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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




EDELWEISS DLC Dev Blog + Update 1.78 release

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[/u] 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


[ 2020-10-12 19:33:54 CET ] [ Original post ]