It's update time with some really exciting news for you guys! First of all, this update will include 2 "new" maps, one for Vanilla and one for Pacific (see WW2 section below). They are not entirely new, hence the quotes, as the Vanilla map "Warsalt Legacy" is based on the EDELWEISS map "Varsity" but has been heavily reworked and adapted for Vanilla needs, implying larger roads and also a bigger ruin city part as we all loooove those massive close quarter combats in destroyed cities, don't we? The map will be playable in quick match as an assault map and has been added to the online invasion map rotator.
The map has also been added to the Dominance map rotator, more precisely the ruin part as "King of the Hill" mode but also as a normal conquest substage. We also added a new soldier type, the "Ranger". He is about as rare as the grenadier but is behaving differently on most aspects. Beside being a squad leader (max 3 squad members though!), he is rather aggressive, faster and is equipped with an automatic rifle and tends to switch to his underbarrel grenade launcher when facing larger groups of enemies. As secondary, he is equipped with a SMAW which makes him a versatile tank destroying unit. He has a strong body armor on top of it and likes to call for Gunship support, ouch!
Next, let's come to a topic that has been on the suggestion list of several Runners or potential Runners pretty much since the first versions of the game were made public: controller support. We stated repeatedly that in RWR, albeit being a top down shooter, not only the aiming direction matters but also the distance of the crosshair as the projectiles have ballistics, and the world is entirely 3D like on most conventional shooters that are not top-down. This made us come to the conclusion that having a controller support would not bring the joy that one would expect.
After the announcement of the Steam Deck, we brought this option on the table again, as the Steam Deck features a trackpad for aiming, similar to the Steam Controller, both in that aspect having potential to be seriously taken into consideration. The next thought was if regular twin stick controllers without trackpad could be an option too, and after some testing, tweaking and the addition of a minor aim assist it was indeed surprisingly playable in so that we decided to add general gamepad support as well. This has been tested with PS4 controller, Trust GTX 1230, Steam Controller and last but not least of course also on the Steam Deck, which was the device that fired up the whole idea.
Playing with gamepad, we'd suggest to start with the "casual difficulty", which gives enough challenge to sink your teeth into your controller - at least this was the case for us but we are definitely not the most advanced controller players out there! :)
For a full list of change, check the changelog below!
We also do have some new content for RUNNING WITH RIFLES: PACIFIC being published today. We're bringing over an RWR: Vanilla map into Pacific; "Vigil Island" is being transformed into "Wake Island". With some modifications to the terrain, this will be a King-of-the-Hill style map set in the middle of the campaign. Included is also two new weapons - a Scoped M1941 Johnson Rifle for the US Marine Snipers, and a rare Type Ko semi-automatic rifle for the Japanese forces. Some extra tweaks have been made to a few Japanese weapons - the Type 4 Garand and Type 100 Paratrooper SMG can now both equip bayonets, and the Type 100/44 SMG now makes use of a full-size bayonet instead of a short one. Paired with this are the usual assortment of some bug fixes and balance adjustments to keep things alive.
We can't make this post without dropping a line about the actual situation in the Ukraine. We at Osumia Games are blessed having a community from all over the world with different cultures, who just want to have fun together. Military conflicts should only be fiction and we are vehemently rejecting any kind of aggression. We stand with peace!
MAKE LOVE, NOT WAR!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
changelog v1.91:
NEW content and features:
maps: map "Warsalt Legacy" added for online invasion and quick match
ai: new soldier class - the "Ranger". Armed with a faction specific underbarrel AR and as secondary SMAWs
dominance: added Warsalt Legacy to the map rotator
dominance: added King of the Hill substage of Warsalt Legacy to the map rotator
dominance: added neutral troups at the "Hill" bases in King of the Hill substages to avoid instant capture
weapons: added alt fire mode for the Benelli M9 and Glock 17 which removes the suppressor
controls: added Steam Input game controller support
controls: added analog movement, throttle and brake for game controllers
controls: added vehicle drive lookahead in driving direction for game controllers
controls: added haptics/rumble events for game controllers
controls: added optional aim assist for game controllers
controls: change mouse sensitivity to adjust to resolution
controls: added mousewheel handling for menu ui sliders and scrollers
BALANCE Changes:
invasion: couple of balancing tweaks implying partial minor map redesign
weapons: stock machine pistols bullet spread and bullet decay start time slightly buffed
weapons: QBS-09 shotgun spread decreased
weapons: XP requirement for the SMAW increased
BUG Fixes and Tweaks:
maps: few fixes here and there
weapons: Dragon's Breath projectile class changed to bullet to avoid going through thin walls
weapons: XM25 has slightly faster reload speed but lower blast radius
weapons: Claymore's time to live extended from 3 to 4 minutes
weapons: shielded weapons received the parameter usable_for_cover="0", so friendly ai won't group around their users
vehicles: passenger AI slot queue of the Technical reworked to have front seat to be occupied last
misc: extended the lock on death from rare weapons only to backpack valuables and healthy vests
animations: fixed a bug where the dog was in a looping attacking stance
animations: fixed a missing animation for the shock paddles
animations: suppressed pistol mount animation speed increased
particles: corrected syntax error in flare.particle
bug: fixed a crash when the neutral faction tried to make a radio call but missing the resources
modding: added the rest of vest modifiers to weapons
items: added drop_count_limit_in_range for items to reduce the less important item clutter
controls: reduced some input lag related to mouse positioning
controls: radio view now works as both tap to toggle visibility or hold to show/release to hide as usual
ui: changed clipping in menu render for Deck/Proton compatibility
ui: changed radio view to center on screen
WW2 changelog v1.91:
NEW content:
maps: "Wake Island" map added to campaign, invasion, and quick match - a modified version of the "Vigil Island " vanilla map but suited for Pacific gameplay
weapons: NEW Type Ko semi-automatic rifle - a low-recoil 6.5mm weapon carried by IJA and IJN Veteran soldiers in early- and mid-war maps
weapons: NEW Scoped M1941 Johnson rifle - semi-automatic sniper rifle carried by USMC Snipers in all stages of the war
weapons: Type 4 Rifle can now mount a bayonet
weapons: Type 100 Folding SMG can now mount a bayonet
BALANCE Changes:
calls: Light Artillery barrages now deal remarkably less damage to all vehicles, but cost has been lowered -50RP; encouraging use against infantry groups
calls: Strafing Run radius of each bullet raised from 3m to 3.35m
soldiers: the specialist Tank Hunter AI soldiers now wield small-arms when fighting infantry, drawing their heavy Rocket Launchers only when engaging Tanks
weapons: variety of tweaks to nearly all Sub-machine Guns, Semi-automatic Rifles, and Semi-automatic Snipers, focusing on tweaks to reloading time, but with others too
weapons: Sten Mk V now costs only 10rp instead of 15rp
weapons: Type 100/44 now utilizes full-length bayonet instead of short bayonet
weapons: M1 Garand 60mm Launcher - reduced blast radius of High-Explosive by 0.5m, raised Anti-Tank mode damage; 1 less shot against Medium Tanks
weapons: Type I Carcano now has more differences from Type 38; better standing-accuracy, longer damage range, but slightly lower velocity
UNDEAD BALANCE Changes:
weapons: semi-automatic rifles no longer have special boosted damage in this mode
zombies: common zombies now receive slightly more damage from all small-arms weapon sources
BUG Fixes and Tweaks:
calls: fixed a sorting issue with Allied call-ins on Hill 262
models: improved the weapon models of all Type 100 SMG variants, Type 2 SMG, and the Type 4 Garand
hud: Type 100/44 now utilizes full-length bayonet instead of short bayonet
hud: Type 99 Rifle and LMG now visually illustrate a late-war pattern of Japanese bayonet instead of early-war
translation: couple of fixes
Update 1.90 released!
