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Name | RUNNING WITH RIFLES | |
Developer | Modulaatio Games | |
Publisher | Modulaatio Games | | |
Tags | Action Indie Singleplayer Multiplayer Co-op | | |
Release | 2015-04-02 | |
Steam | 3,74€ 2,74£ 3,74$ / 75 % |
News | 99 |
Controls | Keyboard Mouse |
Players online |  249  |
Steam Rating | Very Positive |
Steam store |  https://store.steampowered.com/app/270150  |
How long to Beat |
Main Story |  12 Hours  |
SteamSpy |
Peak CCU Yesterday | |
Owners |  200,000 .. 500,000 +/-   |
Players - Since release |   +/- |
Players - Last 2 weeks |   +/- |
Average playtime (forever) | 1121 |
Average playtime (last 2 weeks) | 57 |
Median playtime (forever) | 1315 |
Median playtime (last 2 weeks) | 57 |
Public Linux depots | Linux Content [435.96 M]
RUNNING WITH RIFLES: The Pacific (616850) Depot [294.29 M]
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DLC | RUNNING WITH RIFLES: PACIFIC
RUNNING WITH RIFLES: EDELWEISS
RUNNING WITH RIFLES: Veteran Pack
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LINUX STREAMERS (1)
Pacific DLC store page + 1.54 update released! |
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
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[ 2017-09-05 19:10:57 CET ] [ Original post ] |