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
1.20 update Released!
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)
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
1.10 update released!
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 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
1.02 update released!
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
This Sunday at 6pm UTC, we'll have a pure PvP classic event on {SAS}Beerdrinkers! We will try to break the record of 64 players by making a 64v64! Let's hope this won't turn into a complete mess and that the server can handle it! :)
As the event name suggests, there won't be any AI on the field, backdooring are allowed and the whole map will be capturable!
1.01 update released!
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
Important for server admins: Updating servers won't be required, 1.01 is compatible with 1.0.
RUNNING WITH RIFLES RELEASED!
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
weapons: QBS-09 projectile decay time slightly increased
0.99.9 update released, last one before the game is released as final!
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