Hey Runners!
First of all... Ho-Ho-Ho! Osumia Games wish you all a...
2021 is coming to an end and it has been a very special period for us. Thank you all so much for the support over the years, as we know some Runners are still here from the beginning of our journey! This year 2021, the RUNNING WITH RIFLES family has grown by another 315.000 members and on top of that, over 150.000 DLC units sold complete those insane numbers. This is by far a record year, and that is 6 years after the release of the game! It looks like continuously publishing updates and having a very strong modding scene has paid off. Speaking about records, we broke another one for concurrent players back in May with over 14.000 Runners playing at the same time! We certainly weren't prepared for the sudden influx yet with some intense server management we came through it! :) Some other insights about the year 2021's review include 30 updates with 7 major ones and still having an awesome community which provided new goodies for 2 community boxes!
Alright, enough with the numbers as we also have another update being released! While the Halloween event was mainly a success, we decided to make a (small this time!) Xmas event by including a new enemy type, the bad Santa! The bad Santa is similar to the Elite Ripper from the Halloween event, hence a pain! He will always drop a Xmas gift on death, which is mainly stuff for sale to avoid the dogged hunt for temporary rares that we experienced during the last event.
We've also prepared an update for owners of the RUNNING WITH RIFLES: WW2 DLCs!
We're adding in one new weapon to the game, as well as one new 'undead' enemy type to the special Undead gamemode, plus a variety of other changes. The new weapon is the Sauer M30 Luftwaffe 'Drilling', a unique shotgun and rifle combination weapon meant to help a crashed Pilot survive in the wilderness. Featuring a powerful double-barrel Shotgun mode that can switch to a devastating 9.3x74mm Rifle mode, this gun packs a punch! It can be found carried by Fallschirmjaeger 'Veteran' and 'Sniper' soldiers on the game's final maps, Operation: Sealion and Operation: Varsity. It is also available to the player in the WW2: Undead mode right in the Armory, but locked behind a bit of XP!
Speaking of the Undead mode, regarding that new enemy type being added: the "Undead Spitter"! This armless abomination horks acidic gobs of liquid to a medium distance, and can put some pressure on the player to stay mobile. With the new Spitter we are also adding in Opel Blitz trucks to the map, as the Spitter can damage those, and occasionally a regular Shambler might spit acid on them too (but they will only spit on vehicles, not on regular soldiers.)
Alongside these changes, back to the PACIFIC theatre, the M1 Garand 60mm Grenade Launcher weapon is being redesigned - it will now feature two firemodes which switch its projectile type. The main firemode will now be the M49A2 High Explosive Mortar shell (adapted to fire from a rifle), and the other will be the M9A1 Anti-Tank Grenade. Furthermore a couple balance changes and bug fixes have been made, and we updated the names of a couple weapons discovered to be inaccurate. Full changelog below!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
Changelog v1.90 (Vanilla):
maps: few fixes here and there
dominance: added stashes in most maps
dominance: added on more base and reworked Blackgold Estuary
Man vs. Zombies: all higher tier zombies have different damage models to get an idea about how damaged they are
Man vs. Zombies: player damage models added
invasion: Bad Santa enemy added over the xmas event
invasion: Xmas box added
Changelog v1.90 (WW2):
NEW Content:
WW2 Undead enemy types: NEW Zombie "Spitter" type enemy added to the Undead mode!
WW2 Undead: Opel Blitz trucks now spawn around the map
WW2 Undead: Common Zombies now have a small chance to use acid-spit, but only against vehicles, such as the Opel Blitz
weapons: NEW Sauer M30 Luftwaffe "Drilling" Shotgun added to the game! This double-Shotgun + underbarrel Rifle combo packs a lot of punch. Can be found on Fallschirmjaeger Veterans and Snipers on Sealion and Varsity, and is also available to the Player's armoury on the WW2 Undead mode!
weapons: REDESIGNED M1 Garand 60mm Grenade Launcher. Can now change grenade types between High-Explosive (anti-personnel) and Anti-Tank
BALANCE Changes:
maps: Arnhem wave-defense section has been rebalanced, reducing the number of enemy soldiers, vehicles, and artillery strikes to make it easier when playing alone
maps: Hill 262 in Allied campaign - added an Allied Armoury Truck
weapons: M1 Garand 60mm Grenade Launcher - the High-Explosive mode now has a 6m blast radius instead of 5.5m. Reload speed is slightly slowed down to compensate. The new Anti-Tank Grenade mode works mostly like the secondary-slot AT Rifle Grenades, but deals slightly more damage
calls: Strafing Run projectiles' blast radius raised from 2.75m to 3m
vehicles: raised the respawn time of most Landing Craft in the Pacific campaign based on community request
UNDEAD BALANCE Changes:
weapons: all Semi-Automatic Rifles now deal slightly more damage
weapons: all Mobile style Heavy Machine Guns no longer have a penalty to their damage
BUG Fixes and Tweaks:
calls: addressed an issue where airborne Paratrooper calls were not spawning a guaranteed medic in Invasion mode
calls: Airdropped Armoury call-ins no longer have random spread for where it will land
weapons: M1D Garand renamed to M1C Garand, since no M1D's were used in WW2. The weapon's model has been slightly altered as well, but the HUD icon was already appropriate
weapons: Type STE (the Japanese MP 34 in 7.63x25mm) now renamed to Type SU; new information was discovered, and this new name is more correct
soldiers: UKF Commando model combination with suppressed weapon and sniper suit - fixed issue where the Commando model was not drawing when wounded
Undead soldiers: slightly tweaked the Resurrector summoning sound
Update 1.89
Vanilla changelog:
maps: few fixes here and there
equipment: added a bit more kaboom to the welding torch when exploding on death
dominance: added the AT mine to the inventory. Friendly fire is disabled.
