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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] 


DLC

 RUNNING WITH RIFLES: PACIFIC 


 RUNNING WITH RIFLES: EDELWEISS 


 RUNNING WITH RIFLES: Veteran Pack 




LINUX STREAMERS (1)
dreamcast88




Update 1.77 released!

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)


[ 2020-06-19 18:29:48 CET ] [ Original post ]