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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




RUNNING WITH RIFLES:EDELWEISS... OUUUUT NOW!

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


CHANGELOG v1.80 (Pacific):

  • 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.


[ 2020-12-15 19:29:47 CET ] [ Original post ]