Halloween event: scripted elements from items such as the werewolf frenzy, vampire blood thirsty and scream costumes are removed
valuables: non-Halloween typical weapons from the Pumpkin Box are now being dropped at a low score rate by other existing community/gift boxes
WW2 Changelog:
maps: Bougainville now showing the proper mapview in the respective campaigns
weapons: M1 Garand Large Mag and G 43 Large Mag have faster accuracy stance recovery (from 1.8 to 2.0)
soldiers: Sentry AI soldiers in Campaign (Invasion unaffected) have less armoured vest layers (from 8 to 6) and are slightly more vulnerable to Melee and Explosive attacks
translations: few fixes here and there
UNDEAD WW2 Changelog:
enemy count: reduced total soldier capacity on map by -20, reduced bonus enemy compensation per player from 4 to 3
calls: reduced cost of Airdropped Armoury from 350 to 175
difficulty modes: lowered enemy capacity percentage on Easy and Normal
soldiers: Axis Remnant elite enemy types all spawn less often
soldiers: Undead elite enemy types all spawn less often, though the reduction is not as signficant as Axis Remnant
soldiers: Axis Remnant Sentry, heavy Machine-Gun Sentry, and Officer are more vulnerable to Melee and Explosive attacks
soldiers: Axis Remnant Sentry and heavy Machine-Gun Sentry have slightly less armoured vest layers
dogs: Axis Remnant Kampfhund (dog) is now more vulnerable to Melee and Explosive attacks
dogs: Undead dog model has been adjusted so it has a more prominent skeletal spine visible, slightly highlighting the threat visually
summoning: Undead 'Resurrectors' and dog 'Howlers' now summon less allies. Resurrectors from 3-5 randomly to 2-3 randomly. Dogs from 3-4 randomly to a fixed amount of 2.
valuables: Undead Brutes and Resurrectors now have a chance to drop loot when killed
vests: Veteran Gear vests now resist Melee for one strike and will result in wound from it at the end
vests: Sniper Gear vests now result in wound from Melee
vests: Assault Gear vests now resist one Melee strike, but still do NOT result in wound at the end
briefcase crates: breaking open a Briefcase Crate now spawns randomly 1-2 Briefcases, instead of a guaranteed 2
briefcase unlocks: removed the Large Wrench and HE Rifle Grenade from the possible Briefcase unlocks from the Undead mode
Update 1.88 released!
Trick or Treat Runners!
Osumia Games doesn't have a history of Halloween goodies buuuut it's never too late for that, isn't it? Today, in invasion and until Monday, November 8, we'll have some pumpkin boxes for you. Lot of goodies such as new powerful weapons, but on the more humorous (hey, it's Halloween after all!) also new costumes with custom effects behind them, such as spawning skeletons when you kill an enemy with the Reaper's Scythe while wearing a fancy Reaper costume! Or going berserk as a werewolf when on a melee streak. You can even disguise as vampire and replenish your vest. We want to thank the modding community especially for the ideas they submitted for this box! Boo!
We also made a few fixes and balancing tweaks which will especially please the XP-addicted among you guys. Indeed, the XP per kills is average 35% higher than it was in 1.87 (base on a 10 kill streak - Godlike Pwnage). Lower kill streaks especially will take advantage of the change, as the XP boost has never been higher!
We've also prepared a big update for owners of RUNNING WITH RIFLES: EDELWEISS!
We're very excited to debut a new game scenario: WW2 Undead! In the spirit of Halloween, this is a zombies-based mode. Taking place just after the end of the war, Axis Remnant forces have resurrected the dead in an attempt to overthrow the victorious Allies (Unbeknownst to them, the Undead share little sympathy to their cause). Set in the aftermath of Operation: Varsity, play as a lone member of the Allied forces (or team up with friends in co-op) to defeat the Axis Remnant and the Undead! To launch the mission, locate it under the Campaigns menu. You must be an owner of RUNNING WITH RIFLES: EDELWEISS to have access to it. To win the mission, you must visit each base marked on the map as having an occult 'pentagram' within it and stand on the pentagram seal until it completely lights up. Finishing all the pentagrams will unlock the Castle Gate in the north-east corner of the map; within the Castle you must defeat the enemy Overlord boss to win! Can you stop the evil forces at hand and bring an end to this great villainy? Good luck soldier!
The new scenario comes complete with many new types of enemy units and a variety of assets specific to it. In addition, changes to the standard EDELWEISS and PACIFIC mode have also been made; you can find the changelog below.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
Changelog v1.88:
NEW content:
items: added Halloween Box for online invasion
modding: added grenade specific throw animation support
modding: added allow_rare for armory_item_spawn result
modding: added vehicle spawn_point lock_range
BALANCE Changes:
weapons: player_death_drop_owner_lock_time increased from 30 to 45 seconds
weapons: G11 slightly rebalanced and alternate fire mode (full auto) added
weapons: medical dart gun now only unwounds friendly units and been slightly reworked overall
misc: kill XP now relies more on the XP of an enemy unit
misc: kill XP increased by average 35%
calls: combat vehicles and rubber boat drops not possible on objects/buildings anymore
ui: fix for menu scroll bug with initially selected quickmatch map
vehicles: DarkCat XP damage reward significantly improved while final blow reward has been decreased. Added a damage RP reward
dominance: soldiers now get stunned by the pepperdust
WW2 changelog v1.88:
NEW Content:
campaigns: NEW WW2 Undead mission available (found in Campaign list) - featuring a chaotic post-war battle between the Allies, Axis Remnant, and the Undead!
BALANCE Changes:
vehicles: landing craft spawn point lockout reduced from 45m to 30m, AI machine gunner sight range reduced
soldiers: enemy Assault Trooper, Banzai, and Flamethrower Operator are no longer immune to stun / the Mk 3 Concussion Grenade
weapons: Mk 3 Concussion Grenade can no longer stun the user or friendly troops
weapons: PPSh 41 (MP 717) boosted damage over distance
weapons: M1 Thompson (20rnd) raised recoil slightly, was extremely overperforming when using short bursts; still decent now
weapons: Reichsrevolver and M1899 Revolver accuracy nerfed, rarity also increased
calls: considering its low price and rapid arrival time, the Strafing Run has been toned down
vests: Sniper Gear - player characters will now enter a wounded state instead of outright dying
BUG Fixes and Tweaks:
Saipan: tentative fix for most map-related bugs
Varsity: fixed Waco glider with missing hitbox near LZ S
items: Sniper suit now translates properly
flares: fixed issue where Paradrop-spawn flares were usable on a variety of maps where they should not have been
calls: Airdropped Armory no longer lands precisely on the marker, to prevent being used to crush enemy elite soldiers
soldiers: cleaned up Tank Hunter vest off of inappropriate soldiers in Edelweiss
soldiers: Snipers should now favor helping friendly units more than continuing to their objective
Update 1.87 released!
Hey Runners!
Summer has come to an end, the weather is getting colder, perfect conditions to drop the next update. Get yourself a hot cup of tea, make yourself comfortable and let's rock!
Starting with some major bug fixes, AI tank gunners will now properly prioritize targeting other heavy combat vehicles as intended. Destroyed vehicle wrecks won't instantly respawn after being crushed, now only after the defined vehicle respawn time has elapsed. Furthermore, deployable turrets, sandbags, and other assets have had their mass reduced significantly so that heavier combat vehicles will crush them instead of trying to drive around, which could cause some serious road bottlenecks. Sandbags will also get destroyed by smaller vehicles easier than before, which helps the aforementioned navigation bottlenecks.
For balancing changes, we worked on pretty much every mode starting with Dominance (PvP) where the 150% HP vest was too strong due to its immunity to stun projectiles. In Man vs. World, we increased the player's speed by 15%, it's Rambo after all! Next is Man vs. Zombies, where the player also benefits from the speed boost - a buff maybe even more important than in the previous mode. Also in this game mode, the odds of a crate being empty is lower in this update so that you'll have more opportunities to replenish your equipment when an armory isn't at your disposal or when short on RP. Last but not least in this mode, we also fixed a bug where the Ripper and Elite Ripper were moving back and forth, taking more time to reach you than intended - this makes it harder, so make sure to get rid of them ASAP!
