions or paratrooper reinforcements when the situation gets tight! Use your squad to man armed boats, tanks and APC's, or, become the expert lone wolf you always aspired to be - it's up to you!
KEY FEATURES
- hundreds of locations to explore from trenches to towns, deserts to snowy valleys
- emergent AI that will question if you're as smart as you think you are
- realistic cover system
- dozens of different weapons, support and cover items, radio calls, vehicles
- side objectives to keep you busy: destroy radio towers and other assets, steal cargo trucks, rescue prisoners
- 40+ multiplayer support, dedicated servers, coop, PvP, PvPvE
- speech bubbles!
- deaths and fails, a lot of them, including your own!
- ...and of course, mods!
- Processor: 1.6 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVidia Geforce 6800. ATI x800. Intel HD3000 or equivalent with 256MB VRAM - please note that the game is not playable with ATI/AMD proprietary drivers!
- Storage: 2 GB available spaceAdditional Notes: Try out the latest demo to see if the game will run fine for you.
- Processor: 2.4 GHz Dual CoreMemory: 2 GB RAMNetwork: Broadband Internet connection
- Memory: 2 GB RAMNetwork: Broadband Internet connection
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