Beside several map changes to remove power farming locations in online invasion, some combat vehicles spawn flares were removed from specific maps that were also sources of farming abuse. While farming is tolerated when the team is not struggling to advance, it isn't anymore as soon as the team is getting a disadvantage through farmers not actively going after the objectives. To underline this, we also made a few rules changes and/or adjustments. Another change to make the online experience a bit smoother was the addition of a script to kick idle players so that after a few minutes, the idler will get booted from the server and open their slot for others.
Not only have we worked on bugfixes and balancing, there are also new additions you can experience in this update! The first is the introduction of a new soldier group: the combat dog! woof! :D The dog spawns are limited to campaign and invasion as a rare spawning unit and only for the player faction. We don't want PETA to knock at our doors for letting players shoot those doggos! They bark, bite, run around and can even heal wounded units <3 Another addition (in invasion only) is the rare chance that a DarkCat tank can spawn for the enemies on selected maps, not just in the arena of Frozen Canyon! The chances are low, but be ready for a sudden death out of nowhere! We've also added 6 new ranks between the "General of the Army" and "President" to close large gap in-between. These also have unique faction-specific skins!
Last but not least, and probably the coolest new addition is the AI awareness of cover when throwing grenades. While the grenade would always fall short in previous versions, the AI will now try to lob the grenade over and behind cover. It's been slightly randomized so that the grenade throw will not always land successfully behind cover (for balancing reasons), so keep on your toes! :)
We've also prepared a big update for our WW2 DLCs! Major content additions involve a new Medium Tank for the IJA, the Type 97 Chi-Ha Kai. Alongside this comes a new emplaced weapon, the Fortified Turret, a static Medium Tank turret that will present a new challenge to players in the later parts of the Pacific campaign. There are new weapons as well; a powerful Elite Pistol (usually a light Revolver) can be unlocked for all factions with the sale of briefcases, a suppressed De Lisle Carbine can be found on British Commandos during the Sealion Boss Battle, and powerful but slow-firing Elite Revolvers can be found on any enemy Veteran soldiers. Lastly, Elite Heavy MG deploys have been returned to the player's armory but must be unlocked with briefcase sales; these weapons include the HMG 42, Type 98 Autocannon, and Browning M2HB.
Various balance changes and bug fixes have been made as well, including a rebalance of the Bergetiger Escort Mission on Hell's Highway, alterations to the behavior of Heavy Machine Guns, an increase to the Scoped FG 42 spawn chance (with a few Fallschirmjaeger Snipers helping out the Volkssturm on Varsity now), protective armored shields for the IJN Ka-Tsu's machine guns, and the addition of Guadalcanal to the Quickmatch playlist. Two of the more significant bug fixes address enabling the missing in-game Difficulty options and Journal in the Campaign. Lastly, a variety of other tweaks, including many suggested by the community, round out the patch.
Extensive changelog below!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
Changelog v1.87:
NEW content:
soldiers: added a dog soldier group as random rare spawn for the player faction. It attacks enemies and heals friendly units, woof!
invasion: DarkCat tank has a small chance to spawn in other maps than the map "Frozen Canyon"
invasion: idling players will be automatically booted from the server after a maximum idling time has been exceeded
ranks: added 6 news high ranks in online invasion between General of the Army and President
AI: grenade tossing ballistics behaviour added for potentially reaching a target behind a cover
items: added CB6 goodies to the lottery pool
modding: added kill_probability_offset_on_successful_hit weapon parameter, which is a penetration mutliplier if a bullet connects, to allow lower probability weapons to make "critical" hits if the projectile connects
modding: added use_ladders ai parameter
modding: added grenade_throw_over_obstacle_offset_min ai parameter
modding: added grenade_throw_over_obstacle_offset_max ai parameter
BALANCE Changes:
dominance: added a 150ms reaction time to the AI when choosing target to compensate the situation unawareness penalty because of FoV
dominance: 150% HP vest not immune to stun projectiles anymore for upper vest layers
Man vs World: player movement speed increased by 15%
Man vs Zombies: player movement speed increased by 15%
Man vs Zombies: Elite Ripper has now a reduced movement speed when very low on health
Man vs Zombies: increased the chance of crates to drop equipment (less empty crates)
items: AAV and SEV-90 vehicle flares do not deploy on King of the Hill type maps (Power Junction, Vigil Island, Dry Enclave) and Iron Enclave for online invasion anymore
vehicles: standard radio jammer respawning time increased from 180s to 300s
AI: taxi request time increased from 15 to 20 seconds
misc: XP combo bonus capped at 10 kills to infinitely increased linearly after the 10th kill instead of exponentially, which was abused by a minority of players
BUG Fixes and Tweaks:
maps: several fixes here and there
maps: Tropical Blizzard is now less foggy
maps: terrain in Vigil Island is a bit less steep
weapons: Benelli M4 and the suppressed Benelli M4 are now a single weapon with alternate (suppressor) fire
translations: few fixes mainly in PT(-BR) and RU
dominance: fixed the map "Moorland Apocalypse" where the vehicle spawn locations were faulty (already handled in a quick fix)
Man vs Zombies: fixed Ripper and Elite Ripper's movement to go back and forth
vehicles: destroyed vehicle wrecks will not instantly respawn anymore if crushed but after the vehicle set respawn time
vehicles: all deployable static combat vehicles (MG, GL, TOW, Hornet, mortar, etc.) are now easier to destroy through vehicle collision
vehicles: deployable sandbags are now easier to destroy through vehicle collision
vehicles: fuel tanks don't change the faction anymore when the base owner has changed
vehicles: fixed a bug where the SEV-90 got unsteerable even though he had enough health left
vehicles: fixed missing broken mass and remove collision threshold of the radar tank
calls: markers for rubber boat drop added
script: fixed the icecream van not showing on the map when using the GPS laptop
script: GPS Laptop now also shows the location of the DarkCat
AI: fixed a bug where some heavier combat tanks had a low target priorization
AI: drivers of tank class vehicles are not trying to steer around deployable static vehicles anymore
AI: drivers of tank class vehicles are not trying to steer around deployable sandbags anymore
ui: fixed a bug where vehicle_marker_atlas_size in hud.xml was locked to 8x8 atlas size
misc: online rules slightly reworked
WW2 changelog v1.87:
NEW content:
vehicles: Type 97 Chi-Ha Kai added (medium tank). Begins to spawn on Tarawa (Island4) and is available through the call-in menu
weapons: Elite Secondary Pistols added - available as a random unlock via selling the Briefcase (Type 26 Revolver (IJA), C 96 Pistol (WH), Enfield No.II (UKF) and M1917 Revolver (USF and USMC)
weapons: Officer's Engraved variant of the Enfield No. II has been added
weapons: rare Elite Revolvers added - the Reichsrevolver (WH) and Model 1899 Revolver (all other factions including IJA)
weapons: De Lisle suppressed carbine added - rare suppressed bolt-action rifle carried by British Commandos
weapons: reintroduced Elite Heavy MG Deploys - available as a random unlock via selling the Briefcase (Type 98 Autocannon (IJA), MG 42 HMG (WH), and M2 HB (Allies))
BALANCE Changes:
Bergetiger mission: speed in Hell's Highway has been increased by 40%
Bergetiger mission: repair multiplier has been doubled (campaign only)
Bergetiger mission: Hell's Highway (Axis) Bergetiger escort mission has been rebalanced to be less challenging (significantly more attacking friendly units)
maps: Operation Sealion now has more Allied Homeguard soldiers defending at the start of the map
maps: Operation Downfall now spawns 3 Medium Tanks on the enemy force during the final phase instead of 3 Light Tanks
maps: Saipan now has a new capture zone added, and a new armoury located somewhere in the town before the airfield
heavy MGs: completely re-balanced, more forgiving recoil control resulting in greater firepower, but with slower turning speed and lower velocity, plus more vulnerability to explosives
heavy MGs: now limited to carrying only 1 in inventory (formerly 2 when high enough rank)
elite heavy MGs: alongside being re-balanced, have additional health to resist explosives slightly more than normal heavy MGs
items: Veteran Vest's reverted a change in previous patch to the resistance (it was affecting enemy veterans too much)
items: Assault Vest slightly lowered the bullet resistance of the final layers
weapons: Heavy MG 34 cost raised from 60 RP to 75 RP
weapons: Type 98 Autocannon (IJA elite heavy MG) anti-tank damage reduced, cost raised from 200 RP to 250 RP
weapons: M12 Trench Gun adjusted damage profile; it is now far more powerful in short ranges and good against enemy Elite Soldiers, but has slightly shorter maximum range
weapons: Light MG 34 and Beardmore-Faruqhar LMG slightly lowered recoil
weapons: Vickers Mk VI Bipod raised damage profile
weapons: Type 96 slightly raised damage, intending to improve reliability
weapons: LP 08 Carbine slightly lowered damage range
weapons: Sten Mk II SD (suppressed) lowered the maximum range to 40m
weapons: Enfield No. 4 (regular) reduced velocity - this change does not affect the sniper version
weapons: M1 Garand 60mm Launcher blast radius raised to 5.5m
weapons: M1918 BAR (heavy) raised crouching accuracy to be much closer to Light and Rapid Fire BAR's; keeps its slow stance recovery
weapons: SMGs: slightly lowered recoil of the following: Type 100/44, MP 34, Lanchester, Type BE, and Type STE
weapons: Bayonet range of Type 44 Carbine and Type 99 LMG have been raised
Scoped FG 42-G: Fallschirmjager Snipers spawn more often on Sealion
Scoped FG 42-G: occasionally, Fallschirmjager Snipers and Veterans can now spawn on Operation Varsity to support the Volkssturm (giving a few more opportunities to collect a Scoped FG 42-G)
Scoped FG 42-G: slightly raised commonness of the weapon to show up on Fallschirmjager Veterans and Snipers
vehicles: Deployable Sandbag's mass reduced by 90% so that tanks don't see them as obstacles, which could lead to traffic jams
vehicles: Bofors raised projectile blast radius from 1.5m to 3.75m
vehicles: Ka-Tsu is no longer immune to Anti-Tank Rifle Grenades, however like Medium Tanks it remains immune to Flamethrowers
vehicles: Ka-Tsu machine gunners are now protected by a shield, but the guns turn slower
vehicles: M10 GMC has had its health increased (will absorb 1 extra Panzerfaust shot but same amount of Medium Tank shots) and its cost lowered to 1000 RP
vehicles: Willys MB Recoilless Rifle Jeep raised the damage and area-of-effect of recoilless rifle
vehicles: Coastal Gun raised the reload time from 4 seconds to 6.5 seconds
call-ins: M4 Sherman can now be called in by the USMC on Tarawa and Saipan as well as the rest of the late-war maps
call-ins: Airborne Paratrooper call-ins now guarantee one soldier with a medkit (ground-based infantry call-ins are unaffected)
BUG Fixes and Tweaks:
difficulty options: fixed an issue where in-game difficulty changing was not possible for WW2
journal: fixed issue that Journal was not accessible in WW2 Campaigns
soldier models: when combining Sniper Gear with the Sten Mk II SD or De Lisle Carbine on the UKF faction, you now receive a Commando uniform
soldier models: when combining Assault Gear with the Vampir StG 44 on the German factions, you now receive a Nachtjaeger uniform, though without the black tunic
soldier models: adjusted brightness of USF Varsity soldier model set to help differentiate them better from the Volkssturm
weapons: Kar98k Elite fixed missing reload sound
weapons: Folded M3 Greasegun now uses the proper reload animation
weapons: Kar98k Scout now can toggle bayonet
weapons: SMGs: fixed an issue where bayonet melee range was not being extended on all IJA SMGs as well as the 9mm MP 34
icons: M43 Stick Grenade icon tweaked to remove the (nearly impossible to see) fragmentation sleeve
items: Sniper Gear can now be dropped like other vests
maps: Pacific Campaign - fixed some issues with captureable attack-ship bases
maps: Pacific Quickmatch - removed attack-ship spawn points since the bases are not objectives anyways
maps: Guadalcanal can now be played in Quickmatch
maps: Saipan has fixed attack-ship platforming
vehicles: Type 98 Autocannon Ka-Tsu 13mm Machine Guns can no longer damage themselves
vehicles: Maus guns slightly repositioned as they formerly sat too low
call-ins: US Army Rifle soldiers no longer have a 20% chance to spawn with a vest, but the Squad Leader will still keep theirs
soldiers: Sniper soldiers (AI) are now more accurate
soldiers: IJA regular soldiers - addressed an issue where some could spawn with unintended weapons on some maps of the campaign
Update June 28 2021
Pacific / Edelweiss DLC changes
items: Sentry Vest now has lower weight when at 40% health, to make swapping it out for another vest in the backpack slightly more viable when at this stage of damage
calls: lowered cost of Nebelwerfer barrage from 500RP to 450RP, this should also hopefully result in more consistent sorting in the call-in list
In this update right on time for the Steam Summer Sale, we focused once again on improving the quality of life of the gamers, especially new ones. We've added the possibility to change campaign difficulty on the fly, which as a feature makes a whole lot of sense when the campaign can be pretty long. No longer you have to restart the campaign from scratch after you realize halfway into it that either you've learnt the ropes so casual difficulty isn't giving you enough challenge or that hard difficulty is actually too much to handle.
At first, the option to change the difficulty is hidden - we still want players to keep trying for a while - but when you are badly struggling to capture territories or latest within a few hours into the campaign depending on difficulty, you'll be notified with a journal entry that the option is now enabled and you will find the button added in the campaign menu. After that the option stays available in other Vanilla campaign runs.
Furthermore, we changed the difficulty presets for the campaign similar to how it has been in the WW2 DLCs. Instead of just "casual", "hard" (was default) and "veteran", we now have "casual", "normal" (now default), "hard" and "veteran".
The new default difficulty is accordingly easier than what it was in earlier versions and by now having a "normal" difficulty option, there isn't such a big step in difficulty between "casual" and "hard".
We also made some small tweaks for the final missions, you can find about it among other changes in the Changelog below.
We've also prepared an update for PACIFIC and EDELWEISS! Bigger changes include being able to select your initial spawn point when joining a server, a redesign of Bayonet penalties and a buff to the M10 Tank Destroyer
Attaching a Bayonet will no longer provide an accuracy penalty on most weapons, while the penalty on those remaining is now very mild. Instead the main drawback is having slower accuracy 'recovery' when transitioning from running to standing still. This overall makes using a Bayonet much more viable at long range, with a slight impact on how fast you can acquire your first target.
The M10 Tank Destroyer is now as fast as a Light Tank, and has also received a turret turn speed boost to help with firing while strafing or flanking. Furthermore it gets an increase to its main cannon's blast radius, to give it slightly more defensive power against Infantry.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, your Osumia Games
Changelog v1.86:
NEW content:
weapons: added F2000, XM8 and AKS-74U to be buyable at the ice cream van for 200 RP each
campaign: added change difficulty menu, appears when a campaign has been played long enough or if any stage lasts long enough and is available from then on
campaign: added highlighted commander messages for Final Missions
invasion: added a campaign rotator. Faction rotates after every map rotation
BALANCE Changes:
weapons: some price adjustments - SG552 (20->10RP), FAMAS-G1 (10 ->8RP) and L85A2 (10 ->8RP)
weapons: SMAW max carry capacity lowered from 3 to 2. Rank requirement raised
vehicles: bots use faction accuracy setting when shooting with vehicle weapons
vehicles: Legion tank destroy reward down from 350 to 50 RP
vests: EOD AI vest now can't be dropped on dead by EOD AI soldiers anymore
vests: EOD AI vest stun state on projectile damage kicks in at later vest damage stages, while blast damage earlier
calls: A10 gun run XP requirement increased from 1000 to 6000 XP and amount of projectiles increased by 33%
campaign: Final Mission II (Frozen Canyon) script has been slightly reworked with e.g. less chance for the AI to backcap in phase 3 and also the minigun emplacement to not be left by the enemy on Castle capture by allied forces
campaign: changed Final Mission I enemies to guard more likely and made them spawn more scattered
invasion: added a supply quad at Leg SW in Tropical Blizzard (was mentioned for 1.85 but not applied)
BUG Fixes and Tweaks:
maps: few fixes here and there
translations: some improvements in the Chinese localizations
weapons: Kulakov now can't be used when TK penalized
weapons: DarkCat tank missile launcher doesn't damage self anymore
vehicles: DarkCat tank has slightly improved navigation
script: GPS Laptop now also shows the location of the ice cream van
invasion: basic weapons have a 50% drop chance, instead of 100% to avoid clusters on heavily contested areas which could affect performance
dominance: spawnpoints issue fixed in Islet of Eflen KotH mode (was mentioned for 1.85 but not applied)
items: added CB5 goodies to the lottery pool (was mentioned for 1.85 but not applied)
markers: comms marker textures are now preloaded to avoid a frame stutter on first call
WW2 changelog v1.86:
NEW content:
campaign: players may pick their spawn point on any ww2 levels when starting a new map or joining a server
BALANCE Changes:
maps: increased enemy soldier counts by approx. 2 more soldiers per base on Peleliu and 3 on Downfall, both USMC and IJA campaign
weapons: redesigned Bayonet penalty system; primarily slows down accuracy recovery when stopping to fire after running, rather than affecting the accuracy itself. Bolt-action rifles do receive a minor accuracy penalty anyways, but smaller than before
weapons: all SMGs - reduced crouch accuracy slightly to make them less reliable at max range
weapons: M3 Grease gun - lowered recoil so it will more consistently hit targets at range when firing short bursts
weapons: M1928 Drum, M1921 100-round Drum, and PPSh 41 stance-change rate are improved
weapons: reduced timer on the Type 100 Grenade Discharger's grenades from 3 seconds to 2.35 seconds, returned cost to 25rp
weapons: slightly raised M1 Garand kill-probability to make it more competitive at long-range
weapons: M9 Bazooka and Panzerschreck now reload in 3.5 seconds instead of 4 seconds
weapons: various adjustments to the zoom of Scoped weapons to create a more standardized system and better distinguish between the powers of certain scopes
weapons: Reworked M1 Garand 60mm Launcher to function as single-shot to avoid Assault Vest shenanigans
call-ins: slightly raised blast-radius of all Light Artillery shells from 7.5m to 8m
vehicles: raised the turret rotation speed of the Ha-Go and the Stuart Light Tanks
vehicles: raised turret rotation speed, max speed, and slightly raised cannon blast radius of M10 Tank Destroyer
vehicles: added a superior shield for better small-arms protection on the Sdkfz 251 Flak Driver
items: slightly improved the resistance of each layer of the Veteran's vest, it now matches the resistance of the Assault vest
BUG Fixes and Tweaks:
campaign: changing the difficulty settings will affect the amount of enemies spawned on wave defense maps
campaign: fixed missing commander entries on wave defense maps
maps: fixed an issue where a scripted artillery call on Guadalcanal was showing up as being ordered by the USMC instead of the IJA
maps: USF will now correctly spawn M10 Wolverines on Sainte-Marie-du-Mont, Bastogne, and Operation Varsity
maps: added second radio jammer to Operation Downfall
maps: potential fix for crate desync on Operation Downfall
maps: removed ineffective radio jammer spawn on west side of Sainte-Marie-du-Mont on the Allied campaign
vehicles: LVT and Ka-Tsu wrecks can now be pushed around and destroyed by vehicles
weapons: tweaked the appearance of the M12 Trench Gun Bayonet model so it more accurately represents the size of the bayonet
weapons: set M1903A4 Sniper Rifle's cycle time to match the M1903A3 regular rifle
weapons: added various missing animations on machineguns
weapons: added larger explosion FX for Bofors
weapons: new AT gun animation that provides better protection for the gunner
Update 1.85 released!
Hey Runners!
After two crazy weeks it looks like the online attendance has slowed down a bit to give us some time to breathe, pheww. While being very stressful, we were amazed about how much a single influencer could boost the interest for RWR with a single (very well-done though!) video that was responsible for a good chunk of nearly 200.000 new Runners within a week! Thank you so much for that, SONAR! In case you are curious about the video, here is the Bilibili and here the Youtube version.
We seized the occasion of the unprecedented influx of new players to work on making server browsing a bit easier as it was starting to be cumbersome to look for a specific server when you had dozens of pages to browse. In the 2 previous hotfixes, we added a new online play section consisting of a list of servers which Steam friends are playing on, and improved the way player slots are reserved when joining a server so that in the case of an almost full server, it won't be a race of whose computer loads the map resources faster anymore.
As of today's update, we made some changes related to the AI behavior of "backdooring" bases, either by lonewolves units or some offense squads who went after random bases other than the one targeted by the commander. In online, the more players are on a server, the less own AI units are available to defend the back bases, hence the issue with backdooring. It could be very frustrating when you captured almost all the map and suddenly the enemy deploys far behind the frontlines to capture everything back. Now, the more players on the server, the less those backdooring units are spawning. On a 32-men server, they don't spawn anymore at all.
Another topic on today's update is that server browsing now also features a list of dedicated mod servers, so finding your favorite hosted mods is a breeze. Speaking of favorite mods, kudos to the mod "Girls Frontline: Fallen Eagle" which since recently peaks the subscription chart of the RWR mods in the workshop, congrats to Xe-No and his team!
EDIT: It has come to our notice that Girls' Frontline mod has been managing microtransactions from its community for in-game resources and also found using copyrighted content without permission which both are strictly prohibited. We have been in contact with the mod author and the mod is currently under further evaluation by Valve (31.05.2021). The mod has been entirely removed from Steam(02.06.2021). The DMCA takedown was rejected by Valve and the workshop item has been reinstated and reworked under the name Girls Frontline: Nirvana Phoenix (11.06.2021).
We've also prepared a small update for PACIFIC and EDELWEISS. Changes include some bug fixes and balance changes, including a pass over most Sub-Machine Guns intending to improve their lethality at short and medium range, and a nerf to the blast radius of the Light Artillery call-in shells (including the Light Naval Artillery.)
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you and keep on running!
Your Osumia Games
Vanilla changelog v1.84.1:
online: Added Steam friends server list view
translations: Fixed some translations
Vanilla changelog v1.84.2:
online: Added player slot reservation on servers which improves joining when servers are close to being full
Vanilla changelog v1.85:
maps: few fixes here and there
dominance: spawnpoints issue fixed in Islet of Eflen KotH mode
invasion: added a supply quad at Leg SW in Tropical Blizzard
items: added CB5 goodies to the lottery pool
ui: server list for dedicated servers running mods
server: serverlist_url added for start_server command
AI: changed enemies to attack less to side bases and spawn less lonewolves when more players are on the server
WW2 changelog v1.85:
BALANCE Changes:
items: player version of Assault Gear no longer grants immunity to Stun (such as from Concussion Grenades). AI soldiers remain immune since they often use those grenades very aggressively
call-ins: reduced the explosive radius of Light Artillery shells from 10m to 7.5m
vehicles: raised damage of the twin-.50cal turrets from the downed B29 Bomber (on Peleliu Island), making it more threatening
vehicles: raised damage of the PT boat twin-.50cal turret
vehicles: increased the rate of fire of the Tiger I main cannon; lowered reload time from 7s to 6.5s
weapons: added extra vision range to the Boys AT Rifle, almost as much as as Sniper Rifle
weapons: Type 100 Grenade Discharger - raised blast radius to match Allied hand grenades (6m) and lowered cost from 25 to 20rp
weapons: added a small amount of extra vision range to the Type 97 AT Rifle, quite mild
weapons: improved reload time and accuracy stance-change rate of FG 42 to match M1918A2 BAR Heavy
weapons: tweaked performance of most SMGs, including secondary-slot folded SMGs. Mostly their recoil recovers faster, giving them more of an edge in short and mid-range engagements
weapons: raised base damage of M2 Carbine to match M1 Carbine and extended maximum damage range to be slightly higher (closer to other "proper" Assault Rifles)
weapons: raised the damage model of the Type 44 Carbine to match the Type 38 Rifle, also raised moving accuracy slightly
weapons: raised damage and damage fall-off range of Type 99 LMGs, raised accuracy of Scoped variant
weapons: lowered recoil of LMG 34 and Extended Belt
weapons: raised damage and velocity of Type 98 LMG, Stinger
weapons: slightly raised damage of LMG 42 and Extended Belt. However since it still feels inferior to the Stinger and Type 98, price is now lowered by 100RP
weapons: raised damage of M1919A6 LMGs and Vickers Mk VI Bipod
weapons: raised range of M12 Trench Gun
weapons: raised damage and range of M712 Schnellfeuer
weapons: slightly raised damage of Type 4 Rifle
weapons: increased performance of Type Hei to make it more comparable to the Winchester Automatic Rifle
BUG Fixes and Tweaks:
items: fixed a bug where dying from explosives while wearing the Banzai or Assault vest would cause the vest to drop undamaged
briefcase unlocks: attempted fix to prevent British unlock weapons from being available to the Americans on Bastogne and Varsity
calls: fixed sorting order on some maps and gamemodes so that the Airstrike Strafing Run shows up before the heavier, more expensive calls
vehicles: fixed an issue where the new Ho-Ha rig was difficult to repair
vehicles: improved the ability of Ho-Ha to shoot without being blocked by its own nose, such as when fighting on hills
vehicles: fixed an issue where the Sdkfz 251 Flak Halftrack had its wheels located off the axel
vehicles: attempt to fix the floating barrel of the Tiger I looking odd when driving
vehicles: adjusted collision of destroyed Coastal Gun so it should clip less
weapons: fixed a bug where the Gewehr 43 Ostveteran explosive rounds could still teamkill
weapons: fixed a bug where the MP 40 Folded was less accurate than its normal counterpart
weapons: fixed an issue where dying with the Type 44 while the bayonet was attached would not allow you to respawn with it
weapons: increased length of the M12 Trench Gun model
weapons: darkened colour of MG 34 bipods
weapons: fixed muzzle-flash position on Beardmore-Farquhar LMG
weapons: set accuracy stance-change rate of Type 38, Type I, and Type 44 to be equal to all other normal rifles (was formerly slower)
Update 1.84 released!
Hello runners,
It's update time! Beside some minor bugfixes, we focused on equipment balancing in this update. Several suggestions came straight from the active community on the Running with Rifles Discord. The modding community also spent some energy on creating new content after we announced that we are open for a new community box. And today, we have the COMMUNITY BOX 6 ready for you! Thanks to all the modders for the submissions and also to those whose work didn't make it into this community box. In no particular order, credits go to Mr. Bang, Unit G17, KF Redfox, Warbro, Xe-No, MarcusKrug, Kiruex, oche34, NC0032, Veliki Shef, CN memories, GhostNZ, Waltarron, Return_Dirt, P90 rush B and MoistGoat.
While we thought pretty much everything has been covered, we have some new interesting weapons there, from an explosive arrow alternate fire mode for the Compound bow to an incendiary grenade launcher by way of a reverse-recoil light machine gun. Most new weapons in today's community box use the feature we implemented for EDELWEISS release, i.e. an alternate fire mode.
We've also prepared an update for PACIFIC and EDELWEISS! The major content includes the Enfield P14 Sniper Rifle and Beardmore-Farquhar LMG for the UKF, the Boys Mk I AT Rifle carried by all Allied forces in both PACIFIC and EDELWEISS, and the M9A1 Bazooka for the USF. For vehicles, the M10 Wolverine tank destroyer has been added for USF forces! The M4A3 Sherman has also been made available on late-war Pacific maps.
Alongside these, a wide variety of balance and quality-of-life changes have been deployed that are sure to make playing more enjoyable, of these the most noticeable being the removal of friendly fire for certain explosive weapons. For the full list of changes, look below!
Changelog 1.84 (Vanilla):
NEW CONTENT:
equipment: binoculars now show the distance to target when "shooting" at it (not in quick matches)
items: community box #6 added
weapons: Compound bow - alt version with explosive arrow added
weapons: Buckshot Bess Musket - alt version with bayonet added
weapons: Ninjato - alt version using firecrackers (stun) instead of ninja stars added
weapons: Ares Shrike - alt semi-automatic version added
weapons: 44 Magnum - alt rapid fire version added
weapons: AK47 with alt fire underbarrel grenade launcher (GP25) added
weapons: M16 with alt fire underbarrel grenade launcher (M203) added
weapons: G36 with alt fire underbarrel grenade launcher (AG36) added
models: standard winter soldier model colors tweaked so that brown and grey are easier to distinguish from each other
animations: Claymore placing animation reworked - takes less time to activate
equipment: Claymore despawn time increased from 90 to 180 seconds
equipment: C4 despawn time increased from 30 to 45 seconds
wearables: all costumes now have a broken state, instead of just disappearing when damaged
wearables: Black Ops vest can survive one small blast to be more effective against grenadiers
weapons: Milkor MGL uses a cycle animation instead of retrigger timer to prevent reload spam
minimodes: players drop items on teamkills to avoid respawning with the teddy close to an armory in teddy hunt substages
minimodes: players drop items on disconnection too
minimodes: encumbrancy of the Teddy carry item increased from 22 to 50%
minimodes: Teddy Hunt - teddy now showing properly on the map when carried by a player
minimodes: fixed a case where Islet of Eflen was spawnlocked
dominance: weapons adapted to the changes in other game modes
invasion: online invasion player faction from Brownpants to Greenbelts
objects: fixed destructible wall material handling
ai: fixed a collision avoidance issue with steering around vehicles while in water
campaign: fixed a bug with campaign continue while hosting the game online causing stuck script
online: added workaround for possible problems with Steam Cloud based authentication
Changelog 1.84 (WW2):
NEW CONTENT:
vehicles: M10 Wolverine added to USF faction, available through call-in on every USF map except for Sicily and Bastogne
weapons: Enfield P14 Sniper Rifle, UKF medium-tier rare carried by Sniper soldiers, can be unlocked via Briefcase
weapons: Beardmore-Farquhar LMG, UKF high-tier rare carried by Veteran soldiers
weapons: Boys Mk I Anti-Tank Rifle, Allied medium-tier rare carried by UKF, USF, and USMC Sniper soldiers, can be unlocked via Briefcase for UKF and USMC
weapons: M9A1 Bazooka, Allied medium-tier rare carried by new USF Tank Hunter soldiers, can be unlocked via Briefcase
soldiers: USF Paratrooper "Tank Hunter" AI soldier, behaves exactly like the Wehrmacht "Tank Hunter" soldier and will spawn on St. Marie, Bastogne, and Varsity
features: the following weapons can no longer deal damage to friendly infantry or the shooter: all AT rifles, AT rifle grenades, autocannons, flamethrowers, and the Panzerwurfmine
bayonets: the M1941 Johnson can now attach a bayonet
bayonets: the Type 44 Carbine can now toggle its bayonet on or off
sounds: Panzerfaust and PIAT have a new sound distinguishing them from other Rocket Launchers
sounds: Heavy and Light tank cannons have new sounds distinguishing them from Medium Tanks
BALANCE CHANGES:
map balance: M4A3 Sherman added to US Marine Corps call-ins on Iwo Jima, Peleliu and Downfall (both Axis and Allied campaign)
map balance: M4A3 Sherman added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
map balance: M3 Halftrack added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
map balance: enemy "special soldiers" during the Varsity and Sealion boss fights no longer spawn with RP in Campaign (still possible in Invasion)
map balance: removed a respawning Panzer IV from Arnhem to make it a bit less vehicle-crowded for the Allies to fight against (Allied campaign only)
weapons: adjusted commonness of many weapons to become more standardized across all factions, should also raise commonness of high-tier rares in Campaign
weapons: cost of Flamethrowers reduced from ~150RP to ~100RP
weapons: StG 44 Vampir damage range raised to represent how its IR optics make for easier targeting
weapons: M1941 Johnson LMG firepower greatly boosted and cost raised to better reflect its high-tier rare status
weapons: MG 42 Extended Belt reload time set same as other belt-fed MGs
weapons: MG 42 Mobile belt size raised from 100 to 150
weapons: VGO No. 2 Mk I - improved firepower both when hip-firing and when using bipod
weapons: MG 34 completely redesigned - moved from being a medium-tier rare weapon to being a common armoury weapon
weapons: Winchester Automatic Rifle has had its accuracy and recoil control improved to better reflect its high-tier rare status
weapons: Type 96 LMG is no longer replaced by the Type 99 LMG but rather augmented by it once it becomes available
weapons: M1903A3 is now available alongside the M1 Garand on the Western Front (formerly only mid/late-war Pacific maps)
weapons: minor changes to most LMGs, HMGs, secondary-slot Carbines, the M1941 Johnson Rifle, Scoped FG 42, Sterling
weapons: adjusted the cost of some rare guns to better reflect performance
briefcases: UKF now unlocks the Lanchester SMG instead of the M1928 Thompson w/ Drum
briefcases: USMC can now unlock Scoped M1D Garand
briefcases: IJA can now unlock Scoped Type 99 Rifle and Type BE SMG
briefcases: WH can now unlock the Panzerschreck
briefcases: IJA must now unlock the Sniper Gear camouflage suit with Briefcases like every other faction
soldiers: Tank Hunter soldiers can no longer kill themselves or friendlies with their Rocket Launcher
soldiers: Assault soldiers can no longer spawn with medium-tier or high-tier rare guns
soldiers: Banzai soldiers can now spawn with SMGs and occasionally the Type BE
soldiers: IJA Veterans can now spawn with the Type BE (not just the IJN)
FIXES and TWEAKS:
soldiers: Added rank names and icons for the UKF and the Polish Armoured
soldiers: fixed an issue where Axis Veterans were not spawning with HE Rifle Grenades
soldiers: Banzai Chargers more reliably follow their Officer into attack
soldiers: Banzai Officer will be less likely to join player squads
quickmatch: added some Heavy Tanks to some of the maps
quickmatch: all items and weapons normally unlocked by Briefcase sales in Campaign are now immediately available in Quickmatch
soldier models: carrying an M9A1 Bazooka or Panzerschreck will now attach a rocket-ammo backpack onto the soldier model
soldier models: improved the model of the USMC Assault soldier
AI: fixed a bug regarding collision avoidance while in water
calls: fixed an issue where Jeep call-ins were not working for the UKF Paratroopers on Arnhem
calls: fixed an issue in Quickmatch where the M3 Halftrack call-in on Hell's Highway would spawn a bunch of other vehicles and cost a ton
calls: fixed Strafing Run call in not working in Quickmatch
calls: Wehrmacht Infantry call-in can now deploy from the base 'Best' on Hell's Highway
calls: now show barrage radius outlines in Quickmatch
items: adjusted the appearance of the Victoria Cross and Iron Cross HUD icons
maps: placed a Stash on the South Bridge base for Axis to use when arriving at Arnhem
maps: adjusted the extraction point on Arnhem leading to Hell's Highway for Axis campaign to make more sense
sounds: added some airplane airdrop ambience to maps that feature Paratrooper drops
music: raised the distance boss-music plays at when away from the tank for all bosses, especially on Sealion where the nearest on-map Armoury is quite far
weapons: tweaked the HUD icon and model of the Scoped M1D Garand sniper rifle
weapons: tweaked the HUD icon of the Type 44 Carbine to show its bayonet turned out
weapons: added explosive visual effect to Bofors and AA guns projectiles
weapons: fixed an issue where the 20mm Anti-Aircraft Gun was not able to damage Sentry soldiers
weapons: increased the size of all Grenade models to make them more visible (like Vanilla)
weapons: fixed an issue where the UKF were unable to buy Binoculars on Arnhem
briefcases: fixed an issue where the Commander would not report back 'nothing left to unlock' when that was the case
vehicles: tweaked spots of Opel Blitz and Austin K5 so that no crew will die when disembarking at full speed
vehicles: adjusted animations of the Ka-Tsu machine gun crew
vehicles: fixed missing weapon-mount mesh on Willy's MB Jeeps